Pachinko machine

The gaming machine uses guidance displays and light-emitting means to improve directional ball launching instructions, addressing the lack of effective guidance in existing machines and reducing component visibility for cost-effective design.

JP7708534B2Active Publication Date: 2025-07-15SANKYO CO LTD
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Patent Information

Application Number
JP2019209276
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2019-11-20
Publication Date
2025-07-15
Estimated Expiration
2039-11-20

AI Technical Summary

Technical Problem

Existing gaming machines lack effective instructions to prompt players to launch gaming balls in a specified direction, particularly during jackpot start performances.

Method used

The gaming machine incorporates guidance display and light-emitting means to prompt players to launch game media in a specific direction, utilizing visible electronic components, translucent members, and guidance displays with distinct modes to enhance directional instructions.

Benefits of technology

The solution effectively guides players to launch gaming balls in a predetermined direction, enhancing player engagement and reducing manufacturing costs by using general-purpose electronic components that are less conspicuous.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of increasing a degree of freedom in design without sacrificing appearance of the game machine because of electronic components.SOLUTION: A game machine includes: an electronic component (for example, an LED boar 303) provided so as to be visible from a player; a specific member (for example, a base member 301) that is provided around the electronic component and is formed in color similar to that of the electronic component; and a light-transmitting member (for example, a cover member 302) that is a member having a light-transmitting property and allows the player to visually recognize the electronic component and the specific member through the member. The light-transmitting member (for example, the cover member 302) has a decorative pattern 331 formed so as to spread over the electronic component (for example, the LED board 303) and the specific member (for example, the base member 301).SELECTED DRAWING: Figure 10-12
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of playing games.

Background Art

[0002] The present invention relates to a gaming machine that can be controlled to an advantageous state that is advantageous to a player on the basis that the display result of a variable display becomes a specific display result.

[0003] Conventionally, a player is provided with an advantage based on the display result of a variable display becoming a specific display result. For example, Patent Document 1 discloses a decorative pattern table. When the seven symbols are displayed in a row on the display device, a jackpot game can be played. A gaming machine that can be controlled in this manner is disclosed.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] According to the gaming machine described above, during the execution of the jackpot start performance, a right-hit instruction is given to encourage the player to launch the gaming ball to the right by operating the ball launching handle, but there is still room for improvement in the instructions encouraging the player to launch the gaming ball in such a specified direction.

[0006] The present invention was devised in consideration of the above-mentioned situation, and its purpose is to provide a gaming machine that can preferably execute instructions that prompt the player to launch a gaming ball in a specified direction.

Means for Solving the Problems

[0007] The gaming machine of Means A is a gaming machine capable of being controlled to an advantageous state favorable to a player based on the fact that the display result of variable display becomes a specific display result, electronic components provided so as to be visible to the player, specific members provided around the electronic components, a light-transmitting member provided so that the player can visually recognize the electronic components and the specific members through the member, launching means capable of launching a game medium in response to an operation of the player, Among the first area and the second area, there is guidance display means for performing guidance display that prompts a player to launch a game medium toward the second area. There is guidance light-emitting means for performing guidance light emission that prompts a player to launch a game medium toward the second area by moving a light-emitting location of the light-emitting means. It is provided with The light-transmitting member is provided on the front side of the electronic component and the specific member. The guidance display includes a first guidance display displayed in a first display area and a second guidance display displayed in a second display area smaller than the first display area. The guidance display means In a first period during a predetermined period in which a start effect regarding the start of control of the advantageous state is being executed, the second guidance display is performed. In a second period during the predetermined period and after the first period, the first guidance display and the second guidance display are performed. In a subsequent period, while ending the first guidance display, the second guidance display is performed. In a special state after the control of the advantageous state has ended, the second guidance display is performed. The second guidance display displayed in the first period and the second guidance display displayed in the special state are in a common display mode. The guidance light-emitting means emits light from the light-emitting means in a mode different from the guidance light emission in the first period and in a mode linked to the start effect. The light-emitting means is turned off before the second period starts. When the second period starts, the guidance light emission is performed in conjunction with the first guidance display. In both a first situation where a power failure occurs and recovery is made from the power failure while the first guidance display and the second guidance display are being performed in the second period, and a second situation where a power failure occurs and recovery is made from the power failure while the second guidance display is being performed in a period after the predetermined period, after a recovery screen during recovery is displayed, a post-recovery screen after recovery is displayed. The second guidance display is commonly performed in the recovery screen during recovery and the post-recovery screen in the first situation and the recovery screen during recovery and the post-recovery screen in the second situation. On the other hand, the first guidance display is not performed. is characterized by the following. Furthermore, the gaming machine of means 1 is a gaming machine (e.g., pachinko gaming machine 1, 75SG001, etc.) that can be controlled to an advantageous state (e.g., jackpot gaming state) advantageous to the player based on the display result of variable display becoming a specific display result, an electronic component (e.g., LED substrates 303, 403, 603, 803) provided so as to be visible to the player, a specific member (e.g., base members 301, 401, 601, 801) provided around the electronic component and formed in the same system color as the electronic component, a translucent member provided so that the player can visually recognize the electronic component and the specific member through the member (e.g., cover members 302, 402, 602, 802), a predetermined electronic component (e.g., first start port switch 22A, second start port switch 22B, solenoids 81, 82, etc.) provided so as to be difficult or impossible to visually recognize by the player, a predetermined member (e.g., a member for fixing the first start port switch 22A, second start port switch 22B, solenoids 81, 82, etc.) provided around the predetermined electronic component, launching means capable of launching a game medium into the game area according to the operation of the player, guide display means for performing a guide display that prompts the player to launch the game medium toward the second flow-down path among the first flow-down path and the second flow-down path in which the game medium can flow down in the game area using image display, and includes the translucent member (e.g., cover member 302) has a decorative pattern (e.g., decorative pattern 331) formed so as to straddle the electronic component (e.g., LED substrate 303) and the specific member (e.g., base member 301) (see FIGS. 10-12), the predetermined member is not the same system color as the predetermined electronic component, the guide display includes a first guide display and a second guide display, the guide display means After the display result of the variable display becomes the specific display result, before the display of the name of the advantageous state, which is part of the start effect notifying the start of the control of the advantageous state, is completed, the second guidance display is performed, and after the completion of the display of the name of the advantageous state, the first guidance display is performed and the second guidance display is continued. In a period after the predetermined period, the first guidance display is terminated while the second guidance display is continued. In a special state after the control of the advantageous state is terminated, the second guidance display is continued. It is characterized by this. According to this feature, even if electronic components are arranged so as to be visible to the player, the electronic components are less likely to stand out due to the decorative pattern, so the degree of freedom in design can be increased. In addition, for predetermined electronic components that are difficult or impossible to visually recognize by the player, general-purpose products can be used without considering the balance with predetermined members, so the manufacturing cost can be reduced. In addition, an instruction to prompt the player to launch the game ball in a predetermined direction can be suitably executed.

[0008] In addition, the embodiments for carrying out the invention described later include the invention related to the gaming machine of means 2 below. Conventionally, in a gaming machine, during the execution of a big win start effect as shown in Japanese Patent Application Laid-Open No. 2014-147575, there is a configuration in which a right hitting instruction is given to prompt the player to launch the game ball to the right by operating the ball launch handle. However, there is still room for improvement in such an instruction to prompt the player to launch the game ball in a predetermined direction. In view of this point, there is a demand for providing a gaming machine that can suitably execute an instruction to prompt the player to launch the game ball in a predetermined direction.

[0009] The gaming machine of means 2 is a gaming machine capable of controlling to an advantageous state that is advantageous to the player based on the fact that the display result of the variable display becomes a specific display result, launching means capable of launching a game medium into the game area according to the operation of the player, Among a first flow-down path and a second flow-down path through which a game medium can flow down in the game area, there is provided guidance display means for performing guidance display that prompts a player to launch the game medium toward the second flow-down path using image display. The guidance display includes a first guidance display and a second guidance display. The guidance display means After the display result of the variable display becomes the specific display result, before the name display of the advantageous state, which is part of the start effect notifying the start of the control of the advantageous state, is completed, the second guidance display is performed. After the completion of the name display of the advantageous state, the first guidance display is performed and the second guidance display is continued. In a period after the predetermined period, the first guidance display is terminated while the second guidance display is continued. In a special state after the control of the advantageous state is terminated, the second guidance display is continued. It is characterized by this. According to this feature, it is possible to suitably execute an instruction for prompting the player to launch the pachinko ball in a predetermined direction.

[0010] 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

[0011] [Figure 1] It is a front view of the pachinko game machine in this embodiment. [Diagram 2] It is a configuration diagram showing various control boards and the like mounted on the pachinko game machine. [Diagram 3] It is a flowchart showing an example of the main game control process. [Figure 4] It is a flowchart showing an example of the game control timer interrupt process. [Diagram 5] It is a flowchart showing an example of the special symbol process. [Figure 6]It is a flowchart showing an example of performance control main processing. [Figure 7] It is a flowchart showing an example of performance control process processing. [Figure 8-1] It is a diagram showing a configuration example of a performance control circuit board related to the feature units 91AK and 92AK. [Figure 8-2] It is a diagram showing a configuration example of a storage area related to the feature units 91AK and 92AK. [Figure 8-3] It is a diagram showing a determination example of moving image data and a text display process table related to the feature units 91AK and 92AK. [Figure 8-4] It is a diagram showing a configuration example of a text display process table related to the feature units 91AK and 92AK. [Figure 8-5] It is a diagram showing a text display control example related to the feature units 91AK and 92AK. [Figure 8-6] It is a diagram showing a configuration example of text display setting information related to the feature units 91AK and 92AK. [Figure 8-7] It is a diagram showing a text display example related to the feature units 91AK and 92AK. [Figure 8-8] It is a diagram showing a text display example related to the feature units 91AK and 92AK. [Figure 8-9] It is a diagram showing a text display example related to the feature units 91AK and 92AK. [Figure 9-1] It is a diagram showing a configuration example of screen display related to the feature units 01AK and 02AK. [Figure 9-2] It is a diagram showing an effect drawing command related to the feature units 01AK and 02AK. [Figure 9-3] It is a diagram showing a configuration example of screen display related to the feature units 01AK and 02AK. [Figure 9-4] It is a flowchart showing an example of an effect drawing synthesis process related to the feature units 01AK and 02AK. [Figure 9-5] It is a diagram showing an execution example of image processing related to the feature units 01AK and 02AK. [Figure 9-6] It is a diagram showing an image display example related to the feature units 01AK and 02AK. [Figure 9-7] It is a diagram showing the reach effect content and drawing processing pattern related to the feature parts 01AK and 02AK. [Figure 9-8] It is a diagram showing an example of determining the drawing processing pattern related to the feature parts 01AK and 02AK. [Figure 9-9] It is a diagram showing the effect execution period related to the feature parts 01AK and 02AK. [Figure 9-10] It is a diagram showing an example of effect execution related to the feature parts 01AK and 02AK. [Figure 9-11] It is a diagram showing an example of effect execution related to the feature parts 01AK and 02AK. [Figure 9-12] It is a diagram showing an example of effect execution related to the feature parts 01AK and 02AK. [Figure 9-13] It is a diagram showing an example of effect execution related to the feature parts 01AK and 02AK. [Figure 10-1] It is a front view showing a pachinko game machine as the feature part 75SG. [Figure 10-2] It is a configuration diagram showing various control boards and the like installed in the pachinko game machine as the feature part 75SG. [Figure 10-3] It is a front view showing the game board of the pachinko game machine as the feature part 75SG. [Figure 10-4] It is a sectional view taken along the line A - A of FIG. 10 - 3. [Figure 10-5] It is a front view showing a light guide plate device. [Figure 10-6] (A) is an enlarged front view showing the main part of the light guide plate device, (B) is a sectional view taken along the line B - B of (A), and (C) is an enlarged view showing the main part of (B). [Figure 10-7] (A) is a front view showing the first effect unit, and (B) is a rear view. [Figure 10-8] It is an exploded perspective view showing the state of viewing the configuration of the first effect unit from obliquely in front. [Figure 10-9] (A) is a sectional view taken along the line C - C of FIG. 10 - 7(A), (B) is a sectional view taken along the line D - D of FIG. 10 - 7(A), and (C) is a sectional view taken along the line E - E of FIG. 10 - 7(A). [Figure 10-10](A) is a front view showing the base member, (B) is a front view showing the LED substrate, and (C) is a front view showing the cover member. [Figure 10-11] (A) is a front view showing the first effect unit with the cover member removed, and (B) is a front view showing the first effect unit with the cover member attached. [Figure 10-12] It is an enlarged view showing the main part of FIG. 10-11(B). [Figure 10-13] (A) is a front view showing the variable winning ball unit, and (B) is a cross-sectional view taken along the line F-F of (A). [Figure 10-14] (A) and (B) are cross-sectional views showing the main part of the first effect unit, and (C) and (D) are cross-sectional views showing the main part of the variable winning ball unit. [Figure 10-15] It is a diagram for comparing the first effect unit and the variable winning ball unit. [Figure 10-16] It is a diagram for explaining the same system colors. [Figure 10-17] (A) is a front view showing the second effect unit, and (B) is a front view showing the second effect unit with the cover member removed. [Figure 10-18] (A) is a cross-sectional view taken along the line G-G of FIG. 10-17(A), and (B) is a cross-sectional view taken along the line H-H of FIG. 10-17(A). [Figure 10-19] (A) is a diagram for explaining the boundary between the base member and the LED substrate, and (B) is a diagram showing the configuration of the second effect unit. [Figure 10-20] (A) is a front view showing the third effect unit and the fourth effect unit. [Figure 10-21] (A) is a cross-sectional view taken along the line I-I of FIG. 10-20, and (B) is a cross-sectional view taken along the line J-J of FIG. 10-20. [Figure 10-22] It is a cross-sectional view taken along the line K-K of FIG. 10-20. [Figure 10-23] It is an explanatory diagram showing the visibility status of the third effect unit and the fourth effect unit. [Figure 10-24] It is a diagram showing the configuration of the third effect unit and the fourth effect unit. [Figure 10-25]It is a diagram showing the effect mode when the third effect unit and the fourth effect unit emit light. [Figure 10-26] (A) is a schematic front view showing a state where the third effect unit is located at the origin position, and (B) is a schematic front view showing a state where the third effect unit is located at the effect position. [Figure 11] It is a rear perspective view of the pachinko game machine according to the present embodiment. [Figure 12] It is a configuration diagram showing various control boards and the like mounted on the pachinko game machine. [Figure 13] It is a flowchart showing an example of the main game control process. [Figure 14] It is an explanatory diagram showing a display result determination table. [Figure 15-1] It is a front view of the pachinko game machine according to the characteristic part of the present embodiment. [Figure 15-2] It is an explanatory diagram showing a frame lamp. [Figure 15-3] It is an explanatory diagram showing a special figure LED board and a fourth symbol unit. [Figure 15-4] It is a configuration diagram showing various control boards and the like mounted on the pachinko game machine. [Figure 15-5] It is a front view of the image display device. [Figure 15-6] It is an explanatory diagram showing a winning type table. [Figure 15-7] It is an explanatory diagram showing each random number. [Figure 15-8] It is an explanatory diagram showing a big win determination table and a big win type determination table. [Figure 15-9] It is an explanatory diagram showing an example of the content of an effect control command. [Figure 15-10] It is a flowchart showing an example of a special symbol normal process. [Figure 15-11] It is a flowchart showing an example of a variation pattern setting process. [Figure 15-12] It is a flowchart showing an example of a special symbol variation process. [Figure 15-13] It is a flowchart showing an example of a special symbol stop process. [Figure 15-14] It is a flowchart showing an example of the pre-drawing opening process. [Figure 15-15] It is a flowchart showing an example of the process during the drawing opening. [Figure 15-16] It is a flowchart showing an example of the post-drawing opening process. [Figure 15-17] It is a flowchart showing an example of the drawing end process. [Figure 15-18] It is a flowchart showing an example of the effect process during the drawing. [Figure 15-19] It is a timing chart showing an example of the process during the change of the draw. [Figure 15-20] It is a timing chart showing an example of the process during the drawing. [Figure 15-21] It is a timing chart showing an example of the process after the drawing ends. [Figure 15-22] It is an explanatory diagram showing the lighting state of the lamp. [Figure 15-23] It is an explanatory diagram showing the effect state of the pachinko game machine during the game. [Figure 15-24] It is an explanatory diagram showing the effect state of the pachinko game machine during the game.

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Mode for Carrying Out the Invention

[0012] The mode for carrying out the gaming machine according to the present invention will be described below with reference to the drawings.

[0013] (Form) The gaming machine of form 1 is a gaming machine capable of playing games (for example, pachinko gaming machine 75SG001), with electronic components (for example, LED substrates 303, 403, 603, 803) provided so as to be visible to the player, specific members (for example, base members 301, 401, 601, 801) provided around the electronic components and formed in the same system color as the electronic components, and a light-transmitting member provided so that the player can visually recognize the electronic components and the specific members through the member (for example, cover members 302, 402, 602, 802). It is characterized by comprising this. According to this feature, even if electronic components are arranged so as to be visible to the player, the electronic components are less likely to stand out due to the specific members of the same system color, so the degree of freedom in design can be increased.

[0014] The gaming machine of form 2 is the gaming machine described in form 1, with predetermined electronic components (for example, first start port switch 22A, second start port switch 22B, solenoids 81, 82, etc.) provided so as to be difficult or impossible to visually recognize by the player, predetermined members (for example, members for fixing the first start port switch 22A, second start port switch 22B, solenoids 81, 82, etc.) provided around the predetermined electronic components, and is characterized by comprising the predetermined member is of a different system color from the predetermined electronic component this. According to this feature, for predetermined electronic components that are difficult or impossible to visually recognize by the player, general-purpose products can be used without considering the balance with the predetermined members, so the manufacturing cost can be reduced.

[0015] The gaming machine of form 3 is the gaming machine described in form 1 or 2, and is provided with display means (for example, image display device 5). The electronic component (for example, the LED substrate 303) is provided at a position spaced apart from the display means relative to the specific member (for example, the upper part of the base member 301). It is characterized by this. According to this feature, since the electronic component is located at a position away from the display means that the player pays attention to, it is less likely to be noticeable.

[0016] The gaming machine of Form 4 is the gaming machine described in any one of Forms 1 to 3, and it is provided above the electronic component (for example, the LED substrates 603, 803) and includes a protruding portion (for example, the protruding portion 3A) that protrudes toward the player side relative to the electronic component. The protruding portion is larger than the electronic component. It is characterized by this. According to this feature, the electronic component is in the shadow of the protruding portion and is less likely to be noticeable.

[0017] The gaming machine of Form 5 is the gaming machine described in Form 4, and the electronic component (for example, the LED substrates 603, 803) and the specific member (for example, the base members 601, 801) are dark colors (for example, black) (modification example). It is characterized by this. According to this feature, since the electronic component is likely to blend into the shadow of the protruding portion, it becomes even less noticeable.

[0018] The gaming machine of Form 6 is the gaming machine described in any one of Forms 1 to 5, and the specific member has a higher lightness or chroma of color than the electronic component. It is characterized by this. According to this feature, since the specific member has higher visibility than the electronic component, the electronic component can be made relatively less noticeable.

[0019] The gaming machine of Form 7 is the gaming machine described in any one of Forms 1 to 6, and The light-transmitting member (e.g., cover member 302) has a decorative pattern (e.g., decorative pattern 331) formed so as to straddle the electronic component (e.g., LED substrate 303) and the specific member (e.g., base member 301) (see FIGS. 10 - 12). It is characterized by this. According to this feature, even if the electronic component is arranged so as to be visible to the player, the decorative pattern makes the electronic component less conspicuous, so that the degree of freedom in design can be increased.

[0020] The gaming machine of form 8 is the gaming machine described in any one of forms 1 to 7, and the electronic component (e.g., LED substrate 303) is a circuit board, and the specific member (e.g., base member 301) is provided with a decorative pattern (e.g., decorative pattern 341) at least partly common in form with the circuit pattern (e.g., printed wiring 320) formed on the circuit board (see FIGS. 10 - 12). It is characterized by this. According to this feature, the circuit pattern formed on the circuit board becomes less conspicuous.

[0021] The gaming machine of form 9 is the gaming machine described in form 7 or 8, and the specific member (e.g., base member 301) has a predetermined region (e.g., rear wall portions 313A to 313D) that can be visually recognized without passing through the light-transmitting member (e.g., cover member 302) from the player side, and a predetermined decorative pattern (e.g., decorative pattern 341) having the same or a similar form as the decorative pattern (e.g., decorative pattern 331) of the light-transmitting member is provided in the predetermined region (see FIGS. 10 - 12). It is characterized by this. According to this feature, it becomes difficult to tell that the specific member and the light-transmitting member are different members.

[0022] The gaming machine of form 10 is the gaming machine described in any one of forms 1 to 9, and A decorative part (for example, decorative part 420) is provided at a position corresponding to the boundary (for example, boundary BD) between the electronic component (for example, LED substrate 403) and the specific member (for example, base member 401) (see FIGS. 10-19). It is characterized by this. According to this feature, even if the electronic component is arranged so as to be visible to the player, the boundary between the electronic component and the specific member becomes difficult to see due to the decorative part, so that the electronic component becomes less conspicuous, and thus the degree of freedom in design can be increased.

[0023] The gaming machine of form 11 is the gaming machine described in form 10, and the decorative part includes a plurality of decorative parts, a plurality of predetermined decorative parts are provided at positions not corresponding to the boundary between the electronic component and the specific member, the number of the plurality of decorative parts is larger than the number of the plurality of predetermined decorative parts It is characterized by this. According to this feature, the boundary between the electronic component and the specific member becomes difficult to see due to the plurality of decorative parts, so that the electronic component becomes less conspicuous.

[0024] The gaming machine of form 12 is the gaming machine described in any one of forms 1 to 11, and the light-transmitting member (for example, cover member 402) has a boundary corresponding region (for example, convex portion 410) corresponding to the boundary (for example, boundary BD) between the electronic component (for example, LED substrate 403) and the specific member (for example, base member 401) and a boundary non-corresponding region (for example, a region other than the convex portion 410) not corresponding to the boundary between the electronic component and the specific member, the light-transmitting property of the boundary corresponding region is lower than the light-transmitting property of the boundary non-corresponding region It is characterized by this. According to this feature, the boundary between the electronic component and the specific member becomes difficult for the player to visually recognize through the boundary corresponding region, so that the electronic component becomes less conspicuous.

[0025] The gaming machine of form 13 is the gaming machine described in form 11 or 12, and The logo type (e.g., the letter "V") is displayed on the decoration part (e.g., the decoration part 420) (see FIGS. 10 - 19). It is characterized by this. According to this feature, since the player pays attention to the logo type and it becomes difficult to be conscious of the boundary between the electronic component and the specific member, the electronic component becomes less conspicuous.

[0026] The gaming machine of form 14 is the gaming machine described in any one of forms 11 to 13, and the electronic component (e.g., the LED board 403) includes a light emitting means (e.g., the second effect LED 404A) capable of making the decoration part (e.g., the decoration part 420) emit light (see FIGS. 10 - 18). It is characterized by this. According to this feature, since the decoration part becomes conspicuous by emitting light and it becomes difficult for the player to be conscious of the boundary between the electronic component and the specific member, the electronic component becomes less conspicuous.

[0027] The gaming machine of form 15 is the gaming machine described in form 14, and the light emitting means (e.g., the second effect LED 404A) is provided so as to be capable of surface - emitting the decoration part (e.g., the decoration part 420) (for example, the light from the second effect LED 404A is emitted forward substantially evenly from the entire front surface of the inner lens 405 and is incident on the area corresponding to the convex part 410, so that the entire front surface of the convex part 410 including the decoration part 420 emits surface light). It is characterized by this. According to this feature, since the decoration part becomes conspicuous by surface - emitting light and it becomes difficult for the player to be conscious of the boundary between the electronic component and the specific member, the electronic component becomes less conspicuous.

