Gaming machine
The integration of a light guide plate and movable props in pachinko machines creates diverse and engaging gaming effects, improving player experience by combining light guide and prop effects to notify and bless advantageous gaming states.
Patent Information
- Application Number
- JP2021117268
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-07-15
- Publication Date
- 2025-07-28
- Estimated Expiration
- 2041-07-15
AI Technical Summary
Conventional pachinko machines lack diversity in effects provided by light guide plates and movable props, which can enhance player engagement, necessitating improved combinations of these elements to create more interesting gaming experiences.
A gaming machine that integrates a light guide plate with light transmissivity and movable props, allowing for combined effects such as a light guide plate effect and movable prop effect, with different modes (preview and blessing) to enhance the notification of advantageous gaming states.
The combination of light guide plate and movable prop effects provides a richer gaming experience by enhancing player engagement and interest through diverse and predictable game outcomes.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine, and more particularly to a gaming machine capable of performing a light guide plate effect using a light guide plate and a movable accessory effect using a movable accessory in an effect associated with a success or failure determination as to whether or not to shift to an advantageous gaming state advantageous to a player.
Background Art
[0002] Conventionally, in a pachinko machine which is a gaming machine, a success or failure determination as to whether or not a jackpot has occurred is made due to a game ball entering a start port. When the determination result is a jackpot, a large winning opening is opened, and a jackpot game advantageous for a player to obtain prize balls is mainly started. In this type of pachinko machine, along with the success or failure determination as to whether or not a jackpot has occurred, a special symbol is changed, and later, the special symbol is fixedly displayed to notify the result of the success or failure determination. In this case, since the special symbol is displayed small at a corner of the gaming area, an effect display is performed in which a pseudo-effect symbol corresponding to the special symbol is variably displayed on an effect symbol display device provided at the center of the gaming area, and while increasing the player's expectation of a jackpot in the effect display, the result of the success or failure determination is notified.
[0003] Furthermore, in a conventional pachinko machine, a light guide plate that exhibits a light guide decoration by receiving predetermined light is provided to enhance an effect of enhancing the player's expectation by exhibiting the light guide decoration in accordance with the effect display (see, for example, Patent Document 1), or a movable accessory in which a decoration part operates is provided to enhance an effect of enhancing the player's expectation by operating the movable accessory in accordance with the effect display (see, for example, Patent Document 2).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0005] A pachinko machine equipped with a light guide plate and movable props used for effects like this can exhibit effective effect of giving a strong impression to players through these effects. Therefore, it is required to diversify the effects by the light guide plate and movable props to further improve the effect. Thus, the present invention has been made with the object of improving the effect by the light guide plate and movable props and providing an interesting gaming machine.
Means for Solving the Problems
[0006] The gaming machine of the present invention includes a determination means for performing a determination as to whether or not to shift to an advantageous gaming state advantageous to the player when a predetermined condition is satisfied, Based on the determination, an effect display means for performing an effect display showing the result of the determination, A light guide plate having light transmissivity that transmits visible light, disposed in front of the effect display means, A movable prop in which a decoration part operates according to the progress of the game, and is a gaming machine including: The light guide plate is configured to perform a light guide plate effect that exhibits a light guide decoration by receiving light from a light emitting member provided at a predetermined position, The movable prop is configured to perform a movable prop effect that operates the decoration part, According to one of the effect displays based on the determination, it is possible to perform an effect combining the light guide plate effect and the movable prop effect, As an effect mode combining the light guide plate effect and the movable prop effect, a first effect mode in which the movable prop effect is performed after the light guide plate effect is performed, and a second effect mode in which the light guide plate effect is performed after the movable prop effect is performed are executable, In the first effect mode, the light guide plate effect is performed as a preview effect for previewing the result of the determination in the effect display, In the second effect mode, the light guide plate effect is performed as an effect for blessing that the result of the determination in the effect display is a winning.
[0007] In the gaming machine of the present invention, the predetermined condition is a condition for starting the variable display of identification information. In the case of a pachinko machine, the identification information is, for example, a special symbol. When a game ball wins a start port arranged in the game area, a random number for determination used for the win / loss determination is obtained, and it is a condition that it is not in a winning game state advantageous for obtaining a prize ball and is not during or in the fixed display of the special symbol. Note that the predetermined condition may have additional conditions or some conditions may be deleted. Note that the predetermined condition in the case of a rotating drum type gaming machine is that a game medium is inserted into the gaming machine, BET, the reels are not rotating, the start lever is operated in a state where the right to draw is obtained, and it is a condition that a game medium is not being paid out. Note that additional conditions may be added or some conditions may be deleted.
[0008] In the gaming machine of the present invention, the advantageous gaming state advantageous for the player is, for example, a jackpot gaming state advantageous for obtaining a prize ball. Note that the result of the win / loss determination may include a small win gaming state and a gaming state advantageous for shifting to the next jackpot game after the end of the jackpot gaming state (for example, a probability variable gaming state or a time shortening gaming state).
[0009] In the gaming machine of the present invention, the effect display is made to show the result of the win / loss determination, for example, by variably displaying a pseudo-effect symbol corresponding to a special symbol and then fixedly displaying it.
[0010] In the gaming machine of the present invention, it is desirable that the light guide plate is arranged in front of the effect display means (the side facing the player) so as to cover the entire display surface. And the light guide plate is usually transparent and does not interfere with the visibility of the display surface of the effect display means. The light guide plate is made to emit light from the front surface of the plate (the side facing the player) while guiding and reflecting the light incident from the end face of the light guide plate by the light emission of the light emitting member to exhibit a predetermined light guide decoration.
[0011] In the gaming machine of the present invention, it is desirable to arrange the movable accessory around the effect display means provided on the game board. And the movable accessory can be configured to move to an initial position and an operating position where the operation can be clearly confirmed. Also, the movable accessory can be arranged not only on the effect display means of the game board but also on members such as the front frame of the gaming machine that supports the game board.
[0012] In the gaming machine of the present invention, the combination of the light guide plate effect and the movable accessory effect can be configured to be used for notifying and blessing the player of a jackpot gaming state as a result of the winning / losing determination, and also for notifying and blessing the player of a promotion to a gaming state that is advantageous for transitioning to the next jackpot gaming as a result of the winning / losing determination.