[0028] The gaming machine of form 16 is the gaming machine described in any one of forms 1 to 15, and performance means (e.g., the third performance unit 600) with higher visibility than the electronic component (e.g., the LED board 803) and the specific member (e.g., the base member 801) is provided around the electronic component and the specific member (see FIGS. 10 - 20). It is characterized by this. According to this feature, even if electronic components are arranged in a visible manner to the player, since the visibility of the effect means is higher than that of the electronic components, the electronic components are less likely to stand out, so the degree of freedom in design can be increased.

[0029] The gaming machine of form 17 is the gaming machine described in form 16, and the effect means (for example, the third effect unit 600) is provided on the player side (front side) of the electronic components (for example, the LED substrate 803) (see Fig. 10-22). It is characterized by this. According to this feature, the visibility of the effect means can be easily increased.

[0030] The gaming machine of form 18 is the gaming machine described in form 16 or 17, and the effect part (for example, the light-emitting effect part 630) provided in a visible manner to the player in the effect means (for example, the third effect unit 600) is larger than the electronic components (for example, the LED substrate 803) (see Fig. 10-20). It is characterized by this. According to this feature, the visibility of the effect means can be easily increased.

[0031] The gaming machine of form 19 is the gaming machine described in any one of forms 16 to 18, and the effect part (for example, the light-emitting effect part 630) provided in a visible manner to the player in the effect means (for example, the third effect unit 600) is a color with higher visibility than the color of the electronic components (for example, the LED substrate 803). It is characterized by this. According to this feature, the visibility of the effect means can be easily increased.

[0032] The gaming machine of form 20 is the gaming machine described in any one of forms 16 to 19, and the effect means (for example, the third effect unit 600) has light-emitting means (for example, the third effect LEDs 604A, 604B) capable of irradiating light toward the player side (see Fig. 10-21(A)). It is characterized by the following. According to this feature, the visibility of the effect means can be easily enhanced.

[0033] The gaming machine of form 21 is a gaming machine described in any one of forms 1 to 20, further comprising a specific light-transmitting member (for example, the cover plate 702A of the variable winning ball unit 700) which is a light-transmitting member and is provided at a position different from that of the light-transmitting member, The transmittance (for example, XA%, XB%) of the light entering the light-transmitting member (for example, the cover member 302) and transmitting in a predetermined direction (for example, the T direction) is lower than the transmittance (for example, Y%) of the light entering the specific light-transmitting member and transmitting in the predetermined direction (see FIGS. 10-14). It is characterized by the following. According to this feature, even if electronic components are arranged so as to be visible to the player, since the light-transmitting property of the light-transmitting member is lower than that of the specific light-transmitting member, the electronic components are less likely to be conspicuous, and thus the degree of freedom in design can be increased.

[0034] The gaming machine of form 22 is a gaming machine described in form 21, The plate thickness of the light-transmitting member (for example, the front-rear dimensions L1A, L1B of the cover member 302) is thicker than the plate thickness of the specific light-transmitting member (for example, the front-rear dimension L2 of the cover plate 702A) (see FIGS. 10-14). It is characterized by the following. According to this feature, since the light-transmitting property of the light-transmitting member becomes low, the electronic components are less likely to be conspicuous.

[0035] The gaming machine of form 23 is a gaming machine described in any one of forms 1 to 22, The light-transmitting member (for example, the cover member 302) is colored in a predetermined color, The predetermined color is the same series color as the electronic components (for example, the LED substrate 303) and the specific member (for example, the base member 301). It is characterized by the following. According to this feature, since the light-transmitting member assimilates with the electronic components and the specific member, the electronic components are less likely to be conspicuous.

[0036] (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 explained.

[0037] (Configuration, etc. of the pachinko gaming machine 1) Figure 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.

[0038] At a predetermined position on the game board 2 (in the example shown in Figure 1, the lower left of the game area), a first special symbol display device 4A and a second special symbol display device 4B that perform variable display (also called a special symbol game) of a plurality of types of special identification information in the form of special symbols (also called special figures) are provided. These are each composed of 7-segment LEDs or the like. The special symbols are represented by lighting patterns such as numbers indicating "0" to "9" and "-". The special symbols may include a pattern in which all the LEDs are turned off.

[0039] Note that the "variable display" of the special symbols 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 updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation of one or more symbols, and enlargement / reduction of one or more symbols. In the variation of the special symbols and the ordinary symbols described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbols 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 in which a certain symbol is blinked. At the end of the variable display, a predetermined special symbol is stopped and displayed (also called 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.

[0040] In addition, 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". Further, the special figure game using the first special figure is also 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.

[0041] 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.

[0042] 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 decorative symbols (symbols indicating numbers, etc.), is performed. Here, in synchronization with the first special figure game or the second special figure game, decorative symbols are variably displayed (for example, scroll display or update display in the vertical direction) in each of the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special figure game and the variable display of the decorative symbol that are executed synchronously are collectively referred to simply as variable display.

[0043] A display area for displaying a hold display corresponding to the variable display whose execution is on hold and an active display corresponding to the variable display being executed may be provided on the screen of the image display device 5. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.

[0044] The number of variable displays on hold is also referred to as the hold memory number. The hold memory number corresponding to the first special figure game is also referred to as the first hold memory number, and the hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. Further, the sum of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.

[0045] Also, at a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left of the game area), a first hold display 25A and a second hold display 25B, which are each configured to include a plurality of LEDs, are provided. The first hold display 25A displays the first hold memory number by the number of lit LEDs, and the second hold display 25B displays the second hold memory number by the number of lit LEDs.

[0046] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.

[0047] The winning ball device 6A forms, for example, a first start winning opening that is always kept in a certain open state where a game ball can enter by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number (for example, three) of prize balls are paid out, and a first special figure game can be started.

[0048] The variable winning ball device 6B (ordinary electric accessory) forms a second start winning opening that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B includes, for example, a start winning opening door that is driven to open and close by the solenoid 81. When the solenoid 81 is in the off state, the start winning opening door is in the closed position, so that the second start winning opening is in a closed state where a game ball cannot enter (it is also said that the second start winning opening is in the closed state). On the other hand, when the solenoid 81 is in the on state, the start winning opening door is in the open position, so that the second start winning opening is in an open state where a game ball can enter (it is also said that the second start winning opening is in the open state). When a game ball enters the second start winning opening, a predetermined number (for example, three) of prize balls are paid out, and a second special figure game can be started. Note that the variable winning ball device 6B only needs to be able to change between a closed state and an open state, and is not limited to one provided with an electric tulip type accessory having a pair of movable wing pieces.

[0049] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions at the lower left and right of the game area), 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.

[0050] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a big winning opening is provided. The special variable winning ball device 7 includes a big winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and forms a big winning opening as a specific area that changes between an open state and a closed state by the big winning opening door.

[0051] As an example, in the special variable winning ball device 7, when the solenoid 82 for the big winning opening door (for the special electric accessory) is in the off state, the big winning opening door closes the big winning opening, and game balls cannot enter (pass through) the big winning opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the big winning opening door is in the on state, the big winning opening door opens the big winning opening, and game balls can easily enter the big winning opening.

[0052] When a game ball enters the big winning opening, a predetermined number (for example, 14) of game balls are paid out as prize balls. When a game ball enters the big winning opening, more prize balls are paid out than when a game ball enters, for example, the first starting winning opening, the second starting winning opening, or the general winning opening 10.

[0053] When a game ball enters each winning opening including the general winning opening 10, it is also referred to as "winning". In particular, winning at the starting openings (the first starting winning opening, the second starting winning opening) is also referred to as starting winning.

[0054] At a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left of the game area), a normal symbol display 20 is provided. As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and performs variable display of normal symbols as a plurality of types of normal identification information different from special symbols. The normal symbols are represented by numbers indicating "0" to "9", lighting patterns such as "-", etc. The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.

[0055] To the right of the image display device 5, a passage gate 41 through which a game ball can pass is provided. Based on the game ball passing through the passage gate 41, a normal symbol game is executed.

[0056] Below the normal symbol display 20, a normal symbol hold display 25C is provided. The normal symbol hold display 25C includes, for example, 4 LEDs, and displays the number of normal symbol games on hold, which is the number of normal symbol hold memories, by the number of lit LEDs.

[0057] On the surface of the game board 2, in addition to the above configuration, a windmill and a large number of obstacle pins for changing the flow direction and speed of the game balls are provided. At the very bottom of the game area, an out port is provided for taking in game balls that have not entered any winning ports.

[0058] At the upper left and right positions of the game machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided. Further, a game effect lamp 9 for game effects is provided in the peripheral part of the game area. The game effect lamp 9 is composed of LEDs.

[0059] At a predetermined position of the game board 2 (not shown in FIG. 1), a movable body 32 that operates according to the effect is provided.

[0060] At the lower right position of the game machine frame 3, a hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by a hitting launch device is provided.

[0061] At a predetermined position of the game machine frame 3 below the game area, there is provided a hitting ball supply dish (upper dish) that can hold (store) game balls paid out as prize balls or game balls lent out by a predetermined ball lending machine so as to supply them to the hitting ball launching device. Below the upper dish, there is provided a hitting ball supply dish (lower dish) from which prize balls are paid out when the upper dish is full.

[0062] At a predetermined position of the game machine frame 3 below the game area, a stick controller 31A that can be grasped 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).

[0063] At a predetermined position of the game machine frame 3 below the game area, a push button 31B that enables a player to perform a predetermined instruction operation by pressing or the like is provided. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 2).

[0064] In the pachinko game 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.

[0065] (Outline of game progress) By a rotational operation by the player on the hitting ball operation handle 30 provided in the pachinko game machine 1, the game ball is launched toward the game area. When the game ball passes through the passage gate 41, a normal pattern game by the normal pattern display 20 is started. In addition, when the game ball passes through the passage gate 41 during the period of the previous normal pattern game execution or the like (when the game ball passes through the passage gate 41 but the normal pattern game based on the passage cannot be executed immediately), the normal pattern game based on the passage is held up to a predetermined upper limit number (for example, 4).

[0066] In this ordinary symbol game, if a specific ordinary symbol (ordinary symbol for a win) stops and is displayed, the display result of the ordinary symbol becomes "ordinary symbol win". On the other hand, if an ordinary symbol other than the ordinary symbol for a win (ordinary symbol for a loss), which is a confirmed ordinary symbol, stops and is displayed, the display result of the ordinary symbol becomes "ordinary symbol loss". When it becomes "ordinary 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).

[0067] When a game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A starts.

[0068] When a game ball enters the second start winning opening formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B starts.

[0069] During the period of executing the special symbol game and during the period controlled to the big win game state or small win game state described later, when a game ball enters (wins) the start winning opening (when a start win occurs but the special symbol game based on the start win cannot be immediately executed), the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).

[0070] In the special symbol game, if a specific special symbol (big win symbol, for example, "7", the actual symbol varies according to the big win type described later) stops and is displayed as the confirmed special symbol, it becomes "big win", and if a predetermined special symbol different from the big win symbol (small win symbol, for example, "2") stops and is displayed, it becomes "small win". Also, if a special symbol different from the big win symbol and small win symbol (losing symbol, for example, "-") stops and is displayed, it becomes "loss".

[0071] After the display result in the special symbol game becomes "big win", it is controlled to the big win game state as an advantageous state for the player. After the display result in the special symbol game becomes "small win", it is controlled to the small win game state.

[0072] In the jackpot gaming state, the big winning opening formed by the special variable winning ball device 7 is opened in a predetermined manner. The open state continues until the earlier of the timing when a predetermined period (for example, 29 seconds or 1.8 seconds) elapses and the timing when the number of game balls entering the big winning opening reaches a predetermined number (for example, 9). The predetermined period is the upper limit period during which the big winning opening can be opened in one round, and hereinafter is also referred to as the opening upper limit period. One cycle in which the big winning opening is in the open state 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 of times (15 times or 2 times) is reached.

[0073] In the jackpot gaming state, the player can obtain prize balls by causing the game balls to enter the big 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.

[0074] Note that jackpot types are set for "jackpots". For example, multiple types of opening modes of the big winning opening (number of rounds and opening upper limit period) and gaming states after the jackpot gaming state (normal state, time-saving state, probability-variable state, etc., which will be described later) are prepared, and jackpot types are set accordingly. As jackpot types, there may be provided jackpot types that can obtain many prize balls, jackpot types with few prize balls, or jackpot types that can hardly obtain any prize balls.

[0075] In the small jackpot gaming state, the big winning opening formed by the special variable winning ball device 7 is opened in a predetermined opening mode. For example, in the small jackpot gaming state, the big winning opening is in the open state in the same opening mode as in the jackpot gaming state for some jackpot types (the number of times the big winning opening is opened is the same as the above-mentioned number of rounds, and the closing timing of the big winning opening is also the same, etc.). Note that similar to the jackpot type, "small jackpot" may also be provided with a small jackpot type.

[0076] After the jackpot gaming state ends, depending on the type of jackpot, it may be controlled to enter a time-shortened state or a probability-variable state.

[0077] In the time-shortened state, control (time-shortening control) is executed to shorten the average special symbol variation time (the period during which the special symbol varies) compared to the normal state. In the time-shortened state, control (high-opening control, high-base control) is also executed to make it easier for the game balls to enter the second start winning opening, such as shortening the average normal symbol variation time (the period during which the normal symbol varies) compared to the normal state or increasing the probability of "normal symbol win" in the normal symbol game compared to the normal state. Since the time-shortened state is a state where the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.

[0078] In the probability-variable state (probability variation state), in addition to the time-shortening control, probability-variable control is executed to increase the probability that the display result becomes a "jackpot" compared to the normal state. Since the probability-variable state is a state where the variation efficiency of the special symbol is improved and it is easier to get a "jackpot" in addition, it is an even more advantageous state for the player.

[0079] The time-shortened state and the probability-variable state continue until any one of the end conditions, such as that a predetermined number of special symbol games have been executed and that the next jackpot gaming state has started, is satisfied first. What has the execution of a predetermined number of special symbol games as an end condition is also called "running out of times" (time-shortening when running out of times, probability variation when running out of times, etc.).

[0080] The normal state refers to a gaming state other than advantageous states such as the jackpot gaming state advantageous to the player and special states such as the time-shortened state and the probability-variable state, and a pachinko gaming machine 1, such as the probability that the display result in the normal symbol game becomes a "normal symbol win" and the probability that the display result in the special symbol game becomes a "jackpot", is controlled to be the same as the initial setting state of the pachinko gaming machine 1 (when, for example, a system reset is performed and no predetermined return process is executed after the power is turned on).

[0081] The state in which the probability variation control is being executed is also referred to as the high probability state, and the state in which the probability variation control is not being executed is also referred to as the low probability state. The state in which the time shortening control is being executed is also referred to as the high base state, and the state in which the time shortening control is not being executed is also referred to as the low base state. By combining these, the time shortening state is also referred to as the low probability high base state, the probability variation state is also referred to as the high probability high base state, the normal state is also referred to as the low probability low base state, etc. The high probability state and the low base state are also referred to as the high probability low base state.

[0082] After the small hit game state ends, the game state is not changed, and the control continues in the game state before the display result of the special figure game becomes "small hit" (however, when the special figure game at the time of "small hit" is the special figure game of the predetermined number of times in the above-mentioned count cut-off, the game state is of course changed). Note that the display result of the special figure game may not have "small hit".

[0083] Note that the game state may change based on the game ball passing through a specific area (for example, a specific area within the big winning opening) during the big hit game state. For example, when the game ball passes through the specific area, it may be controlled to the probability variation state after that big hit game state.

[0084] (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or liven up the game) are executed according to the progress of the game. The said effect will be described below. Note that the said effect is performed by displaying various effect images on the image display device 5, but in addition to or instead of the said display, it may be performed as an effect using the sound output from the speakers 8L, 8R, the lighting or extinguishing of the game effect lamp 9, the movement of the movable body 32, or an arbitrary effect device including some or all of these.

[0085] 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 in response 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).

[0086] During the period from the start to the end of the variable display of the decorative symbols, the mode of the variable display of the decorative symbols may become a predetermined reach mode (reach is established). Here, the reach mode means a mode in which the variable display continues for the decorative symbols that have not yet been stopped and displayed when the decorative symbols stopped and displayed on the screen of the image display device 5 constitute a part of the jackpot combination described later.

[0087] In addition, a reach effect is executed in response to the reach mode being achieved during the variable display of the decorative symbols. In the pachinko game machine 1, a plurality of types of reach effects are executed in which the ratio (also referred to as jackpot reliability or jackpot expectancy) at which the display result (display result of the special figure game or display result of the variable display of the decorative symbols) becomes a "jackpot" differs according to the effect mode. Examples of reach effects include normal reach and super reach with a higher jackpot reliability than normal reach.

[0088] When the display result of the special figure game becomes a "jackpot", a determined decorative symbol that becomes a predetermined jackpot combination is derived as the display result of the variable display of the decorative symbols on the screen of the image display device 5 (the display result of the variable display of the decorative symbols becomes a "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.

[0089] In the case of a "probability-variable jackpot" that is controlled to enter the probability-variable state after the end of the jackpot gaming state, odd-numbered decorative symbols (e.g., "7", etc.) may be aligned and stop displaying. In the case of a "non-probability-variable jackpot (normal jackpot)" that is not controlled to enter the probability-variable state after the end of the jackpot gaming state, even-numbered decorative symbols (e.g., "6", etc.) may be aligned and stop displaying. In this case, odd-numbered decorative symbols are also referred to as probability-variable symbols, and even-numbered decorative symbols are also referred to as non-probability-variable symbols (normal symbols). After reaching the reach mode with non-probability-variable symbols, an upgrading effect that finally results in a "probability-variable jackpot" may be executed.

[0090] When the display result of the special symbol game is a "small win", on the screen of the image display device 5, as the display result of the variable display of the decorative symbols, a fixed decorative symbol that forms a predetermined small win combination (e.g., "1 3 5", etc.) is derived (the display result of the variable display of the decorative symbols becomes a "small win"). As an example, the decorative symbols that form chance positions on the predetermined effective lines in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R stop displaying. Note that a common fixed decorative symbol may be derived and displayed when the display result of the special symbol game is a "jackpot" of some jackpot types (jackpot types in the jackpot gaming state in the same mode as the small win gaming state) and when it is a "small win".

[0091] When the display result of the special symbol game is a "loss", the variable display mode of the decorative symbols does not enter the reach mode, and as the display result of the variable display of the decorative symbols, a fixed decorative symbol of a non-reach combination (also referred to as a "non-reach loss") may stop displaying (the display result of the variable display of the decorative symbols becomes a "non-reach loss"). Also, when the display result is a "loss", after the variable display mode of the decorative symbols enters the reach mode, as the display result of the variable display of the decorative symbols, a fixed decorative symbol of a predetermined reach combination that is not a jackpot combination (also referred to as a "reach loss") may stop displaying (the display result of the variable display of the decorative symbols becomes a "reach loss").

[0092] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display-compatible displays (hold display and active display). Further, as other effects, for example, a notice effect for notifying the jackpot reliability is executed during the variable display of the decorative pattern. The notice effect includes a notice effect for notifying the jackpot reliability in the variable display being executed and a preview notice effect for notifying the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the preview notice effect, an effect for changing the display mode of the variable display-compatible display (hold display and active display) to a mode different from the normal mode may be executed.

[0093] Also, in the image display device 5, a pseudo continuous effect may be executed that makes a single variable display appear to be a plurality of variable displays by temporarily stopping the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display.

[0094] Even during the jackpot gaming state, a jackpot-in effect for notifying the jackpot gaming state is executed. As the jackpot-in effect, an effect for notifying the number of rounds or a promotion effect indicating that the value of the jackpot gaming state is improved may be executed. Also, even during the minor jackpot gaming state, a minor-jackpot-in effect for notifying the minor jackpot gaming state is executed. Note that by executing a common effect between the minor jackpot gaming state and the jackpot gaming state of some jackpot types (jackpot types in the same mode as the minor jackpot gaming state, for example, jackpot types that make the subsequent gaming state a high-probability state), it may be made impossible for the player to tell whether it is currently the minor jackpot gaming state or the jackpot gaming state. In such a case, by executing a common effect after the end of the minor jackpot gaming state and after the end of the jackpot gaming state, it may be made impossible to distinguish whether it is a high-probability state or a low-probability state.

[0095] 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).

[0096] (Board Configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, a performance control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 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, a power supply board, etc. are arranged.

[0097] The main board 11 is a control board on the main side and has a function of controlling the progress of the above-mentioned games in the pachinko gaming machine 1 (execution of special figure games (including management of holds), execution of general figure games (including management of holds), jackpot game state, minor jackpot game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0098] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

[0099] The CPU 103 performs a process of controlling the progress of the game (a process that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as variable patterns described later, performance control commands described later, various tables referred to when making various decisions described later) are used, and the RAM 102 is used as the main memory. A 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 gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.

[0100] The random number circuit 104 updates countably the numerical data indicating various random 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).

[0101] 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).

[0102] The switch circuit 110 captures detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has been 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 signal, it is detected that the game ball has passed or entered.

[0103] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal for turning on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric accessory or the solenoid 82 for the big winning port door.

[0104] The main board 11 (the game control microcomputer 100) supplies an effect control command (a command that specifies (notifies) the progress status of the game, etc.) to the effect control board 12 as part of the control of the progress of the game according to the progress of the game. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command includes, for example, various determination results on the main board 11 (for example, the display result of the special figure game (including the jackpot type), the variable pattern used when executing the special figure game (details will be described later)), the status of the game (for example, the start and end of variable display, the opening status of the big winning opening, the occurrence of winning, the number of stored holds, the game state), commands that specify the occurrence of an error, etc.

[0105] The effect control board 12 is a sub-side control board independent of the main board 11, receives the effect control command, and has a function of executing effects (various effects according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, etc.) based on the received effect control command.

[0106] The effect control board 12 is equipped with 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.

[0107] The effect control CPU 120 performs processing for executing effects (processing for realizing the above functions of the effect control board 12, including determination of the effects to be executed, etc.) together with the display control unit 123 by executing the program stored in the ROM 121. 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.

[0108] 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).

[0109] 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.

[0110] Based on an effect execution instruction from the effect control CPU 120, the display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5, thereby causing the image display device 5 to display an effect image. The display control unit 123 further supplies a sound designation signal (a signal 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 voice output synchronized with the display of the effect image and the lighting / extinguishing of the game effect lamp 9. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0111] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and causes the speakers 8L and 8R to output the sound designated by the sound designation signal.

[0112] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and lights / extinguishes the game effect lamp 9 in the mode designated by the lamp signal. In this way, the display control unit 123 controls voice output and the lighting / extinguishing of the lamp.

[0113] Note that the control of voice 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 body 32 (such as the supply of a signal for operating the movable body 32) may be executed by the effect control CPU 120.

[0114] The random number circuit 124 incrementally counts numerical data indicating various random values (performance random numbers) used to execute various effects, and the count can be updated. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0115] The I / O 125 mounted on the performance control board 12 includes an input port for capturing performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0116] 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 pachinko gaming machine 1 may be provided with a plurality of sub-boards according to function, or one sub-board may be configured to have a plurality of functions.

[0117] (Operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.

[0118] (Main operation of the main board 11) First, the main operation of 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. 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0119] In the game control main process shown in FIG. 3, 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 ports, etc.), and settings to make the RAM 102 accessible.

[0120] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), initialization processing (step S8) is executed. In the initialization processing, the CPU 103 performs RAM clear processing to clear the flags, counters, and buffers stored in the RAM 102, and sets initial values in the work area.

[0121] Also, the CPU 103 transmits an effect control command for instructing initialization to the effect control board 12 (step S9). When the effect control CPU 120 receives the effect control command, for example, on the image display device 5, a screen display is performed to notify that the initialization of the control of the gaming machine has been performed.

[0122] If the output signal from the clear switch is not on (step S3; No), it is determined whether or not backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 is stopped due to an unexpected power failure or the like (power cut), the CPU 103 executes power supply stop time processing immediately before becoming inoperable due to the stop of the power supply. In this power supply stop time processing, processing for turning on a backup flag indicating that data is to be backed up in the RAM 102, data protection processing of the RAM 102, and the like are executed. The data protection processing includes addition of error detection codes (checksum, parity bit, etc.) and processing for backing up various data. The data to be backed up includes various data for advancing the game (including various flags, states of various timers, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether or not the backup flag is on. If the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), initialization processing (step S8) is executed.

[0123] When backup data is stored in the RAM 102 (step S4; Yes), the CPU 103 checks the data of the backed-up data (performed using an error detection code) and determines whether the data is normal (step S5). In step S5, for example, it is determined whether the data in the RAM 102 matches the data at the time of power supply interruption based on parity bits or checksums. If it is determined that these match, it is determined that the data in the RAM 102 is normal.

[0124] When it is determined that the data in the RAM 102 is not normal (step S5; No), since the internal state cannot be restored to the state at the time of power supply interruption, an initialization process (step S8) is executed.

[0125] When it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to restore the internal state of the main board 11 to the state at the time of power supply interruption. In the recovery process, the CPU 103 sets the work area based on the stored content of the RAM 102 (the content of the backed-up data). As a result, the game state at the time of power supply interruption is restored, and if the special symbol was changing at the time of power supply interruption, the change of the special symbol is resumed from the state before recovery by executing the game control timer interrupt process described later.

[0126] Then, the CPU 103 transmits an effect control command for instructing recovery from power failure to the effect control board 12 (step S7). In accordance with this, an effect control command for designating the game state before power failure that has been backed up, or, when a special figure game was being executed, an effect control command for designating the display result of the executing special figure game may be transmitted. As these commands, the same commands as those transmitted and set in the special symbol process described later can be used. When the effect control CPU 120 receives an effect control command for specifying the time of recovery from power failure, for example, on the image display device 5, a screen display for notifying that recovery from power failure has been made or that recovery from power failure is in progress is performed. The effect control CPU 120 may perform an appropriate screen display based on the effect control command.

[0127] After ending the recovery process or the initialization process and transmitting the effect control command to the effect control board 12, the CPU 103 executes a random number circuit setting process for initializing the random number circuit 104 (step S10). Then, the setting of the register of the CTC built in the game control microcomputer 100 is performed so that a timer interrupt is periodically applied every predetermined time (for example, 2 ms) (step S11), and interrupts are permitted (step S12). Thereafter, a loop process is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can periodically execute the timer interrupt process.

[0128] 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. 4. When starting the game control timer interrupt processing shown in FIG. 4, 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 game 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.), and probability variation information (information indicating the number of times the probability variation state has occurred, etc.) supplied to a hall management computer installed outside the pachinko game machine 1 is output (step S23).

[0129] 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, the execution and hold management of the special symbol game, the control of the jackpot game state and the small win game state, the control of the game state, etc. are realized (details will be described later).

[0130] 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, the execution and hold management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), the opening control of the variable winning ball device 6B based on "normal symbol win", etc. are enabled. The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting the normal symbol hold indicator 25C.

[0131] 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. After that, 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, after permitting interrupts, the game control timer interrupt process is terminated.

[0132] FIG. 5 is a flowchart showing an example of the process executed in step S25 shown in FIG. 4 as the special symbol process. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0133] In the start winning determination process, a process of detecting the occurrence of a start winning, storing hold information in a predetermined area of the RAM 102, and updating the hold memory count is executed. When a start winning occurs, a random number value for determining the display result (including the jackpot type) and the variation pattern is extracted and stored as hold information. Also, based on the extracted random number value, a process of pre-reading and determining the display result and the variation pattern may be executed. After storing the hold information and the hold memory count, transmission settings are made for transmitting an effect control command for designating the determination results such as the occurrence of a start winning, the hold memory count, and the pre-reading determination to the effect control board 12. The effect control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process ends and the command control process of step S27 shown in FIG. 4 is executed.

[0134] 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 S120 according to the value of the special drawing process flag provided in the RAM 102. In each process of the special symbol process (steps S110 to S120), transmission settings for transmitting the effect control command corresponding to each process to the effect control board 12 are performed.

[0135] 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, based on the presence or absence of hold information, etc., a determination is made as to whether to start the first special drawing game or the second special drawing game. Also, in the special symbol normal process, based on the random number value for determining the display result, whether the display result of the special symbol and the decorative symbol is a "big win" or a "small win" or the big win type in the case of a "big win" is determined (predetermined) before the display result is derived and displayed. Further, in the special symbol normal process, a definite special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special drawing game is set corresponding to the determined display result. After that, the value of the special drawing process flag is updated to "1", and the special symbol normal process ends. Note that the special drawing game using the second special drawing may be executed with priority over the special drawing game using the first special drawing (also referred to as special drawing 2 priority digestion). Also, the order of winning of the game balls into the first start winning port and the second start winning port may be memorized, and the start conditions of the special drawing game may be made to hold in the order of winning (also referred to as winning order digestion).

[0136] When making various determinations based on the random number value, various tables stored in the ROM 101 (tables in which the determination values compared with the random number value are assigned to the determination results) are referred to. The same applies to other determinations on the main board 11 and various determinations on the effect control board 12. In the effect control board 12, various tables are stored in the ROM 121.

[0137] 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 processes such as determining one of multiple types of variable patterns using a random number value for determining the variable pattern based on a prior determination result of whether the display result is a "big win" or a "small win", etc. 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.

[0138] 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 symbol), the mode of the variable display of the decorative symbol (such as the presence or absence of a reach), the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called the variable display pattern.

[0139] 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 processes such as setting for varying the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, and measuring the elapsed time since the start of the variation of the special symbol. 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 has reached the special drawing variable time, the value of the special drawing process flag is updated to "3", and the special symbol variation process ends.

[0140] The special symbol stop process in step S113 is executed when the value of the special figure process flag is "3". This special symbol stop process includes processes for stopping the variation of the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, and for performing settings to stop-display (derive) the determined special symbol that is the display result of the special symbol. When the display result is "big win", the value of the special figure process flag is updated to "4". On the other hand, when the big win flag is off and the display result is "small win", the value of the special figure process flag is updated to "8". Also, when the display result is "loss", the value of the special figure process flag is updated to "0". When the display result is "small win" or "loss", and when it is in the time-saving state or the probability-variable state and the end of the count-down is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop process ends.

[0141] The pre-big win release process in step S114 is executed when the value of the special figure process flag is "4". This pre-big win release process includes processes for starting the execution of a round in the big win game state and setting the big winning opening to the open state based on the fact that the display result is "big win", etc. When setting the big winning opening to the open state, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning opening door is executed. At this time, for example, corresponding to the type of big win, the upper limit period for opening the big winning opening and the upper limit number of times of executing the round are set. When these settings are completed, the value of the special figure process flag is updated to "5", and the pre-big win release process ends.

[0142] The jackpot release in - process processing in step S115 is executed when the value of the special drawing process flag is "5". This jackpot release in - process processing includes processing for measuring the elapsed time since the big winning opening is opened, and processing for determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the count switch 23, etc. When returning the big winning opening to the closed state, after executing processing such as stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, the value of the special drawing process flag is updated to "6", and the jackpot release in - process processing ends.

[0143] The post - jackpot release processing in step S116 is executed when the value of the special drawing process flag is "6". This post - jackpot release processing includes processing for determining whether the number of executions of the round in which the big winning opening is in the open state has reached the set upper limit number of executions, and processing for making settings to end the jackpot game state when the upper limit number of executions is reached. When the number of executions of the round has not reached the upper limit number of executions, the value of the special drawing process flag is updated to "5", while when the number of executions of the round has reached the upper limit number of executions, the value of the special drawing process flag is updated to "7". When the value of the special drawing process flag is updated, the post - jackpot release processing ends.

[0144] The jackpot end processing in step S117 is executed when the value of the special drawing process flag is "7". This jackpot end processing includes processing for waiting until the waiting time corresponding to the period during which the ending effect as an effect operation for notifying the end of the jackpot game state is executed has elapsed, and processing for making various settings for starting the probability - variable 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 drawing process flag is updated to "0", and the jackpot end processing ends.

[0145] The pre-small-win-opening process in step S118 is executed when the value of the special figure process flag is "8". This pre-small-win-opening process includes processes such as setting the big winning opening to the open state in the small-win gaming state based on the fact that the display result is "small win". At this time, the value of the special figure process flag is updated to "9", and the pre-small-win-opening process ends.

[0146] The in-small-win-opening process in step S119 is executed when the value of the special figure process flag is "9". This in-small-win-opening process includes processes such as measuring the elapsed time since the big winning opening was set to the open state, and determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time and the like. When the big winning opening is returned to the closed state and it is time to end the small-win gaming state, the value of the special figure process flag is updated to "10", and the in-small-win-opening process ends.

[0147] The small-win end process in step S120 is executed when the value of the special figure process flag is "10". This small-win end process includes processes such as waiting until the waiting time corresponding to the period during which the effect operation for notifying the end of the small-win gaming state is executed has elapsed. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it became the small-win gaming state is continued. When the waiting time at the end of the small-win gaming state has elapsed, the value of the special figure process flag is updated to "0", and the small-win end process ends.

[0148] (Main operations of the effect control board 12) Next, the main operations of the effect control board 12 will be described. When the effect control board 12 receives the supply of the power voltage from the power supply board or the like, the effect control CPU 120 is activated and executes the effect control main process as shown in the flowchart of FIG. 6. When starting the effect control main process shown in FIG. 6, the effect control CPU 120 first executes a predetermined initialization process (step S71), such as clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the effect control board 12. Also, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing the initial operations of the movable body 32, such as controlling to drive the movable body 32 back to the initial position and performing a predetermined operation confirmation, are executed.

[0149] Thereafter, it is determined whether or not 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, for example, the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the system waits.

[0150] 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 that occurs when the effect control INT signal from the main board 11 becomes on. When an interrupt occurs due to the effect control INT signal becoming on, the effect control CPU 120 automatically sets it to interrupt prohibition, but if a CPU that does not automatically enter the interrupt prohibition state is used, 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 caused by the effect control INT signal becoming on. In this command reception interrupt process, an effect control command is fetched from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15 among the input ports included in the I / O 125. The effect control command fetched at this time is stored, for example, in a buffer for receiving effect control commands provided in the RAM 122. After that, the effect control CPU 120 sets it to interrupt permission and then ends the command reception interrupt process.

[0151] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to be off (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, after various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving effect control commands are read out, 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. Also, when the effect control command specifies the game state, the display control unit 123 may be instructed to display the background corresponding to the game state.

[0152] 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 body 32. Also, regarding the control content of the effect operation using various effect devices, determination, decision-making, setting, etc. are performed according to the effect control commands transmitted from the main board 11 and the like.

[0153] 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. Then, the process returns to step S73. Before returning to the process of step S73, other processes may be executed.

[0154] FIG. 7 is a flowchart showing an example of the process executed in step S76 of FIG. 6 as the effect control process. In the effect control process shown in FIG. 7, the effect control CPU 120 first executes a pre-announcement setting process (step S161). In the pre-announcement setting process, for example, determination, decision-making, setting, etc. for executing a pre-announcement effect are performed based on the effect control command at the start winning transmitted from the main board 11. Also, a process for displaying a hold display is executed based on the number of holds stored specified from the effect control command.

[0155] After executing the process of step S161, the effect control CPU 120 selects and executes any one of the following processes of steps S170 to S177 according to the value of the effect process flag provided in, for example, the RAM 122.

[0156] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process ends.

[0157] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, and the mode and execution start timing thereof are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.

[0158] The variable display performance process in step S172 is a process that is executed when the value of the performance process flag is "2". In this variable display performance process, the performance control CPU 120, by instructing the display control unit 123, causes an image display device 5 to display a performance image based on the performance control pattern set in step S171 on the display screen, drives the movable body 32, outputs a command (sound effect signal) to the audio control board 13 to output sound or sound effects from the speakers 8L and 8R, and outputs a command (decoration signal) to the lamp control board 14 to turn on / off / blink the game effect lamp 9 and the decorative LEDs. It executes various performance controls during the variable display of the decorative symbols. After performing such performance controls, for example, in response to the end code indicating the end of the variable display of the decorative symbols being read from the performance control pattern, or receiving a command from the main board 11 to stop displaying the determined decorative symbol, the determined decorative symbol, which 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.

[0159] The special symbol hit wait process in step S173 is a process that is executed when the value of the performance process flag is "3". In this special symbol hit wait process, the performance control CPU 120 determines whether or not it has received a performance control command from the main board 11 that designates the start of a big win gaming state or a small win gaming state. And when it has received a performance control command that designates the start of a big win gaming state or a small win gaming state, if the command designates the start of a big win gaming state, the value of the performance process flag is updated to "6". On the other hand, if the command designates the start of a small win gaming state, the value of the performance process flag is updated to "4", which is the value corresponding to the small win in-game performance process. Also, when the reception waiting time for the command has elapsed without receiving a command that designates the start of a big win gaming state or a small win gaming state, it is determined that the display result in the special symbol game is "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special symbol hit wait process ends.

[0160] The small-win in-play effect process in step S174 is a process executed when the value of the effect process flag is "4". In this small-win in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the small-win gaming state, and executes various effect controls in the small-win gaming state based on the set content. Also, in the small-win in-play effect process, for example, in response to receiving a command specifying the end of the small-win gaming state from the main board 11, the value of the effect process flag is updated to "5", which is a value corresponding to the small-win end effect, and the small-win in-play effect process is terminated.

[0161] The small-win end effect process in step S175 is a process executed when the value of the effect process flag is "5". In this small-win end effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the small-win gaming state, etc., and executes various effect controls at the end of the small-win gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the small-win end effect process is terminated.

[0162] The big-win in-play effect process in step S176 is a process executed when the value of the effect process flag is "6". In this big-win in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the big-win gaming state, and executes various effect controls in the big-win gaming state based on the set content. Also, in the big-win in-play effect process, for example, in response to receiving a command specifying the end of the big-win gaming state from the main board 11, the value of the effect process flag is updated to "7", which is a value corresponding to the ending effect process, and the big-win in-play effect process is terminated.

[0163] The ending effect process of step S177 is a process that is executed when the value of the effect process flag is "7". In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of a jackpot gaming state, etc., and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.

[0164] (Modification example of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the above basic explanation, and various modifications and applications are possible without departing from the gist of the present invention.

[0165] The pachinko gaming machine 1 in the above basic explanation was a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning, but it may also be an enclosed type gaming machine that encloses game media and gives points based on the occurrence of a winning.

[0166] During the variable display of the special symbol, only one type of symbol (for example, a symbol indicating "-") may be displayed, and variable display may be performed by repeating the display and turning off of the symbol. Further, even when the symbol is displayed during the variable display, it may not be displayed when the variable display stops (the symbol indicating "-" may not be displayed as the display result).

[0167] In the above basic explanation, the pachinko gaming machine 1 was shown as the gaming machine, but a slot machine (for example, a slot machine equipped with one or more of Big Bonus, Regular Bonus, RT, AT, ART, CZ (hereinafter referred to as bonuses, etc.)) that can execute a game in which medals are inserted, a predetermined number of bets is set, a plurality of types of symbols are rotated according to the operation of the operation lever by the player, and when the combination of the stopped symbols becomes a specific combination of symbols when the player operates the stop button, a predetermined number of medals are paid out to the player, is also applicable to the present invention.

[0168] The program and data for implementing the present invention are not limited to the form distributed and provided by a detachable recording medium to a computer device or the like included in the pachinko gaming machine 1, and may be distributed by being installed in advance in a storage device of the computer device or the like. Further, the program and data for implementing the present invention may be distributed by downloading from other devices on a network connected via a communication line or the like by providing a communication processing unit.

[0169] And the execution form of the game is not limited to the one executed by attaching a detachable recording medium, but may be a form in which the program and data downloaded via a communication line or the like are temporarily stored in an internal memory or the like and then executed, or a form in which it is directly executed using the hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, it can also be a form in which the game is executed by exchanging data with other computer devices or the like via a network.

[0170] In this specification, expressions for comparing various ratios such as the execution ratio of the effect (expressions such as "high", "low", "make different") may include the case where one ratio is "0%". For example, it also includes the case where one ratio is "0%" and the other ratio is "100%" or less than "100%".

[0171] (Explanation of the characteristic part regarding the set value) Hereinafter, the characteristic part regarding the set value in the pachinko gaming machine 1 will be described.

[0172] Although not shown in the drawings, the main board 11 of the pachinko gaming machine 1 is mounted on the back surface of the pachinko gaming machine 1 in a state of being housed in a board case configured to be openable by a first member and a second member. Also, although not shown in the drawings, the main board 11 is provided with a lock switch for switching to a set value change state in which the set values of the pachinko gaming machine 1 can be changed, a setting change switch that functions as a setting switch for changing set values such as the winning probability (ball payout rate) of a big win described later in the set value change state, and an open sensor for detecting the opening of the frame for the gaming machine. Note that the set value change state in the present embodiment is also a state (set value confirmation state) in which an attendant at a game parlor or the like can confirm the set values set in the pachinko gaming machine 1.

[0173] These operation parts that can be operated by an attendant at a game parlor or the like, such as the lock switch and the setting change switch, are provided in the setting change main body part and are housed in the board case together with the main board 11. The lock switch and the setting change switch are exposed to the back side through an opening formed in the back surface of the board case so that they can be operated without opening the board case.

[0174] The board case housing the lock switch and the setting change switch is provided on the back surface of the pachinko gaming machine 1. Therefore, the lock switch and the setting change switch are extremely difficult or impossible to operate with the gaming machine frame closed, and can be operated by opening the gaming machine frame using a predetermined door key. Also, since the lock switch requires the operation of a setting key held by an attendant at a game parlor or the like, only the administrator holding the setting key can operate it. The lock switch is also a switch that can execute an ON / OFF switching operation with the setting key. In the present embodiment, an example is shown in which the door key and the setting key are separate keys, but these may be combined into one key.

[0175] The substrate case is provided with a display monitor capable of displaying set values and base values. The display monitor is connected to the main substrate 11 and is arranged at the upper part of the substrate case. That is, the display monitor is arranged in the front when viewing the main substrate 11 in the substrate case. Since the main substrate 11 cannot be viewed when the gaming machine frame is not opened, the front when viewing the main substrate 11 is the front when viewing the back side of the game board 2 in the state where the gaming machine frame is opened, which is different from the front of the pachinko gaming machine 1. Thus, the display monitor is arranged in the front when viewing the back side of the game board 2 in the state where the gaming machine frame is opened. However, the front when viewing the main substrate 11 and the front of the pachinko gaming machine 1 may be made common.

[0176] The display monitor includes a first display unit, a second display unit, a third display unit, and a fourth display unit. The first to fourth display units of the display monitor are each composed of a 7-segment formed by seven segments that draw the shape of an "8" and a dot arranged at the lower right side of the 7-segment. The first to fourth display units of the display monitor can be lit or blinked in various colors, for example, red, blue, green, yellow, white, etc. Also, it is possible to display in different colors or a so-called rainbow while changing these colors in an extremely short cycle.

[0177] As a predetermined position of the game board 2 of the pachinko gaming machine 1, for example, a game information display unit may be provided at the lower left position of the game area. The game information display unit is collectively provided with a round display, a right shot lamp, a sure change lamp, and a time shortening lamp. The round display can display the number of rounds and the type of jackpot during the jackpot game. The right shot lamp lights up in a game state where the game ball is launched toward the right game area, such as a low probability high base state or a jackpot game state as a time shortening state. The sure change lamp lights up when in the sure change state. The time shortening lamp lights up when in the time shortening state. The round display is composed of five segments (LEDs).

[0178] The pachinko gaming machine 1 is configured such that the winning probability (pay-out rate) of a big win changes according to a set value. For example, in the normal special symbol process of the special symbol process, by using a display result determination table (winning probability) according to the set value, the winning probability (pay-out rate) of a big win changes. The set value consists of six levels from 1 to 6. When 6 is set, the pay-out rate is the highest, and the pay-out rate decreases in the order of 6, 5, 4, 3, 2, 1. That is, when the set value is 6, it is most advantageous for the player, and the advantage decreases step by step as the value decreases in the order of 5, 4, 3, 2, 1. Also, the set value of 6, which is the largest, is the most disadvantageous for the casino side, and the value becomes more advantageous for the casino side as the value decreases in the order of 5, 4, 3, 2, 1. Note that if the pay-out rate changes according to the set value, for example, the probability of a big win may change according to the set value, or even if the probability of a big win is constant, the number of rounds in the big win gaming state may change according to the set value. In this way, the pachinko gaming machine 1 is configured to be able to set any one of a plurality of set values with different degrees of advantage for the player. The set value set in the pachinko gaming machine 1 is notified by sending a set value designation command from the main board 11 side to the effect control board 12 side.

[0179] (Description regarding the feature parts 91AK and 92AK) Fig. 8-1 shows a configuration example of various circuits mounted on the effect control board 12 with respect to the feature parts 91AK and 92AK. In the configuration example shown in Fig. 8-1, various circuits such as the effect control microprocessor 91AK100, input circuit 91AK121, memory controller 91AK122, effect data memory 91AK123, ROM91AK124, RAM91AK125, and watchdog timer 91AK126 are mounted on the effect control board 12. The effect control microprocessor 91AK100 includes a CPU91AK131, VDP91AK132, audio processing circuit 91AK133, lamp control circuit 91AK134, motor control circuit 135, and built-in memory 91AK136. The VDP91AK132 includes an instruction decoder 91AK141, demultiplexer 91AK142, video decoder 91AK143, moving image renderer 91AK144, character image renderer 91AK145, text image renderer 91AK146, VRAM91AK147, and display drive circuit 91AK148. The audio processing circuit 91AK133 includes an audio decoder 91AK151.

[0180] The effect control microprocessor 91AK100 may be an integrated processor in which a circuit capable of controlling the execution of an effect using some or all of a plurality of effect devices, such as the image display device 5, speakers 8L and 8R, game effect lamps 9 and other decorative LEDs, and movable members 32 for effects, is integrated on one chip by executing data processing and signal processing based on the effect control commands received from the main board 11. Note that while the effect control microprocessor 91AK100 includes the CPU91AK131, VDP91AK132, and built-in memory 91AK136, some or all of the audio processing circuit 91AK133, lamp control circuit 91AK134, and motor control circuit 91AK135 may be provided outside the effect control microprocessor 91AK100.