[0013] According to the present invention, the following operational effects are achieved. That is, although the light guide plate effect and the movable accessory effect are each simple effect operations, by combining the light guide plate effect and the movable accessory effect, it is possible to create a preview effect for transitioning to a gaming state advantageous for the player or a blessing effect for blessing the transition to an advantageous gaming state. Therefore, the effect of the effect according to the game can be improved, and thus a gaming machine rich in interest can be provided.
[0014] Also, in the gaming machine of the present invention, the light guide plate effect may be provided with a plurality of types of light guide plate effect patterns having different light guide decoration patterns. For example, as the light guide plate effect pattern, the appearance color of the light guide decoration is changed by using a plurality of light emitting members having different emission colors, or the light guide decoration is changed by using a plurality of light guide plates having different decorations. And in the light guide plate effect in the first effect mode, at least a first light guide plate effect pattern and a second light guide plate effect pattern having different light guide decoration patterns can be implemented, and the reliability of notifying the result of the winning / losing determination may be different between the first light guide plate effect pattern and the second light guide plate effect pattern. On the other hand, in the light guide plate effect in the second effect mode, a third light guide plate effect pattern for blessing the winning is implemented.
[0015] According to this, it is possible to further diversify the effects according to the game and further enhance the interest of the game.
[0016] Also, in the gaming machine of the present invention, in the second effect mode, as an implementation pattern in which the movable accessory effect and the light guide plate effect are carried out in cooperation, it may be possible to implement at least a second effect mode A pattern and a second effect mode B pattern with different patterns. Then, the second effect mode A pattern and the second effect mode B pattern are changed so that the ratio of implementation according to the game content of the advantageous game state advantageous to the player who plays as a result of the success or failure determination is changed.
[0017] For example, the second effect mode A pattern and the second effect mode B pattern may be a sequential effect mode in which the light guide plate effect is carried out after the movable accessory effect, and an overlapping effect mode in which the light guide plate effect is started during the implementation of the movable accessory effect.
[0018] According to this, even if the order of the movable accessory effect and the light guide plate effect is the same, it is possible to make the player predict the degree of expectation of the game content of the advantageous game state according to the implementation pattern in which the movable accessory effect and the light guide plate effect are carried out in cooperation, and it is possible to achieve more diversification of the effects and enhance the interest of the game.
Brief Description of the Drawings
[0019]
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Mode for Carrying Out the Invention
[0020] 〔First Embodiment〕 Hereinafter, a gaming machine (pachinko machine) of a first embodiment to which the present invention is applied will be described with reference to the drawings. First, with reference to FIGS. 1 to 9, the external configuration of the pachinko machine 1 in the present embodiment will be described.
[0021] (1. Schematic Configuration of Pachinko Machine 1) As shown in FIG. 1, the pachinko machine 1 is a gaming machine that can be played by a player and is installed in a gaming facility.
[0022] (1-1. Front Configuration of Pachinko Machine 1) The pachinko machine 1 has a structure in which each part is held by an outer frame 10 forming a vertically long fixed outer contour holding frame. The outer frame 10 is provided with a front frame (glass frame) 11 in which a plate glass 110 is fitted and an inner frame 30 (see FIG. 9) that can be opened and closed via hinges 101, 101 provided at upper and lower positions on the left side. Incidentally, these front frame 11 and inner frame 30 are closed and locked to the outer frame 10 by a cylinder lock 18. By inserting a predetermined key into the cylinder lock 18 and operating the key clockwise, the inner frame 30 can be opened, and by operating counterclockwise, the front frame 11 can be opened. Behind the plate glass 110 of the front frame 11, there is provided a game board 2 (see FIG. 2) held by the inner frame 30.
[0023] Speakers 112, 112 are respectively installed at left and right positions on the upper part of the front frame 11. Through these, game sounds are output to enhance the enjoyment of the game. In addition to the frame-side decorative lamp 113 that emits light according to the game state, the front frame 11 is also provided with LEDs for notifying game abnormalities.
[0024] An upper tray 12 and a lower tray 13 are integrally formed in the lower half of the front frame 11. A firing handle 14 is provided on the right side of the lower tray 13. By operating the firing handle 14 clockwise, the firing device operates, and the game balls supplied from the upper tray 12 are fired toward the game board 2. Also, prize balls are paid out to the upper tray 12. The lower tray 13 is configured to receive the prize balls that overflow from the upper tray 12, and by operating the ball drain lever, the game balls accumulated in the lower tray 13 can be transferred to a separate box (dollar box) provided in the game parlor.
[0025] This pachinko machine 1 is a so-called CR machine, and a prepaid card unit (CR unit) CR that reads and writes prepaid cards is adjacent to it. On the pachinko machine 1, a ball lending switch 171, a settlement switch 172, and a settlement display are provided on the right side of the upper tray 12 (see Fig. 10). Also, at the central position of the upper tray 12, there is an effect button 15 that can be operated by the player, and a jog dial 16 is installed so as to surround the outer periphery thereof.
[0026] (1-2. Structure of the game board of the pachinko machine 1) As shown in Fig. 2, the game board 2 is detachably attached to the inner frame, and is a structure including a plate-like body made of transparent synthetic resin so that the back side can be visually observed, and various parts attached to the plate-like body. On the game board 2, a substantially circular game area 20 surrounded by an outer rail 201 and an inner rail 202 is formed. Near the center of the game area 20, an effect symbol display device 46 having an LCD panel capable of variably displaying a pseudo effect symbol for the effect is provided on the back side of the game board 2 so as to be visible through the transparent game board 2. Incidentally, a windmill and a large number of game nails are planted in the game area 20.
[0027] In the game area 20, at the left horizontal position of the center case 200, a normal symbol operation gate 22 through which the game ball can pass and a lottery for a normal symbol (hereinafter simply referred to as a normal symbol) is executed when passing through is provided.
[0028] Directly below the center of the center case 200, a first special symbol start port 23 that is always capable of receiving a game ball and a winning or losing determination of a first special symbol (hereinafter referred to as a first special symbol) is executed due to the ball entry is arranged. Further, directly below that position, a second special symbol start port 24 for executing a winning or losing determination of a second special symbol (hereinafter referred to as a second special symbol) is installed. The second special symbol start port 24 is configured to be openable by a tulip-type opening member. The second special symbol start port 24 wins in the lottery of the normal symbol, and when a normal electric accessory (also referred to as a normal electric accessory) operates, the opening member is opened in a predetermined opening mode for a predetermined time, and the ball can enter (win) only when the opening member is open.
[0029] Immediately below the start port 24 in the second special figure, there is a big winning port 25 that is provided to be openable and closable by an opening / closing plate and is opened for big winning games. The big winning port 25 is opened by the operation of a special electric accessory, and the opening / closing plate is opened in a predetermined time and a predetermined opening mode. It is possible to enter a ball (win a prize) only when the opening plate is open. In addition, when a big win is determined in the win / loss determination of the first special figure or the second special figure, the accessory continuous operation device operates, and by the operation of the accessory continuous operation device, the special electric accessory operates continuously. As a result, the big winning port 25 is continuously opened.
[0030] At a position diagonally downward to the left of the center case 200, on the left side of the start port 23 to the big winning port 25 in the first special figure, a plurality (four) of general winning ports 27 are arranged. In addition, an out port 203 is provided at the lowermost part of the game board surface directly below the big winning port 25. Among the launched game balls, the game balls that did not enter any of the start port 23 in the first special figure, the start port 24 in the second special figure, the big winning port 25, and the general winning ports 27 are taken into the out port 203.
[0031] At the lower right end of the game board 2, outside the outer rail 201, a first special figure display device 281, a first special figure remaining number display device 282, a second special figure display device 283, a second special figure remaining number display device 284, a normal figure display device 285, and a normal figure remaining number display device 286 are arranged.
[0032] (1-3. Movable accessories for the effect of the pachinko machine 1) The pachinko machine 1 is provided with a plurality of movable accessories 60, 61, 62 for effect that can operate a decoration part according to the progress of the game in the center case 200 of the game board 20. The upper accessory 60, which is one of the movable accessories, is arranged at a position along the upper edge of the center case 200. The upper accessory 60 is configured to operate a decoration part composed of a small LCD panel or the like according to the game. The upper accessory 60 usually waits at an initial position along the upper edge of the center case 200. When operating, the upper accessory 60 is provided to be movable from the initial position to an operating position where it descends and protrudes to the front side of the display area so as to block the display area of the effect symbol display device 46.
[0033] One of the movable accessories, the sword accessory 61, is arranged at a position along the left edge of the center case 200. The sword accessory 61 is configured to operate a sword-shaped decoration according to the game. The sword accessory 61 usually waits at an initial position along the left edge of the center case 200 (the state where the sword accessory 61 is housed in the center case 200). When operating, the sword accessory 61 is provided so as to be movable to an operating position (virtual line) that protrudes to the front side of the display area to block the display area of the effect symbol display device 46 by rotating clockwise from the initial position.
[0034] One of the movable accessories, the shield accessory 62, is arranged at a position along the right edge of the center case 200. The shield accessory 62 is configured to operate a shield-shaped decoration according to the game. The shield accessory 62 usually waits at an initial position along the right edge of the center case 200. When operating, the shield accessory 62 is provided so as to be movable to an operating position that protrudes to the front side of the display area to block the display area of the effect symbol display device 46 by rotating leftward from the initial position.
[0035] Figure 3 shows the upper accessory 60 and its drive mechanism. The upper accessory 60 is installed vertically movably on the upper edge of the center case 200. The upper accessory 60 is vertically moved by the rotation drive of the upper accessory gear 602 using the upper accessory motor 601 as a power source, and the upper accessory 60 is moved up and down. In the figure, reference numeral 604 indicates the upper accessory sensor. The upper accessory sensor 604 detects that the rack 603 is in the initial position (the state where the upper accessory 60 is housed in the upper edge of the center case 200 shown in Figure 2).
[0036] Figure 4 shows the sword member 61 and its drive mechanism. The lower end 614 of the sword member 61 is pivotally attached to the left edge of the center case 200 in the vertical direction so as to be rotatable. The sword member 61 is driven to rotate the sword gear 612 using the sword member motor 611 as a power source. Then, the sword member 61 is configured to be swingable between the initial position and the operating position with the lower end 614 as a fulcrum by the operation of the sword gear 612 and the sword rack 613 interlocked therewith. Note that reference numeral 615 in the figure indicates a sword member sensor. The sword member sensor 615 detects that the sword member 61 is in the initial position (the state of being stored in the left edge of the center case 200).
[0037] Figure 5 shows the shield member 62 and its drive mechanism. The lower end 626 of the arm portion 625 of the shield member 62 is pivotally attached to the right edge of the center case 200 in the vertical direction so as to be rotatable. The shield member 62 is driven to rotate the shield gear 622 using the shield member motor 621 as a power source. Then, the shield member 62 is configured to be swingable between the initial position and the operating position with the lower end 626 as a fulcrum by the operation of the shield gear 622 and the shield rack 623 interlocked therewith. Note that reference numeral 624 in the figure indicates a shield member sensor. The shield member sensor 624 detects that the shield member 62 is in the initial position (the state of being stored in the right edge of the center case 200).
[0038] Referring to Figure 6, the operations of the upper member 60, the sword member 61, and the shield member 62 will be described. The movable members 60, 61, 62 are configured such that the sword member 61 operates first, followed by the shield member 62 and the upper member 60. As shown in Figure 6(a), first, the sword member 61 rotates clockwise (in the direction of arrow F1) and appears at the operating position protruding to the front side of the display area so as to block the display area of the effect pattern display device 46 from the initial position along the left edge of the center case 200.
[0039] Subsequently, as shown in FIG. 6(b), the shield accessory 62 rotates counterclockwise (in the direction of arrow F2) and appears at an operating position protruding forward of the display area so as to block the display area of the effect symbol display device 46 from an initial position along the right edge of the center case 200. Further, the upper accessory 60 descends (in the direction of arrow F3) and appears at an operating position protruding forward of the display area so as to block the display area of the effect symbol display device 46 from an initial position along the upper edge of the center case 200.