[0181] The input circuit 91AK121 only needs to be equipped with a buffer circuit or the like. The buffer circuit of the input circuit 91AK121 is used to receive the production control command transmitted from the main board 11 via the relay board 15. The memory controller 91AK122 executes various processes on the stored data in the production data memory 91AK123 according to the request signal supplied from the production control microprocessor 91AK100. The production data memory 91AK123 stores in advance production data that can be used for executing productions using production devices, such as various types of image data indicating the display images in the image display device 5. The image data stored in the production data memory 91AK123 only needs to include moving image data and still image data. As the still image data, for example, character image data which is sprite image data that becomes a plurality of types of image element data corresponding to a plurality of types of production images, such as a plurality of types of decorative patterns variably displayed on the screen of the image display device 5, may be prepared. The production image corresponding to the decorative pattern may be included in the character image. In addition, arbitrary character images displayed on the screen of the image display device 5, specifically, production images showing people, figures, symbols, etc., and the image data of the background image only need to be stored in the production data memory 91AK123 in advance. As the still image data, for example, text image data that enables characters to be displayed on the screen of the image display device 5 may be prepared. In addition to the image data, the production data memory 91AK123 only needs to store part or all of the audio data used for audio output by the speakers 8L and 8R. The production data memory 91AK123 may store part or all of the lamp drive data used for lighting drive of light-emitting members such as the game effect lamp 9 and the decorative LED. The production data memory 91AK123 may store part or all of the motor drive data used for rotational drive of the drive motor that operates movable members such as the movable body 32. The production data memory 91AK123 may be a non-volatile semiconductor memory such as an NAND type flash memory that can be electrically erased, written, or rewritten.However, when the pachinko gaming machine 1 is in the normal use state where the progress of the effect is controlled, the effect data memory 91AK123 is used as a read-only storage device.

[0182] The ROM 91AK124 stores computer programs for effect control, fixed data, etc. The RAM 91AK125 provides a work area for the CPU 91AK131 of the effect control microprocessor 91AK100. The watchdog timer 91AK126 has a counter circuit that counts up or down based on the setting of the built-in register, and generates a timeout signal that becomes a time elapse signal when the measured time elapses the start time (timeout time) and a timeout occurs. The timeout signal is input to the CPU 91AK131 of the effect control microprocessor 91AK100. Due to the generation of the timeout signal, the CPU 91AK131 enters the reset state and restarts the effect control microprocessor 91AK100.

[0183] In addition to the programs for effect control, the ROM 91AK124 stores various table data and the like used to control the effect operations. For example, the ROM 91AK124 stores table data that constitutes a plurality of determination tables and decision tables prepared for the CPU 91AK131 of the effect control microprocessor 91AK100 to perform various determinations, decisions, and settings, and pattern data that constitutes various effect control patterns. The effect control pattern is composed of process data including, for example, effect control execution data (display control data, voice control data, lamp control data, motor control data, operation detection control data, etc.) associated with the effect control process timer determination value and an end code. Part or all of the effect control pattern and the effect control execution data may be configured as a display list. The display list is data of a group of instructions that describes a series of transfer instructions to be executed by the VDP 91AK132 in accordance with the order of image processing. The display list may contain a mixed group of instructions for display control, instructions for voice control, instructions for lamp control, and instructions for motor control. By controlling the progress of the effect using such a display list, it is sufficient to control the electrical components for the effect in cooperation. The RAM 91AK125 stores programs and various data used to control the electrical components for the effect. The CPU 91AK131 only needs to be able to read the programs and data stored in the RAM 91AK125 at a read time shorter than the read time of the programs and data stored in the ROM 91AK124.

[0184] The CPU 91AK131 executes control processing in accordance with a computer program for production control. At this time, the CPU 91AK131 executes production control processing for controlling the progress of production by electrical components for production in accordance with the program read from the ROM 91AK124. The production control processing may include, for example, fixed data reading processing in which the CPU 91AK131 reads fixed data from the ROM 91AK124, variable data writing processing in which the CPU 91AK131 writes various variable data to the RAM 91AK125 for temporary storage, variable data reading processing in which the CPU 91AK131 reads various variable data temporarily stored in the RAM 91AK125, reception processing in which the CPU 91AK131 receives input of various signals from the outside, transmission processing in which the CPU 91AK131 outputs various signals to the outside, or may include some or all of these processes.

[0185] The VDP 91AK132 determines the control content of image display in the image display device 5 based on display control commands and register settings from the CPU 91AK131. For example, the VDP 91AK132 performs control for executing variable display of decorative patterns and various production displays by determining the switching timing of production images to be displayed on the screen of the image display device 5. The VDP 91AK132 is an image processor having image data processing functions such as a high-speed drawing function, a moving image data separation function, and a video decoding function. Note that the VDP 91AK132 may be a GPU (Graphics Processing Unit), a GCL (Graphics Controller LSI), or more generally, a microprocessor for image processing called a DSP (Digital Signal Processor).

[0186] The instruction decoder 91AK141 decodes the instruction part (instruction code) included in the display control instruction from the CPU 91AK131, and instructs image processing or the like according to the decoding result. For example, the instruction group for display control included in the decoding result is supplied to the internal circuit of the VDP 91AK132. The instruction decoder 91AK141 may generate a control signal according to the decoding result and supply it to the internal circuit of the VDP 91AK132. The instruction group for audio control included in the decoding result may be supplied to the audio processing circuit 91AK133. The instruction group for lamp control included in the decoding result may be supplied to the lamp control circuit 91AK134. The instruction group for motor control included in the decoding result may be supplied to the motor control circuit 91AK135.

[0187] The demultiplexer 91AK142 receives the moving image data read from the effect data memory 91AK123 or the like, separates it into video data and audio data, and outputs them. The video data output from the demultiplexer 91AK142 is input to the video decoder 91AK143. The audio data output from the demultiplexer 91AK142 is input to the audio decoder 91AK151 of the audio processing circuit 91AK133. The video decoder 91AK143 decompresses and decodes the compressed and encoded video data and outputs it. The video data output from the video decoder 91AK143 is supplied to the moving image renderer 91AK144. The video decoder 91AK143 may read the compressed and encoded character image data or text image data from the effect data memory 91AK123 or the like, decompress and decode it, and then supply it to the character image renderer 91AK145 or the text image renderer 91AK146.

[0188] The moving image renderer 91AK144 writes the video data supplied from the video decoder 91AK143 to a predetermined area of the VRAM 91AK147 for storage. The moving image renderer 91AK144 may perform image processing that can adjust the hue, saturation, brightness of the video shown in the video data, or some or all of these, and temporarily store the adjusted video data in the VRAM 91AK147. The character image renderer 91AK145 receives the character image data read from the production data memory 91AK123 or the like and the character image data supplied from the video decoder 91AK143, and writes and stores them in a predetermined area of the VRAM 91AK147. The character image renderer 91AK145 may convert the character image data in vector format into bitmap format and temporarily store it in the VRAM 91AK147. The character image renderer 91AK145 may perform image conversion processing or the like for displaying the character image specified by the character image designation information in a display mode including the display style and display layout set by the character display setting information. The text image renderer 91AK146 receives the text image data read from the production data memory 91AK123 or the like and the text image data supplied from the video decoder 91AK143, and writes and stores them in a predetermined area of the VRAM 91AK147. The text image renderer 91AK146 may convert the text image data in vector format into bitmap format and temporarily store it in the VRAM 91AK147. The text image renderer 91AK146 may perform image conversion processing or the like for displaying the text image specified by the text image designation information in a display mode including the display style and display layout set by the text display setting information.

[0189] VRAM91AK147 temporarily stores image data and provides a work area for image data processing by VDP91AK132. VRAM91AK147 may be provided with various areas such as a palette area where palette data is arranged, a character buffer where character image data is stored, a text buffer where text image data is stored, and a buffer for CG. The buffer for CG is used to temporarily store palette data that defines the display colors of characters and text when drawing processing by VDP91AK132 is executed, or to temporarily store display data of effect images created by the drawing processing. The display drive circuit 91AK148 is a circuit for outputting signals for displaying various images on the screen of the image display device 5. The display drive circuit 91AK148 may output a predetermined clock signal (dot clock signal) and a scanning signal (drive control signal) to the image display device 5 together with a color signal (tone control signal) corresponding to the display data created in VDP91AK132.

[0190] A frame buffer may be provided inside VRAM91AK147 or in a memory module separate from VRAM91AK147 such as the built-in memory 91AK136. The frame buffer provides a virtual display area where display data of effect images created by drawing processing by VDP91AK132 is expanded and stored. The display data stored in the frame buffer may be, for example, bitmap format image data (pixel data, raster data) created by VDP91AK132 based on vector format image data (vector data) such as points, lines, and polygons. Note that the frame buffer may include an actual display area for storing display data of various images displayed on the screen of the image display device 5 and a virtual display area for storing display data of various images not displayed on the screen of the image display device 5. Alternatively, display data for performing a screen display of the same size as the display screen of the image display device 5 may be created in the virtual display area of the frame buffer, and the display data of the virtual display area may be supplied to the display drive circuit 91AK148 so as to be output to the side of the image display device 5.

[0191] For example, in the memory area of the frame buffer, an image display area and an image drawing area are allocated. In the image display area, display data for displaying the effect image on the screen of the image display device 5 is stored. In the image drawing area, display data of each effect image created by the drawing process is stored. The image display area and the image drawing area may be switched with each other every time a V blank occurs. The V blank occurs at a cycle for updating the image displayed on the screen of the image display device 5. Every time the V blank is started, a V blank interrupt signal is output from the VDP91AK132 to the CPU91AK131, and various interrupt signals may be output from the VDP91AK132 to the CPU91AK131. By switching the image display area and the image drawing area every time the V blank occurs, in the memory area allocated as the image drawing area in a certain V blank cycle (the first drawing display period), a drawing process for creating display data of each effect image is performed, and in the next V blank cycle (the second drawing display period), this memory area is switched to the image display area. Therefore, the display data created by the drawing process in the first drawing display period is output to the image display device 5 in the second drawing display period, and in the memory area allocated as the image drawing area in the second drawing display period, storage of the display data created by the drawing process is performed.

[0192] The audio processing circuit 91AK133 generates an audio signal that enables audio output using speakers 8L and 8R based on commands and register settings from the CPU 91AK131 and the VDP 91AK132. The audio decoder 91AK151 of the audio processing circuit 91AK133 is supplied with audio data output from the demultiplexer 91AK142 of the VDP 91AK132. The audio decoder 91AK151 decompresses and decodes the compressed and encoded audio data to generate an audio signal. Further, the audio processing circuit 91AK133 may include an audio data memory capable of storing in advance audio data not included in the moving image data. The audio data memory may be provided outside the audio processing circuit 91AK133 by being included in, for example, the effect data memory 91AK123 or the ROM 91AK124. The audio processing circuit 91AK133 may generate an audio signal by decompressing and decoding the audio data read from the audio data memory based on commands and register settings from the CPU 91AK131 and the VDP 91AK132.

[0193] The lamp control circuit 91AK134 controls the lighting modes (light emission modes) such as lighting, extinguishing, and blinking of light-emitting members such as the game effect lamp 9 and the decorative LED. The lamp control circuit 91AK134 generates lamp control data based on commands and register settings from the CPU 91AK131 and the VDP 91AK132, and outputs it to the lamp control board 14 and the lamp driver board. The motor control circuit 91AK135 controls the operating states such as rotation, stop, rotation speed, and rotation angle (phase) of a drive motor that drives an effect movable member such as the movable body 32 operably. The motor control circuit 91AK135 generates motor control data based on commands and register settings from the CPU 91AK131 and the VDP 132, and outputs it to the motor driver board. The built-in memory 91AK136 is a memory circuit built into the effect control microprocessor 91AK100, and can store various data used for controlling the progress of the effect.

[0194] FIG. 8-2 shows a configuration example according to the stored content for a memory area for production control. In this embodiment, as a plurality of memory areas, memory areas 91AKM01, 91AKM02, 91AKM11 to 91AKM14 are provided. Each memory area may be provided so as to be included in, for example, production data memory 91AK123, ROM 91AKM124, built-in memory 91AK136, or a part or all of these. The plurality of memory areas include a memory area 91AKM11 for storing data related to moving images and a memory area 91AKM13 for storing data related to text images.

[0195] Memory area 91AKM01 stores a production control program and production control management data and functions as a management area for programs for production control. For example, table data which is configuration data of various tables prepared for the CPU 91AK131 of the production control microprocessor 91AK100 to perform various determinations, decisions, and settings, pattern data constituting a production control pattern, etc. may be stored in the memory area 91AKM01 as management data.

[0196] Memory area 91AKM02 stores a display control program and display control management data and functions as a management area for programs for display control. For example, an image processing program prepared for the VDP 91AK132 of the production control microprocessor 91AK100 to perform various image processes, a process table for display in which procedures for displaying production images are defined, etc. may be stored in the memory area 91AKM02. The image processing program may include a program for converting vector format image data into bitmap format image data. The image processing program may include a program for generating a bitmap format text image based on text described using a character code and font data.

[0197] The memory area 91AKM11 stores moving image related data including moving image data and its related data. The moving image data uses images of a plurality of frames as the original image, and for example, through compression encoding processing such as motion compensation prediction encoding, image compression information including a reference image, a predicted image, etc. is generated, and it may be a multiplexed encoding stream multiplexed with audio data. The moving image related data stored in the memory area 91AKM11 may include table data and data files that constitute a moving image display process table. The moving image display process table is used for display control processing that can change the display content and display mode of the moving image to be displayed on the screen of the image display device 5 according to the passage of time as the production in the pachinko game machine 1 progresses. The display content of the moving image is the content of the moving image reproduced and displayed corresponding to the moving image data. The display mode of the moving image is the mode and form when the moving image is reproduced and displayed, including the display style and display layout of the moving image. Note that the table data and data files that constitute the moving image display process table may be stored in the memory area 91AKM02 as display control management data.

[0198] The memory area 91AKM12 stores character image related data including character image data and its related data. The character image data may be still image data that describes any character image showing multiple types of decorative patterns, people, figures, symbols, etc. in vector format or bitmap format. The character image related data stored in the memory area 91AKM12 may include table data and data files that constitute a character display process table. The character display process table is used for display control processing that can change the display content and display mode of the character image to be displayed on the screen of the image display device 5 according to the elapsed time as the effect in the pachinko gaming machine 1 progresses. The display content of the character image is the content of the character image displayed corresponding to the character image data. The display mode of the character image is the mode and form when displaying the character image, including the display style and display layout of the character image. Note that the table data and data files that constitute the character display process table may be stored in the memory area 91AKM02 as display control management data.

[0199] The memory area 91AKM13 stores text image related data including text image data and its related data. The text image related data may include outline font data. The outline font data is data that can be converted into the glyphs of each character in bitmap format image data by specifying a combination of a plurality of vertex coordinates connecting the outlines for each character used in the display of the text image. The text image related data may include vector font data or stroke font data instead of or together with the outline font data. The vector font data and the stroke font data are data that can be converted into the glyphs of each character in bitmap format image data by specifying the parameters of straight lines and curves for each character used in the display of the text image. Outline fonts and vector fonts are included in scalable fonts whose quality is less likely to deteriorate even when the font is enlarged or reduced. The text image data indicates a text image that constitutes a character string combining a plurality of character images, and may be any arbitrarily set unit of words such as a sentence, a paragraph, a sentence, a clause, a word, or a combination of some or all of these. Also, the text image data may indicate a text image consisting of only a single character image. The text image displayed on the screen of the image display device 5 using the text image data may indicate telop characters, may indicate subtitles, or may indicate other information transmission characters or decorative characters. Since the text image data is included in the effect data for displaying the text image, it may be stored in the effect data memory 91AK123. On the other hand, font data such as outline font data is used when the VDP91AK132 executes an image processing program, so it may be stored in either the ROM91AK124 or the built-in memory 91AK136. In this way, the memory area 91AKM13 may be provided in the effect data memory 91AK123 and the ROM91AK124 or the built-in memory 91AK136.Similarly, for other memory areas, it may be provided in part or in whole of a plurality of memory devices such as the production data memory 91AK123, the ROM 91AKM124, and the built-in memory 91AK136.

[0200] The text image-related data stored in the memory area 91AKM13 may include table data and data files that constitute the text display process table. The text display process table is used for a display control process that can change the display content and display mode of the text image to be displayed on the screen of the image display device 5 according to the elapsed time as the production in the pachinko gaming machine 1 progresses. The display content of the text image is the content of the text image displayed corresponding to the text image data. The display mode of the text image is the mode and form when displaying the character image, including the display style and display layout of the text image. Note that the table data and data files that constitute the text display process table may be stored in the memory area 91AKM02 as display control management data.

[0201] The memory area 91AKM14 stores audio-related data including audio data and its related data. The audio data stored in the memory area 91AKM14 may be any audio that can be reproduced and output as the production in the pachinko gaming machine 1 progresses, different from the audio reproduced and output in synchronization with the image in the production by the moving image display. The audio-related data stored in the memory area 91AKM14 may include table data and data files that constitute the audio output process table. The audio output process table is used for an audio control process that can change the sound effects, music, etc. output from the speakers 8L and 8R according to the elapsed time as the production in the pachinko gaming machine 1 progresses. Note that the table data and data files that constitute the audio output process table may be stored in the memory area 91AKM01 as production control management data.

[0202] In the VDP91AK132 of the dedicated microprocessor 91AK100 for production control, the demultiplexer 91AK142 receives the moving image data read from the storage area 91AKM11 and separates it into video data and audio data. The video data is input to the video decoder 91AK143, and the audio data is input to the audio decoder 91AK151 of the audio processing circuit 91AK133. The video decoder 91AK143 decompresses and decodes the compressed and encoded video data and supplies it to the moving image renderer 91AK144. The moving image renderer 91AK144 performs conversion processing of video data according to the display mode including, for example, the display style and display layout of the moving image, and writes the converted data into a predetermined area of the VRAM91AK147 for storage. In this way, the display of the moving image is controlled using the moving image data that is the stored data in the storage area 91AKM11.

[0203] In the VDP91AK132 of the dedicated microprocessor 91AK100 for production control, the text image renderer 91AK146 receives the text image data read from the storage area 91AKM13. If the text image data is compressed and encoded, it may be input to the text image renderer 91AK146 after being decompressed and decoded by the video decoder 91AK143. The text image renderer 91AK146 performs conversion processing of text image data according to the display mode including, for example, the display style and display layout of the text image, and writes the converted data into a predetermined area of the VRAM91AK147 for storage. In this way, the display of the text image is controlled using the text image data that is the stored data in the storage area 91AKM13.

[0204] FIG. 8-3 shows a determination example of moving image data and a text display process table according to the reach production content. In the reach production of super reach such as SP reach A and SP reach B, it is possible to execute the production by moving image display using moving image data and the production by text image display using text image data. The period during which the production by moving image display is executed and the period during which the production by text image display is executed may partially or entirely be the same period or may include different periods. The text display process table is a table in which process data used for display control is set, for example, when displaying a text image combining a plurality of character images.

[0205] In the decision example shown in FIG. 8-3, according to the reach production content, it is determined to be any one of moving image data 91AKD01, 91AKD02, 91AKD11, 91AKD12, and is determined to be any one of text display process tables 91AKT01, 91AKT02, 91AKT11, 91AKT12. Among these, the moving image data is determined in a one-to-one correspondence with the reach production content. For example, when the reach production content is "SP Reach A (big win)", it is determined to be moving image data 91AKD01. When the reach production content is "SP Reach B (big win)", it is determined to be moving image data 91AKD02. When the reach production content is "SP Reach A (loss)", it is determined to be moving image data 91AKD11. When the reach production content is "SP Reach B (loss)", it is determined to be moving image data 91AKD12. On the other hand, for the text display process table, there are cases where it can be commonly determined even for different reach production contents, and cases where it cannot be determined. For example, when the reach production content is "SP Reach A (big win)", the determination ratio of text display process table 91AKT01 is 30 / 100, and the determination ratio of text display process table 91AKT02 is 70 / 100. When the reach production content is "SP Reach B (big win)", the determination ratio of text display process table 91AKT11 is 20 / 100, and the determination ratio of text display process table 91AKT12 is 80 / 100. When the reach production content is "SP Reach A (loss)", the determination ratio of text display process table 91AKT01 is 80 / 100, and the determination ratio of text display process table 91AKT02 is 20 / 100. When the reach production content is "SP Reach B (loss)", the determination ratio of text display process table 91AKT11 is 70 / 100, and the determination ratio of text display process table 91AKT12 is 30 / 100.

[0206] The text display process tables 91AKT01 and 91AKT02 can be determined when the reach production content is "SP reach A (big win)" or "SP reach A (loss)", and cannot be determined when the reach production content is "SP reach B (big win)" or "SP reach B (loss)". The text display process tables 91AKT11 and 91AKT12 can be determined when the reach production content is "SP reach B (big win)" or "SP reach B (loss)", and cannot be determined when the reach production content is "SP reach A (big win)" or "SP reach A (loss)". Thus, the text display process tables 91AKT01 and 91AKT02 are used to control the display of text images when the reach production of SP reach A is executed. The text display process tables 91AKT11 and 91AKT12 are used to control the display of text images when the reach production of SP reach B is executed.

[0207] When the reach production content is "SP reach A (big win)", an effect by dynamic image display using the dynamic image data 91AKD01 is executed. When the reach production content is "SP reach A (loss)", an effect by dynamic image display using the dynamic image data 91AKD11 is executed. For the dynamic image displayed using the dynamic image data 91AKD01 and the dynamic image displayed using the dynamic image data 91AKD11, a text image using either of the text display process tables 91AKT01 and 91AKT02 can be added and displayed. When the reach production content is "SP reach B (big win)", an effect by dynamic image display using the dynamic image data 91AKD02 is executed. When the reach production content is "SP reach B (loss)", an effect by dynamic image display using the dynamic image data 91AKD12 is executed. For the dynamic image displayed using the dynamic image data 91AKD02 and the dynamic image displayed using the dynamic image data 91AKD12, a text image using either of the text display process tables 91AKT11 and 91AKT12 can be added and displayed. Therefore, for a plurality of dynamic images displayed using different dynamic image data, a text image using a common text display process table can be added and displayed.

[0208] Figure 8-4 shows a configuration example of a text display process table. Among them, Figure 8-4(A1) shows a configuration example of a text display process table 91AKT01 that can be used in correspondence with the reach effect of SP Reach A, and Figure 8-4(A2) shows a configuration example of a text display process table 91AKT02 that can be used in correspondence with the reach effect of SP Reach A. Figure 8-4(B) shows a configuration example of a text display process table 91AKT11 that can be used in correspondence with the reach effect of SP Reach B.

[0209] In each text display process table, text image specification information and text display setting information are respectively set in association with a plurality of text display periods. Note that the text display process table may include a single text display period in which the text image specification information and the text display setting information are set in association. The text display period specifies, for each text image to be displayed, the start time at which the display starts and the end time at which the display ends. The start time and the end time in the text display period may be specified using the elapsed time since the start of the display of the moving image in the reach effect, or may be specified using the elapsed time since the start of the variable display. However, when the display content of the text image is highly relevant to the display content of the moving image, it is desirable to specify the start time and the end time in the text display period using the elapsed time since the start of the display of the moving image. Since the elapsed time since the start of the variable display includes, for example, the elapsed time before the variable display becomes the reach mode, even in the case of a common reach effect, the timing at which the display of the moving image starts may be different due to a variable display effect or the like before the reach mode. Even in such a case, if the start time and the end time in the text display period are specified using the elapsed time since the start of the display of the moving image, the timing at which a specific image in the moving image is displayed and the timing at which a specific text image is displayed can be easily synchronized, and the linkage between the display of the moving image and the display of the text image can be enhanced. The text image specification information specifies the text image data used for the display of the text image in a manner that enables identification. For example, the text image specification information may be information that specifies the storage address, read address, data size, etc. of the text image data in the storage area 91AKM13. Alternatively, the text image specification information may be information that identifies the content of the text image to be displayed using any character code such as ASCII code, UNICODE (such as UTF-16 or UTF-8), or JIS code (such as Shift_JIS code).Text display setting information is information that can specify the display mode of a text image by the display style information, display layout information, and other metadata of the text image to be displayed. The text display process table may be described using a predetermined markup language such as TTML (Timed Text Markup Language). In addition, the text display process table may be set by associating text image designation information and text display setting information during the text display period as long as it can be set using arbitrary table data.