[0040] The upper accessory 60, the sword accessory 61, and the shield accessory 62 stay at their respective operating positions for a predetermined period. Then, in accordance with the progress of the game, the upper accessory 60 ascends and returns to the initial position along the upper edge of the center case 200. The sword accessory 61 rotates counterclockwise and returns to the initial position within the center case 200. On the other hand, the shield accessory 62 rotates clockwise and returns to the initial position within the center case 200. The operation ends when the movable accessories 60, 61, 62 return to their respective initial positions.
[0041] (1-4. Lighting Decoration for the Effect of the Pachinko Machine 1) As shown in FIG. 7, in the center case 200 of the game board 2 of the pachinko machine 1, a light guide plate 80 is disposed on the front side (the player side) of the effect symbol display device 46, and an image (lighting decoration 81) can be presented by the light guide plate 80 in accordance with the progress of the game. Note that the light guide plate 80 has a conventionally well-known configuration.
[0042] For example, as shown in FIGS. 7 and 8, the light guide plate 80 is formed of a transparent synthetic resin plate such as acrylic or polycarbonate, and is formed in a horizontally long substantially rectangular shape having a predetermined plate thickness, for example, about 5 mm. In this case, the light guide plate 80 has dimensions and a shape that cover the entire front surface of the display screen of the effect symbol display device 46. Usually, the light guide plate 80 is configured to allow the player to enjoy the display image of the effect symbol display device 46 without interfering with the display image of the effect symbol display device 46 when the lighting decoration 81 is not presented. Note that the light guide plate 80 does not necessarily have to be transparent as long as it has light transmissivity that transmits visible light, and may be colored or translucent.
[0043] The light guide plate 80 has a light emitter 821 (a light emitting member, see Fig. 10) arranged along one side edge 801 to irradiate light into the plate. Then, the light guide plate 80 reflects the light incident from the light emitter 821 by a reflecting portion formed on the plate surface of the light guide plate 80, and emits the light to the front surface of the light guide plate 80, thereby exposing a predetermined light guiding decoration 81. In the illustrated example, the light guiding decoration 81 is "Kumano Tatsukichi", which is the main character of the pachinko machine 1. In this case, the light guiding decoration 81 is exposed so as to cover the entire front surface of the display screen of the effect symbol display device 46. In this way, by exposing the light guiding decoration 81 so as to cover the entire front surface of the display screen of the effect symbol display device 46, a strong impression can be given to the player.
[0044] Also, the light guide plate 80 is arranged and fixed in the center case 200 with the light emitter 821 on one side edge 801 housed in the side edge portion of the center case 200 on the front side of the display screen of the effect symbol display device 46. Of course, the light guide plate 80 is arranged at a position that does not hinder the operation of the upper accessory 60, the sword accessory 61, and the shield accessory 62 arranged in the center case 200. For example, it is desirable to arrange the light guide plate 80 on the front side of each movable accessory 60, 61, 62. Not limited to this, it is also conceivable to arrange it at an intermediate position between each movable accessory 60, 61, 62 and the display screen of the effect symbol display device 46.
[0045] (1 - 5. Rear Structure of Pachinko Machine 1) Figure 9 shows the back side of the pachinko machine 1. On the back side of the pachinko machine 1, an inner frame 30 for detachably attaching the game board 2 is housed. Similar to the front frame 11, the upper and lower positions of one side edge (the right side in Figure 9) of the inner frame 30 are hinge-connected to the outer frame 10 and are installed so as to be openable and closable. A game ball flow-down passage is formed in the inner frame 30, and a ball tank 31, a tank rail 32, and a payout unit 33 are provided from above (upstream), and a payout mechanism is provided in the payout unit 33. With this configuration, if a game ball wins a prize at the winning opening of the game board 2, a predetermined number of game balls (bonus balls) are paid out from the ball tank 31 through the tank rail 32 by the payout unit 33 through the payout ball flow-down passage to the upper tray 12. Also, it is configured to pay out the loan balls paid out by the operation of the ball loan switch 171 by the payout unit 33 that pays out the bonus balls.
[0046] On the back side of the pachinko machine 1, a main control device 40, a payout control device 41, a sub-integrated control device 42, a performance symbol control device 43, a launch control device 44, and a power supply board 45 are provided. The main control device 40, the sub-integrated control device 42, and the performance symbol control device 43 are provided on the game board 2, and the payout control device 41, the launch control device 44, and the power supply board 45 are provided on the inner frame 30. Although the launch control device 44 is not depicted in Figure 9, it is provided on the back side of the power supply board 45.
[0047] The main control device 40 is provided with an RWM clear switch and a setting key switch. The RWM clear switch is mainly operated when clearing game information and the like stored in the RWM built into the main control device 40. Incidentally, the RWM clear switch may be arranged on the payout control device 41 or the power supply board 45.
[0048] The main control device 40 is provided with a performance display device composed of four 7-segment LED displays. By providing the performance display device on the back side of the pachinko machine 1, the pachinko machine 1 can arrange the performance display device at a position where it cannot be seen by the player during the game.
[0049] Further, the payout control device 41 is provided with an illegal notification lamp that lights up an LED and notifies employees of the gaming facility or the like that there has been an illegal act when the main control device 40 determines that there has been an illegal act.
[0050] On the back side of the pachinko machine 1, on the right side of the ball tank 31, an external connection terminal board 38 is arranged. Signals indicating the gaming state and gaming results are sent to the hall computer 500 (see FIG. 10) through the external connection terminal board 38. Conventionally, for the external connection terminal board for transmitting signals to the hall computer 500, two types are used: a board side (terminals for outputting signals output from the gaming board side to the hall computer 500) and a frame side (terminals for outputting signals output from the outer frame 10, the front frame 11, and the inner frame 30 to the hall computer 500). However, in this embodiment, signals indicating the gaming state and gaming results are transmitted to the hall computer 500 through one external connection terminal board 38.
[0051] (2. Electrical Configuration of Pachinko Machine 1) Next, with reference to FIG. 10, the electrical configuration of the pachinko machine 1 will be described. The pachinko machine 1 has a configuration including a payout control device 41, a sub-integrated control device 42, and an effect symbol control device 43 as sub-control devices centered around a main control device 40 that controls the game. In the main control device 40, the payout control device 41, the sub-integrated control device 42, and the effect symbol control device 43, all are equipped with a CPU, a ROM, a RAM, an input port, an output port, etc. These control devices are all caused by an interrupt signal with a 2 ms cycle or a 4 ms cycle by the CPU, and a program composed of a main routine and a subroutine mounted in the ROM is started, and various controls are executed. Further, the main control device 40 is also equipped with a random number counter or the like for extracting various random numbers.
[0052] In this embodiment, the launch control device 44 is not provided with a CPU, a ROM, a RAM, etc. However, it is not limited to this, and the launch control device 44 may be provided with a CPU, a ROM, a RAM, etc.
[0053] (2-1. Main Control Device 40) As shown in FIG. 10, the electrical configuration of the pachinko machine 1 is mainly centered around the main control device 40 that controls the game. The main control device 40 is electrically connected to the hall computer 500 or a test firing test device (not shown) via the back wiring relay terminal board 530 and the external connection terminal board 38. Then, the output signal from the main control device 40 is sent to the hall computer 500 or the test firing test device via the back wiring relay terminal board 530 and the external connection terminal board 38.
[0054] Connected to the main control device 40 via the back wiring relay terminal board 530 are a glass frame open switch 501 that detects whether the front frame 11 (see FIG. 1) is open or not, and an inner frame open switch 502 that detects whether the inner frame 30 (see FIG. 9) is open or not. In the figure, the switch is simply described as SW. These glass frame open switch 501 and inner frame open switch 502 output their respective detection signals to the main control device 40.
[0055] Also, connected to the main control device 40 via the game board relay terminal board 531 are a first special figure start port switch 503 that detects the entry of a ball into the first special figure start port 23, a second special figure start port switch 504 that detects the entry of a ball into the second special figure start port 24, a normal symbol activation switch 505 that detects the entry of a ball into the normal symbol activation port 22, a general winning port switch 506 that detects the entry of a ball into the general winning port 27, a count switch 507 that detects the entry of a ball into the big winning port 25, and so on.
[0056] And these first special figure start port switch 503, second special figure start port switch 504, normal symbol activation switch 505, general winning port switch 506, count switch 507 output their respective detection signals to the main control device 40.
[0057] Furthermore, the main control device 40 is connected to a big winning port solenoid 510 and a general electric accessory solenoid 511 via the game board relay terminal board 531. The main control device 40 controls the big winning port solenoid 510 to open and close the big winning port 25, and controls the general electric accessory solenoid 511 to open and close the general electric accessory (the second special figure start port 24).
[0058] The main control device 40 also operates according to the installed program, generates various commands related to the progress of the game based on the above-described detection signals, etc., and outputs commands to the payout control device 41, the sub-integrated control device 42, and the effect symbol control device 43 via the effect relay terminal board 532.
[0059] Furthermore, the main control device 40 performs display control of the first special figure display device 281, the first special figure hold number display device 282, the second special figure display device 283, the second special figure hold number display device 284, the normal figure display device 285, the normal figure hold number display device 286, etc. via the figure display device relay terminal board 533.
[0060] The MPU (Micro Processing Unit) installed in the main control device 40 mainly includes a CPU, a ROM, a RAM, a counter circuit, a timer circuit, and a random number circuit. Each of the CPU, ROM, RAM, counter circuit, timer circuit, and random number circuit is connected via an internal bus, and the internal bus is communicably connected to various switches and various devices provided in the pachinko machine 1 via an external bus interface.
[0061] (2-2. Payout Control Device 41) Next, the payout control device 41 will be described. The payout control device 41 is connected to the main control device 40 so as to enable two-way communication. The payout control device 41 is connected to the glass frame opening switch 501 and the inner frame opening switch 502 via the payout relay terminal board 534 and the back wiring relay terminal board 530. Then, the payout control device 41 transmits information related to bonus balls, information on the open / closed states of the front frame 11 and the inner frame 30, etc. to the hall computer 500 or a test firing test device (not shown) via the external connection terminal board 38. Also, the payout control device 41 transmits a firing stop signal for stopping the firing of game balls to the firing control device 44 as necessary.
[0062] Further, the payout control device 41 is connected to a ball-out switch 520 that detects that the ball tank 31 (see FIG. 9) has become empty via a back wiring relay terminal board 530. When the ball-out switch 520 detects that the ball tank 31 has become empty, it outputs a detection signal to the payout control device 41.
[0063] Furthermore, a payout motor 521 that pays out game balls and a payout switch 522 that detects that game balls have been paid out are connected to the payout control device 41 via a payout relay terminal board 534. The payout control device 41 drives the payout motor 521 according to a command sent from the main control device 40 to pay out game balls. When the payout switch 522 detects that game balls have been paid out, it outputs a detection signal to the payout control device 41. Further, a full switch 523 that detects that the lower tray 13 has become full is connected to the payout control device 41. When the full switch 523 detects that the lower tray 13 has become full, it outputs a detection signal to the payout control device 41.
[0064] When a detection signal is input from the ball-out switch 520 or when a detection signal is input from the full switch 523, the payout control device 41 stops the payout motor 521. As a result, the operation of paying out bonus balls by the payout unit 33 is stopped. The ball-out switch 520 continues to output a detection signal until the ball-out state is resolved, and the full switch 523 continues to output a detection signal until the full state of the lower tray 13 is released. Then, when the input of the detection signals from the ball-out switch 520 and the full switch 523 stops, the payout control device 41 resumes driving the payout motor 521.
[0065] In addition, when the present invention is applied to an enclosed gaming machine or the like that circulates game balls enclosed in the machine body to play games, one-way communication from the main control device 40 to the payout control device 41 (in the case of an enclosed gaming machine, it is preferably referred to as a frame control device because game balls are not paid out) may be used. In this case, the gaming machine can be configured to be less vulnerable to fraud.