[0210] Figure 8-5 shows an example of display control of a text image using a text display process table. Among these, Figure 8-5(A1) shows an example of display control in the case of the text display process table 91AKT01, and Figure 8-5(A2) shows an example of display control in the case of the text display process table 91AKT02. Figure 8-5(B) shows an example of display control in the case of the text display process table 91AKT11. In these display control examples, when the reach effect of SP reach A is executed, the display of the moving image starts at timing T00, and when the reach effect of SP reach B is executed, the display of the moving image starts at timing T10.

[0211] In the case of the text display process table 91AKT01 shown in FIG. 8-4(A1), as shown in FIG. 8-5(A1), in the text display period from timing T01 to timing T05, the text image specified by the text image specification information 91AKA01 is displayed. Also, in the text display period from timing T02 to timing T03, the text image specified by the text image specification information 91AKA02 is displayed, and in the text display period from timing T04 to timing T05, the text image specified by the text image specification information 91AKA03 is displayed. Note that timings T02 to T04 are all included in the period from timing T01 to timing T05. After timing T05 has elapsed, in the text display period from timing T06 to timing T08, the text image specified by the text image specification information 91AKA04 is displayed, and in the text display period from timing T07 to timing T09, the text image specified by the text image specification information 91AKA05 is displayed. Note that timing T08 is a timing that comes after timing T07.

[0212] In the case of the text display process table 91AKT02 shown in FIG. 8-4(A2), as shown in FIG. 8-5(A2), in the text display period from timing T01 to timing T05, the text image specified by the text image specification information 91AKA01 is displayed. Also, in the text display period from timing T02 to timing T03, the text image specified by the text image specification information 91AKA02 is displayed, and in the text display period from timing T04 to timing T05, the text image specified by the text image specification information 91AKA13 is displayed. After timing T05 has elapsed, in the text display period from timing T06 to timing T08, the text image specified by the text image specification information 91AKA14 is displayed, and in the text display period from timing T07 to timing T09, the text image specified by the text image specification information 91AKA05 is displayed.

[0213] In this way, corresponding to a plurality of text display periods set by the text display process table, the text image specified by the text image specification information can be displayed on the screen of the image display device 5. The first text display period included in the plurality of text display periods may include a period that is partially or entirely common with a second text display period different from the first text display period. For example, in the text display process table 91AKT01 and the text display process table 91AKT02, the first text display period from timing T01 to timing T05 is set to include the second text display period from timing T02 to timing T03 and the third text display period from timing T04 to timing T05. In this case, the first text display period has a partial period in common with the second text display period and another partial period in common with the third text display period. Thus, the first text display period includes a period that is partially common with the second text display period and a period that is partially common with the third text display period. In contrast, all periods of the second text display period are common with the first text display period, and all periods of the third text display period are common with the first text display period. Thus, all periods of the second text display period are included in the first text display period, and all periods of the third text display period are included in the first text display period. Also, the text display period from timing T06 to timing T08 and the text display period from timing T07 to timing T09 include a period that is partially common with each other. Thus, the first text display period may include a partial period of the second text display period, and the second text display period may include a partial period of the first text display period. Alternatively, all periods of the first text display period may be included in the second text display period, and all periods of the second text display period may be included in the first text display period.

[0214] According to the settings in the text display process table, different text images specified by the text image specification information can be displayed according to multiple text display periods. As a result, during the display period of the text image added to the moving image, among the multiple components in the display of the text image, the first component related to the display content of the text image can be changed according to the elapsed time. For example, according to the settings in the text display process table 91AKT01 or the text display process table 91AKT02, in the first text display period from timing T01 to timing T05, the text image specified by the text image specification information 91AKA01 is displayed. As the second text display period included in this first text display period, in the text display period from timing T02 to timing T03, the text image specified by the text image specification information 91AKA02 is displayed. After the second text display period ends at timing T03, as the third text display period further included in the first text display period, in the text display period from timing T04 to timing T05, the text image specified by the text image specification information 91AKA03 or the text image specification information 91AKA13 is displayed. With such settings, only the text image specified by the text image specification information 91AKA01 is displayed in the periods from timing T01 to timing T02 and from timing T03 to timing T04 within the first text display period. On the other hand, in the period from timing T02 to timing T03, which is common to the second text display period within the first text display period, the display of the text image is changed so that the display of the second text image specified by the text image specification information 91AKA02 is added to the display of the first text image specified by the text image specification information 91AKA01.On the other hand, during the first text display period, in the period from timing T04 to timing T05, which is common to the third text display period, the display of the first text image specified by the text image specification information 91AKA01 is changed such that the display of the third text image specified by the text image specification information 91AKA03 or the display of the fourth text image specified by the text image specification information 91AKA13 is added. In this case, it becomes possible to change the display of the text image added to the display of the first text image so that either the third text image or the fourth text image is displayed according to the determination result of the text display process table.

[0215] In the text display process table 91AKT01 and the text display process table 91AKT02, the text image specified by the common text image specification information 91AKA01 is displayed during the text display period from timing T01 to timing T05, and the text image specified by the common text image specification information 91AKA02 is displayed during the text display period from timing T02 to timing T03. In contrast, during the text display period from timing T04 to timing T05, in the case of the text display process table 91AKT01, the text image specified by the text image specification information 91AKA03 is displayed, and in the case of the text display process table 91AKT02, the text image specified by the text image specification information 91AKA13 is displayed. The text display process table 91AKT01 and the text display process table 91AKT02 can be determined corresponding to the common moving image data 91AKD01, 91AKD11. Therefore, even when a moving image using common moving image data is displayed, at least a part of the text images to be displayed can be changed by making the text images to be displayed different in at least a part of the plurality of text display periods, thereby changing the components in the display of the text images. Note that when a moving image using common moving image data is displayed, depending on the determination result of the text display process table, the text images to be displayed may be made different in all of the plurality of text display periods. When a moving image using common moving image data is displayed, depending on the determination result of the text display process table, for a plurality of text display periods, part or all of the start time, end time, and period length may be made different. In this way, it is possible to change part or all of the display period for displaying the text image added to one moving image, or it is possible to change part or all of the text image added to one moving image.

[0216] In the case of the text display process table 91AKT11 shown in Fig. 8-4(B), as shown in Fig. 8-5(B), in the text display period from timing T11 to timing T15, the text image specified by the text image specification information 91AKA21 is displayed. Also, in the text display period from timing T11 to timing T12, the text image specified by the text image specification information 91AKA22 is displayed, and in the text display period from timing T13 to timing T14, the text image specified by the text image specification information 91AKA23 is displayed. Note that timings T12 to T14 are all included in the period from timing T11 to timing T15. After timing T15 has elapsed, in the text display period from timing T16 to timing T17, the text image specified by the text image specification information 91AKA24 is displayed, and in the text display period from timing T18 to timing T19, the text image specified by the text image specification information 91AKA25 is displayed.

[0217] FIG. 8-6 shows a specific example of text display setting information. The text display setting information is composed of data corresponding to a plurality of fields, such as origin, fontFamily, fontSize, fontWeight, color, backgroundColor, fontStyle, textAlign, and textDecoration. The origin field can set the origin coordinates when displaying a text image. The fontFamily field can set the font family, which is the type of font, for the characters included in the text image. The fontSize field can set the font size, which is the size for displaying the text image. The fontWeight field can set the boldness of the characters included in the text image. The color field can set the display color of the characters included in the text image. The backgroundColor field can set the display color of the background in the text image. The fontStyle field can set the style of the characters in the text image, such as regular, italic, or oblique. The textAlign field can set the arrangement of the characters included in the text image, such as right-aligned, centered, or left-aligned. The textDecoration field can set the decorative display added to the text image, such as underline, overline, strikethrough, and other effect images. Thus, the text display setting information enables setting the display mode of the text image, such as the display style and display layout of the text image.

[0218] FIG. 8-6(A) shows a configuration example of text display setting information 91AKB01. FIG. 8-6(B) shows a configuration example of text display setting information 91AKB02. FIG. 8-6(C1) shows a configuration example of text display setting information 91AKB03. FIG. 8-6(C2) shows a configuration example of text display setting information 91AKB13. Text display setting information 91AKB01 is included in text display process tables 91AKT01, 91AKT02, and 91AKT11. Text display setting information 91AKB02 is included in text display process tables 91AKT01, 91AKT02, and 91AKT11. Text display setting information 91AKB03 is included in text display process tables 91AKT01 and 91AKT11, but not included in text display process table 91AKT02. Text display setting information 91AKB13 is included in text display process table 91AKT02, but not included in text display process tables 91AKT01 and 91AKT11.

[0219] In a plurality of text display periods set by the text display process table, the text image specified by the text image specification information can be displayed on the screen of the image display device 5 in the display style and display layout set by the text display setting information. As a result, in the display period of the text image added to the moving image, among the plurality of components in the display of the text image, the second component related to the display mode of the text image can be changed according to the elapsed time. For example, according to the settings in the text display process table 91AKT01 and the text display process table 91AKT02, in the first text display period from timing T01 to timing T05, the text image specified by the text image specification information 91AKA01 is displayed in the display style and display layout set by the text display setting information 91AKB01. As the second text display period included in this first text display period, in the text display period from timing T02 to timing T03, the text image specified by the text image specification information 91AKA02 is displayed in the display style and display layout set by the text display setting information 91AKB02. After the second text display period ends at timing T03, as the third text display period included in the first text display period, in the text display period from timing T04 to timing T05, there are cases where the text image specified by the text image specification information 91AKA03 is displayed in the display style and display layout set by the text display setting information 91AKB03, and cases where the text image specified by the text image specification information 91AKA13 is displayed in the display style and display layout set by the text display setting information 91AKB13. With such settings, in the first text display period, in the period from timing T01 to timing T02 and the period from timing T03 to timing T04, only the text image specified by the text image specification information 91AKA01 is displayed in the display style and display layout set by the text display setting information 91AKB01.On the other hand, during the period from timing T02 to timing T03, which is common to the second text display period within the first text display period, the display of the text image specified by the text image specification information 91AKA02 is added to the display of the text image specified by the text image specification information 91AKA01, and the display of the text image is changed so that it is displayed in the display style and display layout set by the text display setting information 91AKB02. On the other hand, during the period from timing T04 to timing T05, which is common to the third text display period within the first text display period, the display of the text image specified by the text image specification information 91AKA03 is added to the display of the text image specified by the text image specification information 91AKA01, and the display of the text image is changed such that there are cases where the text image is displayed in the display style and display layout set by the text display setting information 91AKB03, and cases where the text image specified by the text image specification information 91AKA13 is displayed in the display style and display layout displayed by the text display setting information 91AKB13.

[0220] In the second text display period from timing T02 to timing T03, the text image specified by the text image specification information 91AKA02 can be displayed in the display style and display layout set by the text display setting information 91AKB02, which is different from the display style and display layout set by the text display setting information 91AKB01. In the third text display period from timing T04 to timing T05, the text image specified by the text image specification information 91AKA03 may be displayed in the display style and display layout set by the text display setting information 91AKB03, which is different from the display style and display layout set by the text display setting information 91AKB01. Alternatively, in the third text display period from timing T04 to timing T05, the text image specified by the text image specification information 91AKA13 may be displayed in the display style and display layout set by the text display setting information 91AKB13, which is different from the display style and display layout set by the text display setting information 91AKB01. Thus, in the period common to the second text display period from timing T02 to timing T03 within the first text display period from timing T01 to timing T05, the text image specified by the text image specification information 91AKA01 can be displayed in the first display mode, and the text image specified by the text image specification information 91AKA02 can be changed to a second display mode different from the first display mode and then displayed. In the period common to the third text display period from timing T04 to timing T05 within the first text display period from timing T01 to timing T05, the text image specified by the text image specification information 91AKA01 can be displayed in the first display mode, and the text image specified by the text image specification information 91AKA03 may be changed to a third display mode different from the first display mode and the second display mode and then displayed.Alternatively, during the third text display period that is common with the period from timing T04 to timing T05 within the first text display period from timing T01 to timing T05, the text image specified by the text image specification information 91AKA01 is displayed in the first display mode, and the text image specified by the text image specification information 91AKA13 may be changed to a fourth display mode different from the first to third display modes and then displayed. Therefore, during the display period of the text images added to the moving image, some of the text images can be changed to a display mode different from that of other text images and then displayed. Also, after displaying the text image in the second display mode together with the text image in the first display mode, the display mode of the text image can be changed and displayed, such as changing the text image in the second display mode to the text image in the third display mode and changing the text image in the second display mode to the text image in the fourth display mode.

[0221] In the text display process table 91AKT01 shown in FIG. 8-4(A1) and the text display process table 91AKT02 shown in FIG. 8-4(A2), in the text display period from timing T01 to timing T05, the text image specified by the text image specification information 91AKA01 is displayed in the display mode set by the text display setting information 91AKB01. Also, in the text display period from timing T02 to timing T03, the text image specified by the text image specification information 91AKA02 is displayed in the display mode set by the text display setting information 91AKB02. Thereby, a common text image can be displayed in a common display mode. On the one hand, in the text display process table 91AKT01, corresponding to the text display period from timing T04 to timing T05, the text image specified by the text image specification information 91AKA03 is displayed in the display mode set by the text display setting information 91AKB03. In the text display process table 91AKT02, corresponding to the text display period from timing T04 to timing T05, the text image specified by the text image specification information 91AKA13 is displayed in the display mode set by the text display setting information 91AKB13. Thereby, different text images can be displayed in different display modes. On the other hand, in the text display process table 91AKT11, corresponding to the text display period from timing T11 to timing T15, the text image specified by the text image specification information 91AKA21 is displayed in the display mode set by the text display setting information 91AKB01. Also, corresponding to the text display period from timing T11 to timing T12, the text image specified by the text image specification information 91AKA22 is displayed in the display mode set by the text display setting information 91AKB02. In this case, the text image specified by the text image specification information 91AKA21 can be displayed in a common display mode with the text image specified by the text image specification information 91AKA01.Also, the text image specified by the text image specification information 91AKA22 can be displayed in the same display mode as the text image specified by the text image specification information 91AKA02. In this way, even different text images added to different moving images can be displayed in the same display mode according to the setting data based on the common text display setting information. Alternatively, in the text display process table 91AKT01, the text image specified by the text image specification information 91AKA05 is displayed in the display mode set by the text display setting information 91AKB05 corresponding to the text display period from timing T07 to timing T09. In the text display process table 91AKT02, the text image specified by the text image specification information 91AKA05 is displayed in the display mode set by the text display setting information 91AKB15 corresponding to the text display period from timing T07 to timing T09. In this way, even a common text image can be displayed in different display modes according to the text display setting information.

[0222] In the text display process table, the text image specification information and the text display setting information are respectively set in association with a plurality of text display periods. Also, in a plurality of text display process tables, at least a part of the text image specification information and the text display setting information set in association with a plurality of text display periods can be set as common information, and a part or all of the information can be set as different information. With these settings, the first component and the second component related to the text image, such as the display content and display mode of the text image, can be individually changed and displayed.

[0223] In the text display setting information 91AKB01 shown in FIG. 8-6(A), the color field is set so that the display color of the text image changes step by step from #FF0040 to #4000FF. In the text display process table 91AKT01 shown in FIG. 8-4(A1) and the text display process table 91AKT02 shown in FIG. 8-4(A2), in the text display period from timing T01 to timing T05, the text image in the display mode set by the text display setting information 91AKB01 is displayed. In the text display process table 91AKT11 shown in FIG. 8-4(B), in the text display period from timing T11 to timing T15, the text image in the display mode set by the text display setting information 91AKB01 is displayed. In these cases, when the text image in the display mode set by the text display setting information 91AKB01 is displayed as a text image corresponding to the display content that is a common first component in the corresponding text display period, the display mode that is the second component related to the text image, such as the display color of the text image, can be changed according to the elapsed time. Note that, for example, the display color of the text image set by the color field may be changeable according to the reach effect content or the like even when the same text image is specified by the text image designation information. In this case, for example, whether to change the display color of the text image may be determined at different rates according to whether it is controlled to an advantageous state, such as whether the display result of the variable display is "big win", or it may be determined to be any one of a plurality of display colors. Also, for example, the display color of the text image set by the color field may be changeable according to the execution result of the effect control program by the CPU 91AK131 or the like even when the same text image is specified by the text image designation information. In this case, the VDP 91AK132 may change the display color of the text image set by the color field to a different display color based on a display control command from the CPU 91AK131, register settings, or the like.In this way, by simply changing a part of the data related to the text image included in the text display process table, it is possible to change the display mode such as the display style of the text image. Thus, it is possible to display various text images while preventing an increase in data capacity and processing load. When changing the display color of the text image, other display styles may also be changed accordingly. For example, when the display color of the text image is white, the display of the text image is likely to be easily visible to the player. When the display color of the text image is red, the display of the text image tends to be less recognizable to the player. Therefore, when the display color of the text image is changed to red, the size of the text image displayed, for example, set by the fontSize field, may be changed so that the font size is larger than when the display color of the text image is white. As a specific example, a text image that is displayed with a font size of 10.5px when the display color is white may be changed to be displayed with a font size of 11px when the display color is changed to red. This makes it possible to display a text image that is easily visible to the player while suppressing the player's sense of discomfort in the display of the text image.

[0224] FIG. 8-7 shows an execution example of an effect in which a text image is displayed using a text display process table. In this execution example, along with the display of a moving image when the reach effect of SP Reach A is executed, the text image is displayed according to a plurality of text display periods. The reach effect of SP Reach A performs a moving image display using moving image data 91AKD01 when the display result of the variable display is "big win", and performs a moving image display using moving image data 91AKD11 when the display result of the variable display is "loss". In the moving image display using moving image data 91AKD01 and the moving image display using moving image data 91AKD11, an effect display is performed in which a common ally character and an enemy character fight, and for example, until the timing when the battle result is notified, it suffices that the content of the common effect display is the same. Also, when the display result of the variable display is "big win", the determination ratio of the text display process table 91AKT02 becomes high, and when the display result of the variable display is "loss", the determination ratio of the text display process table 91AKT01 becomes high. Therefore, in the reach effect of SP Reach A, even during the moving image display period with the same content of the common effect display, the big win expectancy can be varied according to the display content of the text image according to the text display process table.

[0225] The production execution example 91AKD11 shown in Fig. 8-7(A) is the production content common to the text display process tables 91AKT01 and 91AKT02. Corresponding to the text display period from timing T01 to timing T05, the text image specified by the text image specification information 91AKA01 is displayed in the display mode set by the text display setting information 91AKB01. In this case, for the text image indicating the reach name "SP Reach A" specified by the text image specification information 91AKA01, as the display mode set by the text display setting information 91AKB01, for example, the origin coordinates are (300, 30), the font family is a font classified as the Gothic font AA_gothic, the font size is 48 px, the line width of the bold font corresponding to the boldness of the characters, the display color of the text image changes gradually from #FF0040 to #4000FF, the background display color is #CCF0F0, the character style is an italic font or italic corresponding to italic, the character arrangement is centered, and the character decoration is not set. In the production control microprocessor 91AK100, the text image renderer 91AK146 of the VDP 91AK132 may execute image conversion processing and the like for displaying the text image in the display mode including the display style and display layout specified by the text display specification information.

[0226] Also, in the production execution example 91AKD11 shown in FIG. 8-7(A), corresponding to the text display period from timing T02 to timing T03, the text image specified by the text image specification information 91AKA02 is displayed in the display mode set by the text display setting information 91AKB02. In this case, for the text image showing the dialogue "If this character wins... " specified by the text image specification information 91AKA02, as the display mode set by the text display setting information 91AKB02, for example, the origin coordinates are (250, 600), the font family is classified as a Mincho font of BB_mincho, the font size is 36px, the line width corresponding to the normal character thickness is normal, the display color of the text image is #FFFFFF, the background display color is #220C0C, the character style is the normal style corresponding to normal, the character arrangement is left-justified, and the character decoration is not set. The components in the display of the text image are controlled accordingly.

[0227] The production execution example 91AKD21 shown in Fig. 8-7(B1) includes production content different from that of the text display process table 91AKT02 when using the text display process table 91AKT01. Corresponding to the text display period from timing T04 to timing T05, the text image specified by the text image specification information 91AKA03 is displayed in the display mode set by the text display setting information 91AKB03. In this case, for the text image showing the line "Chance!!" specified by the text image specification information 91AKA03, as the display mode set by the text display setting information 91AKB03, for example, the origin coordinates are (250, 600), the font family is a font classified as CC_gothic, a Gothic font, the font size is 60px, the line width corresponding to the normal font weight is normal, the display color of the text image is #000000, the background display color is #FFFFFF, the text style is the normal style, the text arrangement is centered, and the text decoration is not set. The components in the text image are controlled accordingly. This text image has the same origin coordinates and text decoration as the text image specified by the text image specification information 91AKA02, but the font family, font size, font weight, display color of the text image, background display color, text style, and text arrangement have been changed. Thus, when displaying the text image specified by the text image specification information, it may be possible to display it with some of the data corresponding to the multiple fields included in the text display setting information changed.

[0228] The performance execution example 91AKD22 shown in Figure 8-7 (B2) includes performance content different from that of text display process table 91AKT01 when text display process table 91AKT02 is used, and the text image specified by text image designation information 91AKA13 is displayed in the display mode set by text display setting information 91AKB13 corresponding to the text display period from timing T04 to timing T05. In this case, the components of the text image are controlled so that the text image indicating the phrase "Super hot" specified by the text image specification information 91AKA13 has the display mode set by the text display setting information 91AKB13, for example, the origin coordinates are (250,600), the font family is a typeface classified as Mincho, the font size is 72px, the character thickness is a bold line width corresponding to bold, the display color of the text image is gold corresponding to "gold", the background display color is #000000, the character style is a normal typeface corresponding to normal, the character arrangement is centered, and the character decoration is an effect display setting for gold display by effect_gold. This text image has only the origin coordinates in common with the text image specified by the text image specification information 91AKA02, and the font family, font size, character thickness, display color of the text image, background display color, character style, character arrangement, and character decoration are changed. In this way, when a text image specified by text image designation information is displayed, it may be possible to individually set data to be changed and data not to be changed among the data corresponding to the multiple fields included in the text display setting information. When this text image is compared with the text image specified by text image designation information 91AKA01, all settings, including the origin coordinates, have been changed. In this way, when a text image specified by text image designation information is displayed, it may be possible to change all of the data corresponding to the multiple fields included in the text display setting information and display it.When displaying a text image specified by text image specification information, if one of the data corresponding to a plurality of fields included in the text display setting information is changed and displayed, other data previously associated with the one data may also be changed and displayed. For example, when changing the display color of the text image to gold corresponding to "gold", it is sufficient if the character decoration can be changed to the effect display setting for gold display by effect_gold and displayed.

[0229] The display color of the text image and the background display color can be set in 256 gradations for each of the display colors of R (red), G (green), and B (blue) so that, for example, the luminance (gray scale) is at any level between "0" and "255". In the text display setting information, the field data constituting the color field and the backgroundColor field may have the same data format as the field data constituting the color field and the backgroundColor field in, for example, the character display setting information used for displaying the character image. Also, the origin coordinates when displaying the text image can be set by a combination of the horizontal x coordinate and the vertical y coordinate on the screen of the image display device 5. In the text display setting information, the field data constituting the origin field may have the same data format as the field data constituting the origin field in, for example, the character display setting information. In this way, some or all of the field data included in the text display setting information may have the same data format as the field data included in the setting information used for displaying a production image different from the text image, such as the character display setting information. With such text display setting information, it is sufficient if the second component related to the text image, such as the display style and display layout of the text image, can be changed using information common to the production image different from the text image. Thereby, the processing load for changing the second component related to the text image, such as the display style and display layout of the text image, can be reduced.