[0066] Furthermore, the payout control device 41 is bidirectionally communicably connected to the CR unit CR and the settlement display device 170 via the CR unit terminal board 535. The settlement display device 170 is connected to a ball lending switch 171 and a settlement switch 172 that are operated by the player. The ball lending switch 171 is a switch that is operated when the player requests to lend a game ball, and the settlement switch 172 is a switch that is operated when the player requests settlement.
[0067] When the ball lending switch 171 detects an operation by the player, it outputs an operation signal for a lending request. The lending request signal output by the ball lending switch 171 is input to the CR unit CR via the settlement display device 170, and the lending request signal is transmitted from the CR unit CR to the payout control device 41. Then, when the payout control device 41 receives the lending request signal from the CR unit CR, it drives the payout motor 521 to payout a game ball and controls the remaining balance display of the prepaid card inserted into the CR unit CR.
[0068] When the settlement switch 172 detects an operation by the player, it outputs an operation signal for a settlement request. The settlement request signal output by the settlement switch 172 is input to the CR unit CR via the settlement display device 170, and the CR unit CR performs control regarding the remaining balance management and remaining balance display of the prepaid card inserted into the CR unit CR in response to the settlement request signal.
[0069] In addition, the payout control device 41 is provided with a fraud notification lamp, which is an LED that lights up when it is determined that the ball entry frequency into the general winning port 27 is abnormal. When the payout control device 41 receives an illegal command from the main control device 40, it can notify employees of the game facility and others that there may have been fraud by lighting up the fraud notification lamp.
[0070] (2-3. Sub-integration control device 42 and effect symbol control device 43) The sub-integrated control device 42 is connected to the main control device 40 via the production relay terminal board 532 and enables communication from the main control device 40 to the sub-integrated control device 42. Then, the sub-integrated control device 42 performs production control based on the commands received from the main control device 40. The production button 15 and the jog dial 16 are connected to the sub-integrated control device 42. The production button 15 and the jog dial 16 each input their respective detection signals due to operations into the sub-integrated control device 42.
[0071] The upper prop sensor 604, the sword prop sensor 615, and the shield prop sensor 624 are connected to the sub-integrated control device 42. The upper prop sensor 604, the sword prop sensor 615, and the shield prop sensor 624 each input their respective detection signals into the sub-integrated control device 42.
[0072] The speaker 112, various LEDs, the lamp 113, the upper prop motor 601, the sword prop motor 611, and the shield prop motor 621 are connected to the sub-integrated control device 42. Further, the light emitter 821 of the light guide plate 80 is connected to the sub-integrated control device 42.
[0073] Then, the sub-integrated control device 42 controls the output of sound by driving the speaker 112 and controls the lighting and extinguishing of various LEDs and lamps including the frame-side decorative lamp 113. Incidentally, the sub-integrated control device 42 is provided with a volume adjustment switch for adjusting the volume output from the speaker 112. The sub-integrated control device 42 controls the volume output from the speaker 112 based on the operation signal input from the volume adjustment switch.
[0074] Furthermore, the sub-integrated control device 42 drives the upper prop motor 601, the sword prop motor 611, and the shield prop motor 621 to control the operations of the upper prop 60, the sword prop 61, and the shield prop 62. Furthermore, the sub-integrated control device 42 controls the lighting and extinguishing of the light emitter 821 of the light guide plate 80 so as to expose the light guide decoration of the light guide plate 80.
[0075] In addition, when it is determined that the frequency of balls entering the general winning opening 27 is abnormal, the sub-integrated control device 42 performs error notification using the speaker 112, the frame side decorative lamp 113, and the effect symbol display device 46.
[0076] The effect symbol control device 43 is connected to the sub-integrated control device 42 so as to enable two-way communication. The sub-integrated control device 42 transmits commands regarding pseudo-effects for displaying characters, etc. and the display mode of the pseudo-symbols of special symbols to the effect symbol control device 43. On the other hand, the effect symbol control device 43 displays a pseudo-effect symbol 700 corresponding to the command sent from the sub-integrated control device 42 on the LCD panel of the effect symbol display device 46.
[0077] (2-4. Launch control device 44) The launch control device 44 is connected to the payout control device 41 and enables communication from the payout control device 41 to the launch control device 44. The launch control device 44 controls the launch motor 526 based on commands sent from the main control device 40 via the payout control device 41 and the rotation signal of the launch handle 14, and launches and stops the launch of the game balls.
[0078] In addition, a launch stop switch 524 provided on the launch handle 14 and a touch switch 525 for detecting that the player is in contact with the launch handle 14 are connected to the launch control device 44. When the touch switch 525 detects contact with the launch handle 14 by the player, the touch switch 525 inputs a detection signal to the launch control device 44. Then, when a detection signal is input from the touch switch 525, the launch control device 44 launches the game ball. On the other hand, when there is an operation by the player, the launch stop switch 524 inputs a detection signal to the launch control device 44. Then, when a detection signal is input from the launch stop switch 524, the launch control device 44 stops the launch of the game ball even if a detection signal is input from the touch switch 525.
[0079] (2-5. Power supply board 45) Although there are no figures shown, the power supply board 45 includes a power supply circuit, a power receiving circuit, a power failure detection circuit, and a backup power supply circuit. The power supply circuit converts the AC voltage supplied from an externally provided AC power supply (main power supply AC24V) and generates a DC voltage. A power switch is provided in the power receiving circuit, and the power supply circuit is connected to the AC power supply via the power receiving circuit. When the power switch is turned ON, the power supply circuit conducts with the AC power supply, and the main power supply AC24V is supplied to the power supply circuit. Then, the power supply circuit supplies the necessary DC voltage to various control devices and actuators, etc.
[0080] The power failure detection circuit monitors the voltage supplied from the power supply circuit. And when the supplied voltage becomes less than a predetermined voltage, the power failure detection circuit determines that the power switch has been switched OFF or the power supply has been cut off due to a power failure, and sets the power failure detection signal output to the main control device 40 and the payout control device 41 to a high level (ON). On the other hand, when the voltage supplied from the power supply circuit rises above the predetermined voltage, the power failure detection circuit sets the power failure detection signal to a low level (OFF).
[0081] In addition, in this embodiment, the power failure detection circuit has been described by taking as an example the case of transmitting the power failure detection signal to the main control device 40 and the payout control device 41, but it is not necessarily limited to this. For example, the power failure detection circuit may be configured to transmit the power failure detection signal to only one of the main control device 40 and the payout control device 41, and transmit a command for power failure from the main control device 40 to the payout control device 41, or from the payout control device 41 to the main control device 40.
[0082] The backup power supply circuit is composed of a capacitor or the like. The backup power supply circuit charges the DC5V power generated while the power supply circuit supplies power from the AC power supply, and when a power failure occurs, supplies the backup power supply (DC5V) to the RWM of the main control device 40, the RWM of the payout control device 41, etc.
[0083] In this embodiment, the backup power supply is supplied to the RWMs of the main control device 40 and the payout control device 41. Therefore, even after the power supply of the pachinko machine 1 is cut off, for a certain period of time, the contents stored in the main control device 40 and the payout control device 41 at the time of power failure, such as the game state of the pachinko machine 1 and information such as the number of game balls to be paid out as bonus balls, can be retained.
[0084] On the other hand, the backup power supply is not supplied to the RWM of the sub-integrated control device 42. Therefore, when the power supply to the pachinko machine 1 is stopped, the contents stored in the RWM of the sub-integrated control device 42 are erased.
[0085] (3. Operation of Pachinko Machine 1) The operation of the pachinko machine 1 will be described.
[0086] (3-1. Basic Game) When a game ball enters the general drawing operation port 22 of the pachinko machine 1, the pachinko machine 1 extracts a plurality of types of random number values related to the success or failure determination of the general drawing, and performs a success or failure determination based on the extracted random number values. Based on the result of this success or failure determination, the pachinko machine 1 starts the variable display of the general drawing on the general symbol display device 285 and performs a definite display after a predetermined time.
[0087] If the result of the success or failure determination of the general drawing is a hit, the pachinko machine 1 releases the general electric accessory and enables a game ball to enter the second special drawing start port 24. The opening time and the number of opening times of the second special drawing start port 24 are set, for example, to 1.0 second × 1 time in the normal state and 3.0 seconds × 1 time in a game state advantageous to the player (the short-time game state described later).
[0088] When a game ball enters the start opening 23 of the first special figure in the pachinko machine 1, a plurality of types of random number values related to the success or failure determination of the first special figure are extracted, and a predetermined number of the extracted random number values are stored as the hold memory of the first special figure. Then, the pachinko machine 1 makes a success or failure determination based on the stored random number values, and determines whether it is a big win or a loss. Based on the result of this success or failure determination, the pachinko machine 1 starts the variable display of the first special figure on the first special figure display device 281 and performs a definite display after a predetermined time has elapsed. Also, the pachinko machine 1 starts the variable display of the pseudo-performance symbol 700 (see FIG. 26) corresponding to the first special figure on the performance symbol display device 46 and performs a definite display after a predetermined time has elapsed.
[0089] Similarly, when a game ball enters the start opening 24 of the second special figure in the pachinko machine 1, a plurality of types of random number values related to the success or failure determination of the second special figure are extracted, and a predetermined number of the extracted random number values are stored as the hold memory of the second special figure. Then, the pachinko machine 1 makes a success or failure determination based on the stored random number values of the second special figure, and determines whether it is a big win, a small win, or a loss. Based on this success or failure determination, the pachinko machine 1 starts the variable display of the second special figure on the second special figure display device 283 and performs the definite display of the second special figure after a predetermined time has elapsed. Also, the pachinko machine 1 starts the variable display of the pseudo-performance symbol 700 corresponding to the second special figure on the performance symbol display device 46 and performs a definite display after a predetermined time has elapsed.
[0090] In addition, the variable display and definite display of the first special figure and the second special figure are displayed small at the corners of the game board 2. Therefore, the pachinko machine 1 performs a "special figure success or failure determination performance" using the pseudo-performance symbol 700 corresponding to the first special figure and the second special figure on the performance symbol display device 46 provided in the center of the game area 20, and notifies the player of the result of the success or failure determination through the special figure success or failure determination performance. In the special figure success or failure determination performance, the pachinko machine 1 performs the variable display of the three pseudo-performance symbols 700, and if the result of the success or failure determination is a big win, the three pseudo-performance symbols 700 are stopped at the same symbol. Also, the pachinko machine 1 can give the player a sense of expectation of achieving a big win in the success or failure determination by performing a reach performance in which the variable display of the remaining one pseudo-performance symbol 700 is performed in a state where the two pseudo-performance symbols 700 are stopped at the same symbol.
[0091] The pachinko machine 1 is configured to preferentially execute the validity determination of the second special figure over the validity determination of the first special figure. For example, even if there is a hold memory of the first special figure, when a hold memory of the second special figure is stored due to a game ball entering the start port 24 of the second special figure, the validity determination of the hold memory of the second special figure is executed prior to the hold memory of the first special figure. In this case, the variations of the special figure and the pseudo-performance symbol are also preferentially executed for the second special figure. Note that it is not necessary to have a game configuration that preferentially executes the validity determination of the second special figure in implementing the present invention, and a game configuration in which the first special figure and the second special figure vary simultaneously may also be used.
[0092] If the result of the validity determination of the first special figure or the second special figure is a jackpot according to the confirmed display mode of the first special figure or the second special figure, the pachinko machine 1 executes a jackpot game. In this jackpot game, the pachinko machine 1 opens and closes the big winning port 25. Specifically, the pachinko machine 1 closes the big winning port 25 when a predetermined time (for example, 29 seconds) has elapsed since the start of the opening of the big winning port 25, or when the number of game balls that have entered since the start of the opening of the big winning port 25 reaches a specified number of winning balls (9 in this embodiment). A round game in which a series of operations such as this is defined as one round is performed a predetermined number of times. For example, the jackpot game is configured to perform 4 rounds, 7 rounds, 10 rounds, or 15 rounds of a round game in which the big winning port 25 is opened in a predetermined opening mode.