[0230] When displaying a text image, the font family that can be set is not set when displaying a character image. In the text display setting information, the field data constituting the fontFamily field may be specific field data that is not included in the character display setting information. Also, instead of the font size that can be set when displaying a text image, it is sufficient that the character size can be set when displaying a character image. In the text display setting information, the field data constituting the fontSize field corresponds to the field data constituting the characterSize field in the character display setting information, but may have a specific field format. Thus, some or all of the field data included in the text display setting information may have a specific data format different from the field data included in the setting information used for displaying a rendering image different from the text image, such as the character display setting information. With such text display setting information, it may be possible to change a second component related to the text image, such as the display style and display layout of the text image, using specific information not used in a rendering image different from the text image. Thereby, it is possible to flexibly change a second component related to the text image, such as the display style and display layout of the text image, and display various text images.

[0231] When, for example, gold corresponding to "gold" is set as the display color of the text image, the text decoration becomes an effect display setting for gold display by effect_gold. When "gold" is set in the color field in the text display setting information, by setting effect_gold in the textDecoration field, a text image with gloss can be displayed, and an effect image for gold display can be added and displayed around the text image. In the production execution example 91AKD22 shown in FIG. 8-7 (B2), when a specific text image indicating the line "Extremely hot" is specified by the text image designation information 91A13, by setting a display style for gold display or the like in the text display setting information 91AKB13, the specific text image indicating the line "Extremely hot" is displayed with gloss, and an effect image for gold display is displayed around the specific text image. Thereby, appropriate display control becomes possible so as to enhance the player's impression of the display of the text image and improve the interest of the production by the text image display.

[0232] In the pachinko gaming machine 1, when an effect by moving image display using moving image data is executed, by adding an effect by text image display using text image data, the player can more easily recognize the effect content, and it also becomes easier to provide information different from the effect content. In this case, in a data configuration in which the text image data is compression-encoded and multiplexed as video data included in the moving image data, in the text image display using the decompressed and reproduced text image data, there is a possibility that problems such as blurred outlines and deteriorated display quality may occur. Also, when different moving image data is prepared according to the display content of the text image display added to the moving image display, the data volume of the moving image data tends to increase, and the processing load of the image data also tends to increase. When performing special compression encoding processing or decompression decoding processing to prevent deterioration of the display quality in the text image display, there is a further possibility that the processing load of the image data may increase.

[0233] In the feature units 91AK and 92AK, when an effect by dynamic image display using the dynamic image data read from the memory area 91AKM11 is executed, by adding an effect by text image display using the text image data read from the memory area 91AKM13, various text image displays can be easily and highly quality-executed, and it becomes easier for the player to recognize the effect content and the like. Further, since an effect by text image display using the text image data stored separately from the dynamic image data is added, it becomes possible to appropriately control the display to prevent as much as possible an increase in the data capacity of the dynamic image data and an increase in the processing load of the image data.

[0234] The display of text images added to the display of moving image data is controlled using a text display process table. Similarly, the display of moving images is controlled using a moving image display process table, the display of character images is controlled using a character display process table, and the audio output is controlled using audio output process data. In the text display process table, text image specification information and text display setting information are set in association with each other for a plurality of text display periods. The text image specification information, as a first component related to the text image, specifies the display content of the text image according to the text image data. The text display setting information, as a second component related to the text image, sets the display mode of the text image, such as the display style and display layout of the text image. In the VDP91AK132 of the effect control microprocessor 91AK100, for example, the text image renderer 91AK146 can execute image conversion processing and the like for displaying the text image specified by the text image specification information in a display mode including the display style and display layout set by the text display setting information. Thereby, during the display period of the text image added to one moving image, the display content of the text image as the first component and the display mode of the text image as the second component can be changed according to the elapsed time and the like. By making it possible to change the first component and the second component related to the text image added to one moving image, various text image displays can be easily and highly quality-executed, and appropriate display control can be enabled so as to prevent an increase in data capacity and processing load.

[0235] When the reach effect content is "SP Reach A (big win)", when the effect by displaying a moving image using the moving image data 91AKD01 is executed, it is possible to add and display a text image using either one of the text display process tables 91AKT01 and 91AKT02. When the reach effect content is "SP Reach A (loss)", when the effect by displaying a moving image using the moving image data 91AKD11 is executed, it is possible to add and display a text image using either one of the text display process tables 91AKT01 and 91AKT02. Also, when the reach effect content is "SP Reach B (big win)", when the effect by displaying a moving image using the moving image data 91AKD02 is executed, it is possible to add and display a text image using either one of the text display process tables 91AKT11 and 91AKT12. When the reach effect content is "SP Reach B (loss)", when the effect by displaying a moving image using the moving image data 91AKD12 is executed, it is possible to add and display a text image using either one of the text display process tables 91AKT11 and 91AKT12. In this way, for a plurality of different moving images, it is possible to add and display a text image using data related to a common text image, such as a common text display process table. By enabling the addition and display of a text image using common data for a plurality of moving images, various text image displays can be easily and highly quality executed, and appropriate display control can be enabled so as to prevent an increase in data capacity and processing load.

[0236] In the text display process table 91AKT02, according to the text image designation information 91AKA13 and the text display setting information 91AKB13 set in association with the text display period from timing T04 to timing T05, a text image showing the line "Super hot" may be displayed such that the display style and the like can be changed at a plurality of timings. The text image showing the line "Super hot" may be a specific text image corresponding to a specific first component group, such as a text image showing display content suggesting that the ratio of the variable display result being a "big win" is high. Thus, when displaying a specific text image corresponding to a specific first component group, a second component such as the display mode regarding the specific text image may be changeable at a plurality of timings.

[0237] Figure 8-8 shows an example of display control when the display style of a text image showing the line "Super hot" can be changed at a plurality of timings. In this display control example, among the text display period from timing T04 to timing T05, in the text display period from timing T04 to timing T041, the display color is black and there is no character decoration set; in the text display period from timing T041 to timing T042, the display color is gold and there is no character decoration set; and in the text display period from timing T042 to timing T05, the display color is gold and the character decoration is set to an effect display for gold display. Note that as the display style of the text image common to the text display period from timing T04 to timing T05, the font family is classified as a Mincho font with the font family being DD_mincho by the fontFamily field, and the font size is set to 72px by the fontSize field, respectively.

[0238] FIG. 8-8(A) shows a case where a text image of the line "EXTREMELY HOT" is displayed during the text display period from timing T04 to timing T041. As the display style of the text image during this text display period, the display color of the text image is set to black corresponding to #000000 by the color field, and the character decoration is set to no setting corresponding to none by the textDecoration field. Thus, the display mode including the display style of the text image showing the line "EXTREMELY HOT" is controlled so that the display color is black and the character decoration is not set.

[0239] FIG. 8-8(B) shows a case where a text image of the line "EXTREMELY HOT" is displayed during the text display period from timing T041 to timing T042. As the display style of the text image during this text display period, the display color of the text image is set to gold corresponding to "gold" by the color field, and the character decoration is set to no setting corresponding to none by the textDecoration field. Thus, the display mode including the display style of the text image showing the line "EXTREMELY HOT" is controlled so that the display color is gold and the character decoration is not set. When the display color of the text image is set to gold, for example, a text image with gloss can be displayed by means of gradient display of the text image or the like. However, if the display of the text image only has gloss, there is a possibility that it may be difficult for the player to recognize the gold display.

[0240] FIG. 8-8(C) shows a case where a text image of the line "Extremely hot" is displayed during the text display period from timing T042 to timing T05. As the display style of the text image during this text display period, the display color of the text image is set to gold corresponding to "gold" in the color field, and the text decoration is set to the effect display setting for gold display corresponding to effect_gold in the textDecoration field. Thereby, the display mode including the display style of the text image showing the line "Extremely hot" is controlled so that the display color is gold and the text decoration is the effect display setting for gold display. In addition to setting the display color of the text image to gold, when the text decoration of the text image is set to the effect display setting for gold display, in addition to the gradient display of the text image, for example, the outlining of the contour in the text image, the display color of the shadow, the boundary display by bevel or emboss, the layer style for adding luster, or a combination of some or all of these can be used to add an effect image around the text image for display. Thereby, in addition to the display of the text image having glossiness, by adding and displaying an effect image around the text image, it becomes easier for the player to recognize the gold display, and the impression of the player on the display of the text image can be enhanced.

[0241] In the text display process tables 91AKT01 and 91AKT02, a part of the text image may be displayed in a display style different from that of other parts according to the text image designation information 91AKA02 and the text display setting information 91AKB02 set in association with the text display period from timing T02 to timing T03. The text image designation information 91AKA02 designates a text image of the line "If this character wins...". The text display setting information 91AKB02 may be set so that a part of the text image of the line "character" in the text information showing the line "If this character wins..." has a display color, a background display color, and a character style different from those of other parts.

[0242] Figures 8-9 show display examples when a part of the text image has a different display style from other parts. In this display example, a part of the text image, "character", is displayed with a display color of white, a background display color of black, and an italic text style, while other parts of the text image are displayed with a display color of black, a background display color of white, and a normal text style. The text display setting information 91AKB02 sets, corresponding to a part of the text image "character", a white color corresponding to #FFFFFF for the display color of the text image by the color field, a black color corresponding to #000000 for the background display color by the backgroundColor field, and an italic text style corresponding to italic by the fontStyle field, respectively. Also, the text display setting information 91AKB02 sets, corresponding to other parts of the text image, a black color corresponding to #000000 for the display color of the text image by the color field, a white color corresponding to #FFFFFF for the background display color, and a normal text style corresponding to normal by the fontStyle field, respectively. By thus displaying a part of the text image in a different display style from other parts, the impression of the player on the display of the text image can be enhanced.

[0243] In the display of a text image that constitutes a string formed by combining a plurality of character images, a part to be displayed in a display style different from other parts may be changeable according to the progress of an effect by moving image display. For example, when music performance or voice playback of a line progresses along with moving image display, a part of the text image corresponding to the progress may be displayed in a display style different from other parts, such as specific color display or highlight display. According to the progress of music performance or voice playback of a line, the display style may be changeable so that a part of the text image is displayed in a fade-in display or a fade-out display. It is not limited to the situation where music performance or voice playback of a line progresses along with moving image display, and a part of the text image to be displayed in a display style different from other parts may be changeable according to the elapsed time in any execution of an effect. Thereby, in the display of the text image, since a part to be displayed in a display style different from other parts is changed according to the progress of the effect, the impression of the player on the display of the text image can be enhanced.

[0244] The present invention is not limited to the above-described embodiments, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not necessarily have all the technical features shown in the above-described embodiments, and may have a part of the configuration shown in the above-described embodiments so as to solve at least one problem in the prior art.

[0245] As a specific example, during the display period of a text image added to a moving image of 1, the display content of the text image as the first component and the display mode of the text image as the second component can be changed according to the elapsed time or the like. Among the display control that enables this and the display control that enables the addition and display of a text image using data related to a text image common to a plurality of moving images, either one may be executed and the other may not be executed. The first component and the second component related to the text image may be able to change any component, for example, regarding the display content and display mode of the text image. Instead of a part or all of the display content and display mode of the text image, or in addition to a part or all of the display content and display mode of the text image, any component related to the display of the text image may be able to be changed. For example, when the text image is displayed moving, the time interval for updating the display position, the moving width, the magnification or reduction ratio when the text image is enlarged or reduced, and the time interval or change amount for updating the magnification or reduction ratio when these magnification or reduction ratios are changed according to the elapsed time. Any configurable component related to the display of the text image may be able to be changed as long as it can be changed.

[0246] When displaying a text image corresponding to common display content, those that change the display mode of the text image are not limited to changing the display color of the text image set by the text display setting information 91AKB01 shown in FIG. 8-6(A). Any display style or display layout may be able to be changed as long as it can be changed. For example, the text image in the display mode set by the text display setting information 91AKB01 can change any display mode, such as the origin coordinates, font family, font size, character boldness, background display color, character style, character arrangement, decorative display, or a combination of some or all of these, instead of or in addition to the display color of the text image during the corresponding text display period. The text image in the display mode set by text display setting information different from the text display setting information 91AKB01 may be able to change a display mode different from that of the text image in the display mode set by the text display setting information 91AKB01.

[0247] The text image data is not limited to being stored in the storage area 91AKM13 as data different from the moving image data, and at least a part of the text image data may be included in the moving image data. For example, text image data for displaying highly designed characters such as cursive or handwritten characters is multiplexed and compression-encoded as part of the moving image data, and a text image in a specific form may be displayable by decompressing and decoding video data separated from this moving image data. In this case, the data related to the text image in the specific form is included in the moving image data and stored in the storage area 91AKM11. Thus, the data related to the text image may include specific text image-related data included in the moving image data and stored in the storage area 91AKM11 and normal text image-related data stored in the storage area 91AKM13.

[0248] The text display setting information included in the text display process table may be composed of field data corresponding to a part of origin, fontFamily, fontSize, fontWeight, color, backgroundColor, fontStyle, textAlign, textDecoration as data corresponding to a plurality of fields, or may be composed of field data different from these. For example, when specifying the storage address, read address, data size, etc. of text image data in the storage area 91AKM13 by text image designation information, without using font data, the text image data stored in the storage area 91AKM13 can be read out and the corresponding text image can be displayed. In this case, since the field data related to font settings is not required for the text display setting information, it may be configured without including field data related to font settings such as fontFamily, fontSize, fontWeight, fontStyle. On the other hand, in this case, in order to set the display size of the text image, the text display setting information may be configured to include separate field data related to text display settings such as textSize, for example.

[0249] Scalable font data such as outline font data and vector font data stored in the memory area 91AKM13 may be data corresponding only to text images used in display effects in the pachinko machine 1, or data corresponding to text images not limited to text images used in display effects in the pachinko machine 1, such as general-purpose Japanese font data, may be prepared. When only font data corresponding to text images used in display effects is stored in the memory area 91AKM13, an increase in data capacity can be prevented when the amount of text images used in display effects is small. When general-purpose font data corresponding to text images not limited to text images used in display effects is stored in the memory area 91AKM13, the reuse of font data becomes easy, so the design burden of the effect for displaying text images can be reduced, and an increase in data capacity can be prevented when the amount of text images used in display effects becomes large.

[0250] As a second component related to the text image, the specific text image whose display mode including the display style and display layout of the text image can be changed at multiple timings is not limited to the text image showing the line "extremely hot", and any text image preset as a specific text image corresponding to a specific first component group may be used. For example, among multiple types of text images, a text image prepared in advance for displaying the lyrics of a song or a text image prepared in advance for displaying subtitles of a moving image may be used as the specific text image. In this way, for a specific text image corresponding to a voice effect or display effect whose production content changes according to the elapsed time, such as the playback output of a song or the playback display of a moving image, the second component such as the display mode may be changeable at multiple timings. Alternatively, a text image for rainbow display in which the display color of the text image becomes rainbow colors, or a text image for motif display in which the pattern or character decoration of the text image becomes a cherry blossom pattern, etc., a text image with a specific display mode set may be used as the specific text image. Alternatively, it is not limited to a text image of display content suggesting that the ratio of the display result of variable display being "big win" is high, and a text image of display content suggesting that the ratio controlled to an arbitrary advantageous state is high may be used as the specific text image. The advantageous state is not limited to the big win gaming state, and special gaming states such as time-saving state or probability-variable state may be included. In addition, the first round number (for example, "15") in which the upper limit number of round games executable in the big win gaming state is more than the second round number (for example, "7"), the first number of times (for example, "100") in which the upper limit number of variable displays executable in the time-saving state is more than the second number of times (for example, "50"), the first probability (for example, 1 / 20) in which the big win probability in the probability-variable state is higher than the second probability (for example, 1 / 50), and the number of consecutive big win control times that is the number of times repeatedly controlled to the big win gaming state without being controlled to the normal state is more than the second consecutive big win number (for example, "5") (for example, "10"), part or all of which may include a gaming situation that is more advantageous for the player.

[0251] The glossy text image is not limited to the case where the gold color corresponding to "gold" is set as the display color of the text image. For example, it may include the cases where silver, copper, other metallic colors, or any display color different from metallic colors are set. It is not limited to the display color of the text image. When a preset specific text image is displayed, the specific text image may be displayed in a glossy display mode. When displaying any text image with glossiness, settings may be made in the textDecoration field or the like in the text display setting information so that an effect image can be added around the text image for display.

[0252] When displaying a text image in a rainbow display, within a predetermined range such as the in-character coordinates and display time in the display of the text image, a plurality of display colors may be sequentially changed and displayed. For example, when the display color of the text image is set to a rainbow color corresponding to "rainbow" by the color field in the text display setting information, a rainbow display may be enabled by transitioning different display colors for each in-character coordinate of the text image. For example, at the in-character coordinate of 1, according to the elapsed time, after setting the display color to red, it can be changed from orange to yellow, then to green, then to light blue, then to blue, and then from indigo to violet. At this time, considering that red is a color that strongly impresses the human eye and that the change of blue does not become too dark, the luminance corresponding to each display color in the rainbow display is adjusted, and the display color at each in-character coordinate may be changed in the order of red, orange, yellow, green, light blue, blue, indigo, violet. After violet, it may return to red and change the display color again. Thereby, the player can smoothly and clearly recognize the change of the display color. Thus, when a special element is set as a character image component, such as when the display color of the text image is set to a rainbow color corresponding to "rainbow" by the color field in the text display setting information, within the range of the in-character coordinates and display time of the text image specified by the text image designation information corresponding to the text display period included in the text display process table, a text image in which a plurality of display colors are sequentially changed may be displayed. Thereby, appropriate display control becomes possible to enhance the player's impression of the display of the text image and improve the interest of the effect by the text image display. Note that by sequentially changing different display colors according to the in-character coordinates of the text image, the display of the text image may be rainbow-displayed as a whole. Alternatively, by sequentially changing the display color common to all in-character coordinates, the display of the text image may be changed to be rainbow-displayed according to the elapsed time. In this way, a text image in which a plurality of display colors are sequentially changed may be displayed within a predetermined range of either the in-character coordinates or the display time.

[0253] The first and second components related to the text image may be changeable to different components according to whether a specific operation of the player is detected, or may be changeable to any of the plurality of components at different ratios. The specific operation of the player that enables changing the first and second components related to the text image may be, for example, a pushing operation or a pulling operation on the joystick of the stick controller 31A that becomes a V controller, or any operation of tilting the joystick of the stick controller 31A, or an operation of pressing the push button 31b. It is not limited to what can detect the operation of the player. For example, based on the detection result of any change or difference in the detection target, such as the execution state of processing and control in the detection target, the shape, pattern, and color change of the detection target, the first and second components related to the text image may be changeable. The detection device that can detect operations, changes, differences, etc. in the detection target may be any configuration that can mechanically, electrically, or electromagnetically detect the state of the detection target, such as an infrared sensor, an ultrasonic sensor, a CCD sensor, or a CMOS sensor. Alternatively, the state of the detection target may be detected by analyzing the result of photographing the detection target using a predetermined camera (video motion capture). As an example of detecting the state of the detection target using a camera, the display state of the screen of the mobile terminal may be detected, and the display content and display mode of the text image may be made changeable based on the detection result.

[0254] The effect produced by text image display using text image data may be executed as a setting suggestion effect in which part or all of the effects can suggest the setting values in the pachinko machine 1. For example, when the reach effect content is "SP reach A (big win)", the text display process tables 91AKT01 and 91AKT02 may be determined at different ratios according to the setting values in the pachinko machine 1. In such a case, the determination ratio of the text display process table 91AKT01 may be set to 35 / 100 (= 35%) if the setting value is 1, 30 / 100 (= 30%) if the setting value is 2, 25 / 100 (= 25%) if the setting value is 3, 20 / 100 (= 20%) if the setting value is 4, 15 / 100 (= 15%) if the setting value is 5, and 10 / 100 (= 10%) if the setting value is 6. Correspondingly, the determination ratio of the text display process table 91AKT02 may be set to 65 / 100 (= 65%) if the setting value is 1, 70 / 100 (= 70%) if the setting value is 2, 75 / 100 (= 75%) if the setting value is 3, 80 / 100 (= 80%) if the setting value is 4, 85 / 100 (= 85%) if the setting value is 5, and 90 / 100 (= 90%) if the setting value is 6. According to such a setting of the determination ratio, when the reach effect content is "SP reach A (big win)", the ratio of the effect produced by text image display according to either the text display process pattern 91AKT01 or 91AKT02 is made different according to the setting value in the pachinko machine 1. For example, when the setting value in the pachinko machine 1 is 1, the effect produced by text image display according to the text display process table 91AKT01 is likely to be executed, and as the setting value increases, the ratio of the effect produced by text image display according to the text display process table 91AKT02 becomes higher. Therefore, when the effect produced by text image display according to the text display process table 91AKT02 is executed when the reach effect content is "SP reach A (big win)", the expectation that the setting value in the pachinko machine 1 is a setting value advantageous to the player becomes higher.

[0255] Alternatively, depending on the setting values in the pachinko gaming machine 1, it may be possible to execute arbitrary setting suggestion effects at different ratios. For example, in the case of a specific setting value, the setting suggestion effect may be executed at a higher ratio than in the case of a setting value other than the specific setting value. In this case, within the range where the setting value is other than the specific setting value, a limit is provided such that the execution ratio of the setting suggestion effect is lower than in the range where the setting value is the specific setting value. In the case of a specific setting value, it may be possible to execute it at a predetermined ratio, and a setting suggestion effect that is not executed in the case of a setting value other than the specific setting value may be provided. In this way, within the range where the setting value is the specific setting value, the setting suggestion effect can be executed at a predetermined ratio. On the other hand, within the range where the setting value is other than the specific setting value, a limit is provided such that the setting suggestion effect is not executed.

[0256] Alternatively, depending on whether it is a special period or not, it may be possible to execute arbitrary setting suggestion effects at different ratios. For example, in the case of a special period, the setting suggestion effect may be executed at a higher ratio than in a period other than the special period. In this case, within the range of a period other than the special period, a limit is provided such that the execution ratio of the setting suggestion effect is lower than in the range of the special period. In the case of a special period, it may be possible to execute it at a predetermined ratio, and a setting suggestion effect that is not executed in the case of a period other than the special period may be provided. In this way, within the range of the special period, the setting suggestion effect can be executed at a predetermined ratio. On the other hand, within the range of a period other than the special period, a limit is provided such that the setting suggestion effect is not executed.

[0257] It is not limited to whether it is a special period, and depending on whether any special conditions are met, it may be possible to execute arbitrary setting suggestion effects at different ratios. For example, when the special conditions are met, the setting suggestion effect may be made executable at a higher ratio than when the special conditions are not met. In this case, within the range where the special conditions are not met, a limit is provided such that the execution ratio of the setting suggestion effect is lower than the range where the special conditions are met. When the special conditions are met, it may be made executable at a predetermined ratio, and a setting suggestion effect that is not executed when the special conditions are not met may be provided. In this way, within the range where the special conditions are met, the setting suggestion effect can be executed at a predetermined ratio. On the other hand, within the range where the special conditions are not met, a limit is provided such that the setting suggestion effect is not executed. The special conditions may be any conditions that can be established according to the progress or history of the game in the pachinko machine 1 or the results of game determination or decision-making, or any conditions that can be established according to the progress or history of the effect in the pachinko machine 1 or the determination or decision-making of the effect. Not limited to the setting suggestion effect, any effect may be made executable at different ratios depending on whether a preset condition is met, or the effect mode may be determined at different ratios depending on whether such a condition is met, or the execution timing may be determined at different ratios depending on whether such a condition is met. Also, for any effect, within the range where a preset limit condition is met, a limit may be provided such that a specific effect is not executed, or a limit may be provided such that the execution ratio decreases and it is difficult to execute compared to the range where the limit condition is not met.

[0258] (Problem-solving means and effects of the feature unit 91AK) A gaming machine capable of executing games, such as a pachinko machine 1, etc., having an effect execution means, such as an effect control microprocessor 91AK100, etc., capable of executing a specific effect of displaying a moving image with character images added, such as a reach effect of SP reach A or SP reach B; a first storage area, such as a storage area 91AKM11, etc., for storing data related to the moving image; a second storage area, such as a storage area 91AKM13, etc., for storing data related to the character image; moving image control means, such as a video decoder 91AK143, a moving image renderer 91AK144, etc., for controlling the display of the moving image using the stored data in the first storage area; and character image control means, such as a video decoder 91AK143, a text image renderer 91AK146, etc., for controlling the display of the character image using the stored data in the second storage area. The stored data in the second storage area includes data related to a plurality of character image components including a first component, such as a text image specified by text image designation information, etc., and a second component, such as a display style set by text display setting information, etc. The character image control means can change the first component and the second component during the display period of the character image added to one moving image, for example, as shown in Fig. 8-7. Thereby, various character image displays can be easily and highly quality executed, and appropriate display control can be enabled to prevent an increase in data capacity and processing load.

[0259] The character image control means may be able to change the second component related to the character image when displaying a character image corresponding to a common first component during the display period, for example, as shown in Fig. 8-8. Thereby, appropriate display control can be enabled so that various character image displays can be executed.

[0260] The character image control means may be able to change the second component related to the character image using information common to a specific image different from the character image, such as field data constituting a color field, etc., for example, as shown in Fig. 8-6. Thereby, appropriate display control can be enabled to reduce the processing load.

[0261] The character image control means can display a specific character image corresponding to a specific first component group, such as a text image indicating "extremely hot", and as shown in FIG. 8-8 for example, the second component related to the specific character image may be changeable at a plurality of timings. Thereby, appropriate display control can be enabled so that various character image displays are executed.

[0262] As shown in FIG. 8-4 for example, the character image control means may be able to separately change and display the first component and the second component related to the character image. Thereby, appropriate display control can be enabled so that various character image displays are executed.

[0263] The stored data in the second storage area may include outline data that can be used for displaying character images, such as outline font data for example. Thereby, appropriate display control can be enabled so that various character image displays are easily and highly quality executed, and an increase in data capacity and processing load is prevented.

[0264] As a character image component, when a specific element such as the case where the color field is "gold" is set, for example, as shown in FIG. 8-8, a character image having glossiness may be displayed, and an effect image may be added and displayed around the character image. Thereby, appropriate display control can be enabled so as to enhance the player's impression of the character image display and improve the interest of the effect by the character image display.

[0265] As a character image component, when a special element such as the case where the color field is "rainbow" is set, a character image in which a plurality of display colors are sequentially changed, such as being changed in the order of red, orange, yellow, green, water, blue, indigo, and red-violet within a predetermined range such as the in-character coordinates and the display time range, may be displayed. Thereby, appropriate display control can be enabled so as to enhance the player's impression of the character image display and improve the interest of the effect by the character image display.

[0266] (Problem-solving means and effects of the feature part 92AK) A gaming machine capable of executing a game, such as a pachinko machine 1, etc., and capable of executing a specific effect that displays a moving image with character images added, such as a reach effect of SP reach A or SP reach B, etc., such as an effect execution means like an effect control microprocessor 91AK100, etc., and a first storage area that stores data related to the moving image, such as a storage area 91AKM11, etc., and a second storage area that stores data related to the character image, such as a storage area 91AKM13, etc., and moving image control means that controls the display of the moving image using the stored data in the first storage area, such as a video decoder 91AK143, a moving image renderer 91AK144, etc., and character image control means that controls the display of the character image using the stored data in the second storage area, such as a video decoder 91AK143, a text image renderer 91AK146, etc., and the stored data in the second storage area includes data related to a plurality of character image components including a first component such as a text image specified by text image specification information, etc., and a second component such as a display style set by text display setting information, etc., and the character image control means can add and display a character image using data related to a common character image, such as a text image according to a text display process table 91AKT01, 91AKT02, etc., for a first moving image such as a moving image using moving image data 91AKD01, etc., and a second moving image different from the first moving image, such as a moving image using moving image data 91AKD11, etc. Thereby, various character image displays can be easily and highly quality executed, and appropriate display control can be enabled so as to prevent an increase in data capacity and processing burden.

[0267] As shown in, for example, FIG. 8-8, the character image control means may be able to change a second component related to the character image when displaying a character image corresponding to a common first component during the display period of the character image added to one moving image. Thereby, appropriate display control can be enabled so that various character image displays can be executed.

[0268] The character image control means may be able to change the second component related to the character image by using information common to a specific image different from the character image, such as field data constituting a color field, for example, as shown in FIG. 8-6. Thereby, appropriate display control can be enabled so as to reduce the processing load.

[0269] The character image control means can display a specific character image corresponding to a specific first component group, such as a text image indicating "extremely hot", and for example, as shown in FIG. 8-8, the second component related to the specific character image may be changeable at a plurality of timings. Thereby, appropriate display control can be enabled so that various character image displays are executed.

[0270] The character image control means may be able to separately change and display the first component and the second component related to the character image, for example, as shown in FIG. 8-4. Thereby, appropriate display control can be enabled so that various character image displays are executed.

[0271] The stored data in the second storage area may include outline data that can be used for displaying character images, such as outline font data. Thereby, appropriate display control can be enabled so that various character image displays are easily and highly quality executed, and an increase in data capacity and processing load is prevented.

[0272] When a specific element such as a case where the color field is "gold" is set as the character image component, for example, as shown in FIG. 8-8, a character image having glossiness may be displayed, and an effect image may be added and displayed around the character image. Thereby, appropriate display control can be enabled so as to enhance the player's impression of the character image display and improve the interest of the production by the character image display.

[0273] As a character image component, when special elements are set, for example, when the color field is "rainbow", a character image in which a plurality of display colors are sequentially changed, for example, in the order of red, orange, yellow, green, cyan, blue, purple, and magenta, may be displayed within a predetermined range such as the in-character coordinates and the display time range. This enables appropriate display control to enhance the player's impression of the character image display and improve the interest of the effect by the character image display.

[0274] (Explanation regarding the association of the feature part) The configurations related to the feature parts 91AK and 92AK may be appropriately combined with part or all of the configuration related to the feature part 60AK, etc. For example, an operation effect to be executed after the elapse of a predetermined period can be executed as a setting suggestion effect which is an operation effect in a suggestive effect mode, and in the display period of the character image added to one moving image, the first component and the second component may be changeable, or for the first moving image and the second moving image different from the first moving image, a character image using data related to a common character image may be added and displayed.

[0275] (Explanation regarding the feature parts 01AK and 02AK) FIG. 9-1 shows a configuration example 01AKP0 of the screen display in the image display device 5 regarding the feature parts 01AK and 02AK. In the configuration example 01AKP0, an active display area 01AKA1, a first reserved display area 01AKB1, a second reserved display area 01AKB2, and a small symbol display area 01AKC1 are provided on the screen of the image display device 5.

[0276] In the active display area 01AKA1, active display is performed by displaying a production image corresponding to the variable display being executed. In the first hold display area 01AKB1, hold display is performed by displaying a production image corresponding to the variable display whose execution is on hold, according to the first hold memory number. In the second hold display area 01AKB2, hold display is performed by displaying a production image corresponding to the variable display whose execution is on hold, according to the second hold memory number. Thus, in the active display area 01AKA1, the first hold display area 01AKB1, and the second hold display area 01AKB2, active display and hold display that are specific displays based on information regarding variable display are possible. The hold display in the first hold display area 01AKB1 is also referred to as "first hold display", and the hold display in the second hold display area 01AKB2 is also referred to as "second hold display".

[0277] The first hold display area 01AKB1 can have hold displays associated with hold numbers "1", "2", "3", "4" in order from the right end, for example, and the display area may be configured such that the first hold display is performed with right justification. The second hold display area 01AKB2 can have hold displays associated with hold numbers "1", "2", "3", "4" in order from the left end, for example, and the display area may be configured such that the second hold display is performed with left justification. In the active display area 01AKA1, an active display corresponding to the first hold display erased (consumed) in the first hold display area 01AKB1 is started in response to the start of the first special figure game, and an active display corresponding to the second hold display erased (consumed) in the second hold display area 01AKB2 is started in response to the start of the second special figure game. The active display that can be displayed in the active display area 01AKA1 may be the same as the first hold display and the second hold display in terms of color and pattern. For example, the active display may be one in which a common production image of the first hold display and the second hold display is displayed larger than each hold display. The display mode of the active display may change to a display mode different from that in the case of the first hold display and the second hold display when an active display change production is executed. Also, in the active display area 01AKA1, for example, by displaying a production image showing a pedestal below the active display, the active display may be made distinguishable from the first hold display and the second hold display.

[0278] At a predetermined position on the screen of the image display device 5, a small symbol display area 01AKC1 is arranged. The small symbol display area 01AKC1 is smaller than the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right", and is provided at a predetermined position such as the right end on the screen of the image display device 5. In the small symbol display area 01AKC1, variable display of small symbols is executed corresponding to variable display of special symbols and decorative symbols. The production image showing the small symbol may be a reduced identification information image that can be variably displayed in a mode where it is partially or entirely common with each of the identification information images showing the decorative symbols and is reduced compared to the identification information image showing the decorative symbol. For example, when the identification information image showing the decorative symbol includes a part showing a number and a part showing a character, the production image showing the small symbol is an image showing a number corresponding to the same symbol number as the part showing the number included in the decorative symbol, and since it does not include the part showing the character, it is sufficient if the small symbol can be displayed in a simpler mode than the production image showing the decorative symbol. By displaying the small symbol in a simple mode in the small symbol display area 01AKC1, it is sufficient to prevent the display content and display result of the small symbol from being misrecognized by the player. In the small symbol display area 01AKC1 provided on the screen of the image display device 5, variable display of the small symbol serving as reduced identification information is performed, and a determined small symbol serving as the display result is derived. The production image showing the small symbol may be displayed at a position where it can be always visually recognized.

[0279] FIG. 9-2 shows a configuration example of a drawing command for effects. In this embodiment, as a plurality of drawing commands for effects, commands 01AKG01 to 01AKG06 are prepared in advance. Command 01AKG01 is a drawing command in which a color blend for blurring by bilinear sampling is commanded. Command 01AKG02 is a drawing command in which a color blend for inverting color information is commanded. Command 01AKG03 is a drawing command in which a color blend for blurring by magnification change is commanded. Command 01AKG04 is a drawing command in which a color blend for monochrome conversion is commanded. Command 01AKG05 is a drawing command in which a color blend for blurring by rotation is commanded. Command 01AKG06 is a drawing command in which it is commanded to change the offset amount of the image position.

[0280] The drawing command for effects may be prepared as one drawing command, or may be prepared as a display list. The display list is a group of commands for performing drawing control, and can be created by the CPU91AK131 as a command sequence combining a plurality of commands for the VDP91AK132. In the VDP91AK132, drawing processing can be executed in the description order of the display list. The drawing command for effects may be configured by a combination of a group of commands for performing a plurality of types of pixel-by-pixel operation settings. For example, in a drawing command in which a color blend is commanded, it may be possible to function as each drawing command for effects by setting parameters according to the applied effect. For example, in the internal register of the VDP91AK132, control data for specifying the operation target included in the display list, numerical data for specifying parameters, and other register values are stored, and by storing register values according to the execution command, drawing according to the display list is started.

[0281] In response to command 01AKG01, when performing color blending for blurring by bilinear sampling, for example, a reduced image is generated by texture mapping using a bilinear interpolation method for image data. When generating this reduced image, a plurality of reduced images with different sampling point groups may be generated. Using the plurality of reduced images thus generated, a composite process by color blending, such as alpha blending, is performed to generate a composite reduced image. Thereafter, by performing an enlargement process on the composite reduced image, an image can be drawn in which the color information included in the image data is changed so as to be an image subjected to a blurring process.

[0282] In response to command 01AKG02, when performing color blending for inverting color information, for example, for the RGB values, which are the color information of each pixel (1 pixel) indicated by the image data, a difference operation process with the maximum value (for example, 255) is performed. For example, when the R value corresponding to "red" is "80", 255 - 80 = 175 is obtained, and thus the color information can be inverted. Similarly, for the G value corresponding to "green" and the B value corresponding to "blue", by performing the same difference operation process, an image can be drawn in which the color information included in the image data is changed so as to be an image with inverted color information.

[0283] In response to command 01AKG03, when performing color blending for blurring by magnification change, for example, a plurality of enlarged images or reduced images are generated by scaling the image data. At this time, a plurality of enlarged images or reduced images with different magnifications, such as the enlargement ratio or reduction ratio of the image, are generated. For example, for an image with a display magnification of 100%, two types of enlarged images, such as an image with a display magnification of 102% and an image with a display magnification of 104%, are generated. Using the plurality of enlarged images or reduced images thus generated and the image (original image) corresponding to the original image data, a composite process by color blending, such as alpha blending, is performed to draw an image in which the color information included in the image data is changed so as to be an image subjected to a blurring process.

[0284] When performing a color blend for monochrome conversion corresponding to command 01AKG04, for example, for the RGB values which are the color information of each pixel (1 pixel) indicated by image data, monochrome conversion arithmetic processing is executed for each pixel. In the monochrome conversion arithmetic processing, by substituting the RGB values into the arithmetic formula for tone conversion, the color information can be changed so that the image becomes monochrome. In this way, by executing the monochrome conversion arithmetic processing, an image can be drawn which is generated by changing the color information included in the image data so as to be an image subjected to monochrome conversion.

[0285] When performing a color blend for blurring by rotation corresponding to command 01AKG05, for example, a plurality of rotated images are generated by rotation arithmetic processing on the image data. At this time, a plurality of rotated images with different rotation angles of the image are generated. For example, for an image with a rotation angle of 0°, two types of rotated images such as an image with a rotation angle of 2° and an image with a rotation angle of 4° are generated. Using the plurality of rotated images thus generated and the image (original image) corresponding to the original image data, by performing a composition process by color blend such as alpha blending, for example, an image can be drawn which is generated by changing the color information included in the image data so as to be an image subjected to blurring processing.

[0286] When changing the offset amount of the image position corresponding to command 01AKG06, for example, the position information of the image is changed by coordinate value conversion processing on the image data. The coordinate value conversion processing changes the position information when drawing the image, such as UV coordinate values, according to the offset amount set as a parameter. The UV coordinate values are given as texture coordinate attribute values when mapping the texture to an object. By executing the coordinate value conversion processing, an image can be drawn which is generated by changing the position information corresponding to the image data so that the arrangement of the texture is different.

[0287] As described above, the drawing commands for effects may include commands such as commands 01AKG01 to 01AKG05 that enable the drawing of an image generated by changing the color information included in the image data. Also, the drawing commands for effects may include commands such as command 01AKG06 that enable the drawing of an image generated by changing the position information corresponding to the image data. In addition, the drawing commands for effects may include commands that enable the drawing of an image generated by changing any attribute information regarding the image data.

[0288] Unlike these drawing commands for effects, the CPU 91AK131 can also generate drawing commands for normal display. The drawing commands for normal display execute a process of drawing an image corresponding to the image data without changing the color information etc. included in the image data by not performing compositing processing such as color blending.

[0289] FIG. 9-3 shows a configuration example of screen display including various effect images that can be displayed on the screen of the image display device 5. A plurality of effect images displayed on the image display device 5 are drawn separately in a plurality of display layers. The plurality of display layers are set with different display priorities in advance as display layers for the effect images. In the configuration example shown in FIG. 9-3, layers 01AKL1 to 01AKL5 are provided as the plurality of display layers. Among these, layer 01AKL1 is the display layer with the highest display priority, and draws an effect image showing a small symbol in the small symbol display area 01AKC1 so as to be displayable. Layer 01AKL2 is the display layer with the next highest display priority after layer 01AKL1, and draws an effect image corresponding to hold display or active display so as to be displayable. Further, layer 01AKL2 may draw an effect image showing a pedestal below the active display so as to be displayable. Layer 01AKL3 is the display layer with the next highest display priority after layer 01AKL2, and draws an effect image used for a chance-up effect that becomes a chance-up during reach, etc., so as to be displayable. Layer 01AKL4 is the display layer with the next highest display priority after layer 01AKL3, and draws an effect image showing a decorative symbol in the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right", etc., so as to be displayable. Layer 01AKL5 is the display layer with the lowest display priority, and draws an effect image serving as a background image, etc., so as to be displayable.

[0290] The display layer on which a plurality of effect images are arranged is specified by, for example, display priority information included in a display list. In the display list, the effect image arranged on layer 01AKL5 may be specified as the first drawing target, and then, in the order of layers 01AKL4, 01AKL3, 01AKL2, and 01AKL1, the effect images arranged on each display layer may be specified as drawing targets. Also, for example, in the image data of the effect images drawn on each of layers 01AKL1 to 01AKL5, a Z value, which is a depth value used when the respective effect images are drawn in an overlapping manner, may be set. By setting the Z value according to a Z value setting table, the Z values of the effect images drawn on each of layers 01AKL1 to 01AKL5 may be different values according to the destination layer. For example, a display layer to which a small value is assigned as the Z value may be arranged on the front side (frontward side) in the Z-axis direction and have a higher display priority than a display layer to which a large value is assigned as the Z value.

[0291] When writing the image data read from an effect data memory 91AK123 or the like to a frame buffer provided in a VRAM 91AK147 or the like, VDP91AK132 may perform a comparison operation of Z values to determine the display priority. At this time, for example, the image data of an effect image with a small Z value is written to the frame buffer with higher priority than the image data of an effect image with a large Z value. As a result, the effect image drawn on a display layer to which a small value is assigned as the Z value has a higher display priority than the effect image drawn on a display layer to which a large value is assigned as the Z value and can be arranged on the front side (frontward side) as viewed by the player. On the other hand, the effect image drawn on a display layer to which a large value is assigned as the Z value has a lower display priority than the effect image drawn on a display layer to which a small value is assigned as the Z value and can be arranged on the back side (backward side) as viewed by the player. Note that the relationship between the Z value and the display priority may be the reverse, and a display layer to which a large value is assigned as the Z value may be arranged on the front side (frontward side) in the Z-axis direction and have a higher display priority than a display layer to which a small value is assigned as the Z value.

[0292] In this way, the drawing process of the effect image according to the display layer is executed, and the display image 01AKD1 including a plurality of effect images is generated. The display image 01AKD1 is formed by superimposing the images drawn on the layers 01AKL1 to 01AKL5 as a plurality of display layers with different display priorities so that they can be superimposed, and then is displayed on the screen of the image display device 5.

[0293] Among the layers 01AKL1 to 01AKL5, the layers 01AKL1 and 01AKL2 are special layers, and the layers 01AKL3 to 01AKL5 are specific layers. In the layers 01AKL3 to 01AKL5 included in the specific layer, the effect image can be drawn and displayed by a drawing process different from the effect images drawn on the layers 01AKL1 and 01AKL2 included in the special layer.

[0294] FIG. 9-4 is a flowchart showing an example of the effect drawing composition process executed by the VDP91AK132. The effect drawing composition process is executed when a display list including an effect drawing command is transferred based on, for example, the decoding result of the instruction code by the instruction decoder 91AK141 of the VDP91AK132. When the effect drawing composition process is started, the image data to be the target of the effect process is read out (step 01AKS01). For example, in the VDP91AK132, the image data to be processed is read out from the effect data memory 91AK123 or the like and stored temporarily in the work area of the VRAM91AK147 or the like. The data transfer circuit of the VDP91AK132 accesses the address of the image data specified by the drawing command, reads out the image data to be processed from the buffer area of the effect data memory 91AK123 or the VRAM91AK147, and transfers it to the work area of the VRAM91AK147 or the like for storage. The image data to be the target of the effect process is the image data indicating the image drawn on any one of the layers 01AKL3 to 01AKL5 that are the specific layers among the plurality of display layers, as specified by the drawing command.

[0295] After that, in response to a drawing command, an effect color blend is executed (step 01AKS02). For example, VDP91AK132 executes pixel - by - pixel operation processing specified by the drawing command using part or all of the moving - image renderer 91AK144, character - image renderer 91AK145, and text - image renderer 91AK146, and thus may execute a color blend corresponding to any one of commands 01AKG01 to 01AKG05. In the case of command 01AKG06, coordinate - value conversion processing for changing the offset amount of the image position in texture mapping may be executed.

[0296] Next to step 01AKS02, in response to a low - priority display layer, an image is composited and drawn (step 01AKS03). At this time, for the image on which the effect color blend was executed in step 01AKS02, it is drawn on the frame buffer for screen display in VRAM91AK147. For example, VDP91AK132 executes pixel - by - pixel operation processing specified by the drawing command using part or all of the moving - image renderer 91AK144, character - image renderer 91AK145, and text - image renderer 91AK146, and thus the images drawn on layers 01AKL3 to 01AKL5 may be stored in the frame buffer for screen display while being composited according to the display priority. As a result, the image drawn on any one of layers 01AKL3 to 01AKL5, which becomes a specific layer, can be drawn for screen display after changing color information and the like of the image data by executing the effect color blend.

[0297] After step 01AKS03, corresponding to the high-priority display layer, an image is synthesized and drawn (step 01AKS04). For example, in VDP91AK132, image data to be drawn is read from the production data memory 91AK123 etc., and drawn in the frame buffer for screen display in VRAM91AK147. In this frame buffer, an image in the low-priority display layer has already been drawn in step 01AKS03. The data transfer circuit of VDP91AK132 accesses the address of the image data specified by the drawing command, reads the image data to be drawn from buffer areas such as the production data memory 91AK123 and VRAM91AK147, and transfers and stores it in the frame buffer for screen display in VRAM91AK147. At this time, by executing pixel-by-pixel arithmetic processing etc. specified by the drawing command by part or all of the moving image renderer 91AK144, character image renderer 91AK145, and text image renderer 91AK146, the images drawn on layers 01AKL1 and 01AKL2 are stored in the frame buffer for screen display while being synthesized according to the display priority. The image data to be drawn in step 01AKS04 is specified by the drawing command as image data indicating an image to be drawn on either of the layers 01AKL1 and 01AKL2, which are special layers, among a plurality of display layers. As a result, the image drawn on either of the layers 01AKL1 and 01AKL2, which are special layers, can be drawn for screen display without executing color blending for effects and without changing color information etc. of the image data.

[0298] In this way, VDP91AK132 can execute a drawing process for displaying various images on the screen of the image display device 5 by using the image data stored in a predetermined area of the presentation data memory 91AK123 and the VRAM 91AK147. Also, by executing the effect drawing composition process, on the one hand, regarding the image drawn on any of the layers 01AKL3 to 01AKL5 that become specific layers, the color information included in the image data can be changed and drawn, and on the other hand, regarding the image drawn on any of the layers 01AKL1 and 01AKL2 that become special layers, it can be drawn corresponding to the image data.

[0299] When a display list including a normal display drawing command and not including an effect drawing command is transferred, VDP91AK132 can execute a normal drawing composition process different from the effect drawing composition process. In the normal drawing composition process, the data transfer circuit of VDP91AK132 accesses the address of the image data specified by the drawing command, reads out the image data to be drawn from the buffer area of the presentation data memory 91AK123 or the VRAM 91AK147, and transfers it to and stores it in the frame buffer for screen display in the VRAM 91AK147. At this time, by executing pixel - by - pixel operation processing specified by the drawing command by part or all of the moving image renderer 91AK144, the character image renderer 91AK145, and the text image renderer 91AK146, the images drawn on the layers 01AKL1 and 01AKL2 are stored in the frame buffer for screen display while being synthesized according to the display priority. In this case, the images drawn on any of the special layers 01AKL1 and 01AKL2 and the specific layers 01AKL3 to 01AKL5 can be drawn for screen display without changing the color information of the image data or the like without executing the effect color blend.

[0300] Figure 9-5 shows an example of image processing by effect drawing composition processing. In this case, in the display list including the drawing commands for effects, as the image data to be subjected to the effect processing, among the layers 01AKL3 to 01AKL5 included in the specific layer, the image data 01AKD03 of the effect image arranged in the layer 01AKL3, the image data 01AKD04 of the effect image arranged in the layer 01AKL4, and the image data 01AKD05 of the effect image arranged in the layer 01AKL5 are respectively specified. When VDP91AK132 reads out these image data in step 91AKS01 of the effect drawing composition processing, it stores them in the sub-frame buffer 01AKF01 provided in the work area of the VRAM91AK147 or the like for temporary storage. As a result, as shown in Figure 9-5(A1), the image data 01AKD03 of the effect image arranged in the layer 01AKL3, the image data 01AKD04 of the effect image arranged in the layer 01AKL4, and the image data 01AKD05 of the effect image arranged in the layer 01AKL5 are stored in the sub-frame buffer 01AKF01.

[0301] Subsequently, VDP91AK132 executes color blending for effects on the image data stored in the sub-frame buffer 01AKF01 in step 91AKS02 of the effect drawing composition processing. For example, when a color blending for monochrome conversion is specified by the command 01AKG04 as the drawing command for effects, the color information included in the image data is changed by executing the monochrome conversion arithmetic processing. As a result, the color information of the image data 01AKD03 of the effect image arranged in the layer 01AKL3 is changed so as to be the monochrome-converted image data 01AKD13 as shown in Figure 9-5(A2). The color information of the image data 01AKD04 of the effect image arranged in the layer 01AKL4 is changed so as to be the monochrome-converted image data 01AKD14 as shown in Figure 9-5(A2). The color information of the image data 01AKD05 of the effect image arranged in the layer 01AKL5 is changed so as to be the monochrome-converted image data 01AKD15 as shown in Figure 9-5(A2).

[0302] Thereafter, VDP91AK132 synthesizes an image corresponding to a display layer with low priority through step 91AKS03 of the effect drawing synthesis process. For example, in order from the display layer with the lowest display priority, the image data read from the sub-frame buffer 01AKF01 is written into and stored in the main frame buffer 01AKF02. At this time, overwriting of the image data and hidden surface elimination may be executed according to the display priority. Among the image data 01AKD13 to 01AKD15 stored in the sub-frame buffer 01AKF01 shown in FIG. 9-5(A2), the image data 01AKD15 of the effect image arranged in layer 01AKL5 is read first and written into and stored in the main frame buffer 01AKF02. The image data 01AKD14 of the effect image arranged in layer 01AKL4 is read second and written and synthesized by overlapping it with the image data 01AKD15 stored in the main frame buffer 01AKF02. The image data 01AKD13 of the effect image arranged in layer 01AKL3 is read third and written and synthesized by overlapping it with the image data 01AKD14 and 01AKD15 stored in the main frame buffer 01AKF02.

[0303] Then, VDP91AKD132 synthesizes an image corresponding to a high-priority display layer through step 91AKS04 of the effect drawing synthesis process. At this time, for example, according to the drawing commands included in the display list, as the image data to be drawn, among the layer 01AKL1 and 01AKL2 included in the special layer, the image data 01AKD02 of the effect image arranged in layer 01AKL2 is specified first, and then the image data 01AKD01 of the effect image arranged in layer 01AKL1 is specified. Each time VDP91AK132 reads out these image data, it writes them into the main frame buffer 01AKF02 for storage. That is, among the image data 01AKD01 and 01AKD02 to be drawn, the image data 01AKD02 of the effect image arranged in layer 01AKL2 is read out first and written and synthesized by overlapping with the image data 01AKD13~01AKD15 stored in the main frame buffer 01AKF02. The image data 01AKD01 of the effect image arranged in layer 01AKL1 is read out last and written and synthesized by overlapping with the image data 01AKD02, 01AKD13~01AKD15 stored in the main frame buffer 01AKF02.

[0304] In this way, the image data 01AKD03 to 01AKD05 temporarily stored in the sub-frame buffer 01AKF01 is converted into image data 01AKD13 to 01AKD15 with color information changed by color blending for effects, and the converted image data 01AKD13 to 01AKD15 is written into the main-frame buffer 01AKF02 in the order according to the display priority. Thereafter, the image data 01AKD01 and 01AKD02 are written into the main-frame buffer 01AKF02 in the order according to the display priority without changing the color information by not performing the color blending for effects. Therefore, in 01AKL3 to 01AKL5 which are specific layers, various effect images such as a background image, an effect image showing a decorative pattern, and an effect image of a chance-up during reach can be displayed by performing specific drawing processes such as color blending for effects. On the other hand, in 01AKL1 and 01AKL2 which are special layers, predetermined images related to the progress of the game such as an effect image showing hold display or active display and an effect image showing a small pattern can be displayed by performing normal drawing processes without performing color blending for effects.

[0305] Figure 9-6 shows an example of image display by executing the effect drawing composition process. When a display list including an effect drawing command is transferred, the VDP91AK132 can display an effect image drawn by changing color information and the like included in the image data by executing the effect drawing composition process.

[0306] FIG. 9-6(A) shows an image display example 01AKM01 in the case of monochrome conversion. When a display list including command 01AKG04 is transferred as an effect drawing command, in layers 01AKL3 to 01AKL5 that become specific layers, it is possible to display a production image drawn by monochrome conversion arithmetic processing or the like among the color blends for effects. The monochrome conversion arithmetic processing is a process for drawing with a smaller number of colors than the color information included in the image data. As a result, in layers 01AKL3 to 01AKL5 that become specific layers of the image display example 01AKM01, as a specific drawing process, it is possible to display a production image by drawing with a monochrome conversion arithmetic processing or the like that draws with a smaller number of colors than the color information included in the image data. In layers 01AKL1 and 01AKL2 that become special layers of the image display example 01AKM01, it is possible to display a predetermined image related to the progress of the game by drawing without changing the color information and the like included in the image data by normal drawing processing.

[0307] FIG. 9-6(B) shows an image display example 01AKM02 in the case of color information inversion. When a display list including command 01AKG02 is transferred as an effect drawing command, in layers 01AKL3 to 01AKL5 that become specific layers, it is possible to display a production image drawn by difference arithmetic processing or the like among the color blends for effects. The difference arithmetic processing is a process for drawing by converting the value of the color information included in the image data to be inverted by the difference from the maximum value. As a result, in layers 01AKL3 to 01AKL5 that become specific layers of the image display example 01AKM02, as a specific drawing process, it is possible to display a production image by drawing with a difference arithmetic processing or the like that converts and draws the value of the color information included in the image data. In layers 01AKL1 and 01AKL2 that become special layers of the image display example 01AKM02, it is possible to display a predetermined image related to the progress of the game by drawing without changing the value of the color information and the like included in the image data by normal drawing processing.

[0308] In addition, when a display list including command 01AKG01 is transferred as an effect drawing command, in layers 01AKL3 to 01AKL5 which are specific layers, as a specific drawing process, an effect image obtained by changing the color information included in the image data and drawing it through a composite process that performs color blending for blurring by bilinear sampling can be displayed. In this case, in layers 01AKL1 and 01AKL2 which are special layers, it is sufficient to display a predetermined image related to the progress of the game by performing normal drawing processing without changing the color information and the like included in the image data.

[0309] When a display list including command 01AKG03 is transferred as an effect drawing command, in layers 01AKL3 to 01AKL5 which are specific layers, as a specific drawing process, an effect image obtained by changing the color information included in the image data and drawing it through a composite process that performs color blending for blurring by magnification change can be displayed. In this case, in layers 01AKL1 and 01AKL2 which are special layers, it is sufficient to display a predetermined image related to the progress of the game by performing normal drawing processing without changing the color information and the like included in the image data.

[0310] When a display list including command 01AKG05 is transferred as an effect drawing command, in layers 01AKL3 to 01AKL5 which are specific layers, as a specific drawing process, an effect image obtained by changing the color information included in the image data and drawing it through a composite process that performs color blending for blurring by rotation can be displayed. In this case, in layers 01AKL1 and 01AKL2 which are special layers, it is sufficient to display a predetermined image related to the progress of the game by performing normal drawing processing without changing the color information and the like included in the image data.

[0311] When a display list including command 01AKG06 is transferred as an effect drawing command, in layers 01AKL3 to 01AKL5 which become specific layers, as a specific drawing process, it is possible to display a production image drawn by changing the position information corresponding to the image data by coordinate value conversion processing that changes the offset amount of the image position. In this case, in layers 01AKL1 and 01AKL2 which become special layers, it is sufficient to draw without changing the position information corresponding to the image data and the like by normal drawing processing and display a predetermined image related to the progress of the game.

[0312] By using these effect drawing commands, it is possible to display on a specific layer a production image drawn by changing the color information included in the image data or a production image drawn by changing the position information corresponding to the image data. As a result, even for a production image drawn using common image data, by enabling different image processing according to the effect drawing command, it is possible to change and draw the color information or the position information, so that it is possible to prevent an increase in the data amount of the image data while executing various display effects and improve the gaming interest.

[0313] FIG. 9-7(A) shows a setting example of the jackpot reliability according to the reach effect content. The jackpot reliability for each reach effect is the ratio of the cases where the variable display result becomes "jackpot" and is controlled to the jackpot game state when each reach effect is executed. In this setting example, the jackpot reliability is set to be different according to reach effects that are multiple types of super reaches such as SP reaches A1 to A3 or SP reach B. For example, in the variable display pattern determination table, it may be set so that the ratio of the variable display result becoming "jackpot" is different according to multiple types of reach effects by the assignment of determination values compared with the random number values for variable display pattern determination.

[0314] The SP reach A1 to A3 are reach effects of super reaches with a lower jackpot reliability than the SP reach B, and are also referred to as "weak SP reaches". The SP reach B is a reach effect of a super reach with a higher jackpot reliability than the SP reaches A1 to A3, and is also referred to as "strong SP reach". For example, the jackpot reliability of the SP reach A1 is 20%, the jackpot reliability of the SP reach A2 is 25%, the jackpot reliability of the SP reach A3 is 30%, and the jackpot reliability of the SP reach B is 80%. Therefore, when the reach effect of the SP reach A1 is executed, the variable display result becomes a "jackpot" about once in five times. On the other hand, when the reach effect of the SP reach B is executed, the variable display result becomes a "jackpot" about four times in five times. The reach effect content may include an effect mode in which some commonality can be recognized in the case of the SP reaches A1 to A3. For example, in the case of the SP reaches A1 to A3, a common moving image may be reproduced and displayed as a background image. Alternatively, in the case of the SP reaches A1 to A3, a common character image may be animated. The reach effect content may include an effect mode in which the difference from the case of the SP reaches A1 to A3 can be recognized in the case of the SP reach B. For example, in the case of the SP reach B, a moving image different from the SP reaches A1 to A3 may be reproduced and displayed as a background image. Alternatively, in the case of the SP reach B, a character image different from the SP reaches A1 to A3 may be animated. The reach effect content may include an effect mode in which the difference from other cases can be recognized in any of the cases of the SP reaches A1 to A3. For example, in the case of the SP reaches A1 to A3, different moving images may be reproduced and displayed as a background image. Alternatively, in the case of the SP reaches A1 to A3, different character images may be animated. In addition, the effect mode in which the difference can be recognized may be any arbitrary display on the screen of the image display device 5, any arbitrary sound output from the speakers 8L and 8R, any arbitrary light emission using a light emitting member such as a game effect lamp 9 or a decorative LED, any arbitrary operation using an effect movable member, or a combination of some or all of these.

[0315] When a reach effect such as SP reaches A1 to A3, which is a super reach, is executed, it includes the case of executing a drawing effect by displaying an image drawn according to a drawing command for effects. As the drawing effect, any one of a plurality of types of display effects capable of displaying an image drawn by different drawing processes according to the drawing command for effects may be selected and executed. As the drawing effect, the display of the image drawn according to the drawing command for effects may not be performed, but a display effect capable of displaying an image drawn according to a drawing command different from the drawing command for effects may be executed. When a reach effect that is a super reach is executed, it may include the case of executing an effect by displaying an image drawn only according to a drawing command for normal display without executing a specific drawing effect.

[0316] Figure 9-7(B) shows a setting example of the drawing effect content according to the drawing effect pattern. In this setting example, as a plurality of drawing effect patterns, drawing effect patterns 02AKA01, 02AKA02, 02AKB01, 02AKB02, 02AKB11, and 02AKB12 are prepared in advance. According to these plurality of drawing effect patterns, part or all of the drawing effect content is different. The drawing effect content includes the presence or absence and type of the drawing effect by the effect display and the presence or absence of the drawing effect by the strobe display. A drawing effect that does not include an effect display or a strobe display is also called a normal drawing effect. A drawing effect by an effect display or a strobe display is also called a specific drawing effect.

[0317] The effect display is a rendering display that changes and renders the color information included in the image data when the rendering commands for the effect are generated and transferred. The types of effect displays include a monochrome conversion effect and a color information inversion effect. The monochrome conversion effect uses command 01AKG04 among the rendering commands for the effect to render and display a rendered image that has undergone monochrome conversion. The color information inversion effect uses command 02 among the rendering commands for the effect to render and display a rendered image with the color information inverted. Thus, the effect display only needs to be able to display a rendered image obtained by changing and rendering the color information included in the image data. Note that the effect display may also be able to display a rendered image obtained by changing and rendering the position information corresponding to the image data, for example, using command 01AKG06 among the rendering commands for the effect.

[0318] The strobe display is a rendering display that alternately and repeatedly switches between an image drawn using the image data and an image of a single color (e.g., black or white) with a setting different from the image data for every predetermined number of frames. The strobe display only needs to be executable for the images drawn on layers 01AKL3 to 01AKL5, which become specific layers, when rendering commands different from the rendering commands for the effect are generated and transferred. In contrast, the strobe display may be made not to be executed for the images drawn on layers 01AKL1 and 01AKL2, which become special layers. Thus, while the strobe display can be executed within the range of the images drawn on the specific layers, a limitation may be provided as a limit that it is not executed within the range of the images drawn on the special layers. There may be a case where a pause display is performed together with the strobe display. The pause display is a rendering display that gives the impression that the progress of the rendering by the display of the image has paused by continuously displaying the same image over a predetermined number of consecutive frames. Note that there may be a case where the pause display is performed when the strobe display is not executed.

[0319] FIG. 9-8 shows an example of determining a drawing effect pattern. For example, in the effect control process of step S76, when the variable display start setting process is executed in step S171, it may be determined to any one of a plurality of drawing effect patterns at a ratio corresponding to the variable display result and the reach effect content as shown in FIG. 9-8. When a variable display pattern corresponding to the reach effect of the super reach is specified, the CPU 91AK131 extracts a random value for determining the drawing effect pattern, and based on the random value, refers to the drawing effect pattern determination table according to the variable display result and the reach effect content to determine the drawing effect pattern.

[0320] In the determination example shown in FIG. 9-8, when the variable display result is "miss", if the reach effect content is any one of SP reaches A1 to A3, it is determined to the drawing effect pattern 02AKA01 at a ratio of 60% (= 60 / 100), determined to the drawing effect pattern 02AKA02 at a ratio of 10% (= 10 / 100), determined to the drawing effect pattern 02AKB01 at a ratio of 10% (= 10 / 100), determined to the drawing effect pattern 02AKB02 at a ratio of 5% (= 5 / 100), determined to the drawing effect pattern 02AKB11 at a ratio of 10% (= 10 / 100), and determined to the drawing effect pattern 02AKB12 at a ratio of 5% (= 5 / 100). On the other hand, when the variable display result is "big win", if the reach effect content is any one of SP reaches A1 to A3, it is determined to the drawing effect pattern 02AKA01 at a ratio of 5% (= 5 / 100), determined to the drawing effect pattern 02AKA02 at a ratio of 10% (= 10 / 100), determined to the drawing effect pattern 02AKB01 at a ratio of 15% (= 15 / 100), determined to the drawing effect pattern 02AKB02 at a ratio of 20% (= 20 / 100), determined to the drawing effect pattern 02AKB11 at a ratio of 20% (= 20 / 100), and determined to the drawing effect pattern 02AKB12 at a ratio of 30% (= 30 / 100). With such determination ratios, the ratio of the variable display result becoming "big win" and being controlled to the big win game state is different between the drawing effect pattern 02AKA01 and the drawing effect patterns other than the drawing effect pattern 02AKA01.

[0321] The drawing effect pattern 02AKA01 is a pattern that does not execute a specific drawing effect that is a drawing effect by an effect display or a strobe display. On the other hand, the drawing effect patterns 02AKA02, 02AKB01, 02AKB02, 02AKB11, and 02AKB12 are patterns that execute a specific drawing effect by one or both of an effect display and a strobe display. And when the reach effect content is any of SP reaches A1 to A3, when the variable display result is "big win", the ratio determined for a drawing effect pattern other than the drawing effect pattern 02AKA01 is higher than when the variable display result is "loss". Therefore, when the reach effect content is any of SP reaches A1 to A3, when a specific drawing effect that is a drawing effect by an effect display or a strobe display is executed, the ratio at which the variable display result becomes "big win" and is controlled to the big win gaming state is higher than when the specific drawing effect is not executed. Also, for drawing effect patterns other than the drawing effect pattern 02AKA01, the determination ratio is set according to the variable display result so that the ratio controlled to the big win gaming state is higher than that of the drawing effect pattern 02AKA01.

[0322] When the reach effect content is SP reach B, it can only be determined as the drawing effect pattern 02AKA01, and a restriction is provided so that it is not determined for other than the drawing effect pattern 02AKA01. When the reach effect content is SP reach B, a reach effect of a super reach that becomes a "strong SP reach" with a higher big win reliability than when it is SP reaches A1 to A3 is executed. In such a case, if a specific drawing effect by an effect display or a strobe display is executed, it becomes difficult for the player to visually recognize the reach effect of the super reach with a high big win reliability, and there is a risk of reducing the gaming interest. Therefore, within the range where the reach effect content is SP reach B, a limit is provided as not executing a specific drawing effect by an effect display or a strobe display. This can prevent the player's attention from being obstructed from the reach effect of the super reach with a high big win reliability, and can appropriately improve the gaming interest.

[0323] When the reach effect content is any one of SP reaches A1 to A3, it can be determined to be any one of drawing effect patterns 02AKA01, 02AKA02, 02AKB01, 02AKB02, 02AKB11, and 02AKB12 at different ratios according to the variable display result. When the reach effect content is any one of SP reaches A1 to A3, a reach effect of a super reach that becomes a "weak SP reach" with a lower jackpot reliability than when it is an SP reach B is executed. In such a case, when a specific drawing effect by an effect display or a strobe display is executed, the ratio at which the variable display result becomes a "jackpot" and is controlled to a jackpot gaming state increases. Thus, when the reach effect content is any one of SP reaches A1 to A3, by executing a specific drawing effect, the ratio of being controlled to a jackpot gaming state increases. Therefore, even in the reach effect of a super reach with a low jackpot reliability, the expectation of the player can be enhanced by executing the specific drawing effect, and the gaming interest can be appropriately improved.

[0324] In addition, even when the reach effect content is an SP reach B, it may be possible to determine other than the drawing effect pattern 02AKA01 at a predetermined ratio. However, when the reach effect content is an SP reach B, it may be determined other than the drawing effect pattern 02AKA01 at a lower ratio than when the reach effect content is an SP reach A1 to A3. In this way, within the range where the reach effect content is an SP reach B, a limit may be provided as a limit that a specific drawing effect by an effect display or a strobe display can be executed at a lower ratio than in the range where the reach effect content is an SP reach A1 to A3.

[0325] FIG. 9-9(A) shows the production execution period in the variable display of super reach. When the variable display of super reach is executed, the period from the start of the variable display to the end of the variable display can be divided into a plurality of production execution periods such as production execution periods D0 to D4. The production execution period D0 is the period from the start of the variable display until the execution of the reach effect starts after the reach is established. The production execution period D1 is the period from the start of the reach effect execution period in which the reach effect that becomes super reach is executed until the start of the chance-up effect execution period in which the chance-up effect can be executed. The production execution period D2 is the period from the start of the chance-up effect execution period until the start of the result notification effect execution period in which the result notification effect can be executed after the chance-up effect execution period ends. The result notification effect may be any effect that notifies the production result corresponding to the display result of the variable display in the reach effect that becomes super reach. The production execution period D3 is the period from the start to the end of the result notification effect execution period. The production execution period D4 is the period from the end of the result notification effect execution period until the end of the variable display.

[0326] FIG. 9-9(B) shows the production control example 02AKC01 in each production execution period. Among the plurality of production execution periods D0 to D4, in the production execution period D2, which is from the start of the chance-up effect execution period to the start of the result notification effect execution period, when it is other than the drawing effect pattern 02AKA01, the specific drawing effect SPE can be executed. When it is the drawing effect pattern 02AKA01, since the specific drawing effect SPE is not executed, the specific drawing effect SPE is not executed even in the production execution period D2, and the normal drawing effect NOR can be executed.

[0327] Among a plurality of production execution periods D0 to D4, during production execution period D0 from the start of variable display until the reach production of the super reach starts, regardless of whether it is the drawing production pattern 02AKA01 or other than the drawing production pattern 02AKA01, the specific drawing production SPE is not executed and the normal drawing production NOR becomes executable. For example, during production execution period D0, when the variable display of the decorative pattern starts, it is sufficient if a light emission production using the game effect lamp 9 and other decorative LEDs can be executed in response to the output of BGM and sound effects. Also, during production execution period D0, when the decorative pattern stops displaying (temporarily stops displaying) in the decorative pattern display areas 5L and 5R of "left" and "right", or when the decorative pattern constituting the pseudo consecutive chance symbols stops displaying in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right", a light emission production using the game effect lamp 9 and other decorative LEDs may b...

Claims

【Claim 1】 A gaming machine capable of being controlled to an advantageous state favorable to a player based on the display result of variable display becoming a specific display result, an electronic component provided so as to be visible to the player, a specific member provided around the electronic component, a light-transmitting member provided so that the player can visually recognize the electronic component and the specific member through the member, launching means capable of launching a game medium according to the operation of the player, guiding display means for performing a guiding display that prompts the player to launch the game medium toward the second area among the first area and the second area, guiding light-emitting means for performing guiding light emission that prompts the player to launch the game medium toward the second area by moving the light-emitting portion of the light-emitting means, comprising, the light-transmitting member is provided in front of the electronic component and the specific member, the guiding display includes a first guiding display displayed in a first display area and a second guiding display displayed in a second display area smaller than the first display area, the guiding display means, in a first period during a predetermined period in which a start effect regarding the start of control of the advantageous state is being executed, perform the second guiding display, and in a second period during the predetermined period and after the first period, perform the first guiding display and the second guiding display, and in a subsequent period, while ending the first guiding display, perform the second guiding display, in a special state after the control of the advantageous state has ended, perform the second guiding display, the second guiding display displayed in the first period and the second guiding display displayed in the special state are in a common display mode, the guiding light-emitting means emits light of the light-emitting means in a mode different from the guiding light emission in the first period and in a mode linked to the start effect, turns off the light-emitting means before the second period starts, and performs the guiding light emission in conjunction with the first guiding display when the second period starts, in the second period, in either a first situation where a power failure occurs while the first guiding display and the second guiding display are being performed and the power failure is restored, or a second situation where a power failure occurs while the second guiding display is being performed in a period after the predetermined period and the power failure is restored, after a recovery screen during recovery is displayed, a post-recovery screen after recovery is displayed, The second guidance display is commonly performed for the in-recovery screen and the post-recovery screen in the first situation and the in-recovery screen and the post-recovery screen in the second situation, while the first guidance display is not performed. The gaming machine characterized by this.

Citation Information

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