[0093] If the result of the validity determination of the second special figure is a minor jackpot according to the confirmed display mode of the second special figure, the pachinko machine 1 executes a minor jackpot game. In this minor jackpot game, the pachinko machine 1 opens and closes the big winning port 25. In the minor jackpot game, for example, an opening operation of opening the big winning port 25 for 1.600 seconds is executed once.
[0094] In addition, the pachinko machine 1 is configured to be able to perform a "pre-announcement performance" that notifies the result of the validity determination of the first or second special figure during a predetermined reach performance among the special figure validity determination performances associated with the variations in the first or second special figure in the first or second special figure, prior to the confirmation display of the first or second special figure. The pre-announcement performance includes a "light guide plate performance (see FIG. 7)" in which the light guide decoration 81 is presented by the light guide plate 80. The "light guide plate performance" is, for example, by presenting the light guide decoration 81 on the light guide plate 80 during the normal normal reach (also referred to as N reach), it is highly likely that the player will transition to the next stage of the special reach (also referred to as SP reach), and further announces that it may result in a big win from the SP reach. In addition, the pachinko machine 1 may also be configured to perform the "light guide plate performance" at the start of the variation, in addition to the timing of the reach performance. In this case, by performing the "light guide plate performance" at the start of the variation over a plurality of variations as a pre-reading performance described later based on the hold memory, the player can be made to have an expectation of a big win before the variation of the hold memory that is the target of the pre-reading performance. Note that the detailed description of the pre-announcement performance by the "light guide plate performance" will be described later.
[0095] It is conceivable that the pre-announcement performance is performed by combining the "light guide plate performance" and a "movable accessory performance (see FIG. 6)" that operates the movable accessories 60, 61, 62. For example, by immediately performing the "movable accessory performance" following the "light guide plate performance", it is made to suggest that the transition to the SP reach is certain. Also, a configuration is conceivable in which the "movable accessory performance" is performed after a lapse of time without immediately performing the "movable accessory performance" following the "light guide plate performance". For example, after performing the "light guide plate performance" at the start of the variation, when transitioning to the reach performance, by performing the "movable accessory performance", it is possible to perform a performance that indicates the degree of expectation of a big win when the variation performance develops.
[0096] Furthermore, the pachinko machine 1 is configured to be capable of performing a "blessing effect" that blesses the transition to a jackpot when a jackpot occurs as a result of the success or failure determination in the first or second specific figure, prior to the start of the jackpot game. The blessing effect includes a "light guide plate effect". For example, it is conceivable that the blessing effect is produced by combining a "movable accessory effect" and a "light guide plate effect". In this case, after the jackpot symbol is fixedly displayed, the "movable accessory effect" is performed, and then immediately the "light guide plate effect" is performed. This makes it easy to distinguish between the above-mentioned notice effect and the blessing effect. The detailed description of the blessing effect by the "light guide plate effect" will be described later.
[0097] In addition, it is also conceivable that the notice effect by the "light guide plate effect" not only announces the occurrence of a jackpot but also provides useful information to the player, such as whether the game will transition to a probability-variable game state or a time-saving game state described later.
[0098] Furthermore, it is also conceivable that the blessing effect by the "light guide plate effect" blesses the player with a useful state, such as whether the game will transition to a probability-variable game state or a time-saving game state described later, in addition to the occurrence of a jackpot.
[0099] (3-2. Game state) The pachinko machine 1 is roughly classified into two game states: a game state in which the big winning opening 25 is closed and a game state in which the big winning opening 25 is open. Furthermore, in the game state where the big winning opening 25 is closed, the pachinko machine 1 includes a normal game, a probability-variable game that is more advantageous to the player than the normal game, and a time-saving game that is more advantageous to the player than the normal game.
[0100] In the normal game, the probability of winning a jackpot in the success or failure determination of the first or second specific figure is set low, and it is a game state to which the general power support function described later is not applied. The pachinko machine 1 plays the game aiming at the first specific figure start port 23 in the normal game state.
[0101] The probability of winning a jackpot in the probability-variable game is set to be higher than that in the normal game in the win / loss determination of the first special symbol or the second special symbol. The probability-variable game is a game state where, after the end of the jackpot game, it can transition through the jackpot game according to the jackpot symbol (or the type of jackpot game based on the jackpot symbol) determined at the time of win / loss determination that caused the jackpot. The probability-variable game is configured to transition to the normal game (low probability) when the end condition is satisfied, such as when the number of fluctuations of the special symbol that did not result in a jackpot continuously in the win / loss determination of the first special symbol and the second special symbol in the game reaches a predetermined number of consecutive times (for example, 100 times).
[0102] The time-saving game is a game state with a time-saving function that shortens the average fluctuation time of the special symbol in the win / loss determination of the first special symbol or the second special symbol, and a general symbol support function where the winning probability at the time of win / loss determination of the general symbol is set to a high probability, the fluctuation time of the general symbol is shortened, and the opening time of the general electric accessory (the second special symbol starting port 24) is extended.
[0103] The pachinko machine 1 has multiple types of time-saving games. One of them is a time-saving game that can transition through the jackpot game after the end of the jackpot game (also referred to as the "a time-saving game"). The pachinko machine 1 is configured to always transition to the "a time-saving game" after the end of the jackpot game. For example, the pachinko machine 1 may also be configured to transition to a probability-variable game and a time-saving game after the end of the jackpot game.
[0104] Also, the pachinko machine 1 has a special time-saving game (also referred to as the "b time-saving game") in the type of time-saving game, which can transition from the normal game without going through the jackpot game when the number of consecutive fluctuations (small win fluctuations or losing fluctuations) that do not result in a jackpot continuously in the win / loss determination of the first special symbol and the second special symbol in the non-probability-variable game (low probability) state after the end of the jackpot game reaches a predetermined number of times (also referred to as the special time-saving reach number, for example, 900 times). In this case, when transitioning to the probability-variable game after the end of the jackpot game, the number of consecutive fluctuations that do not result in a jackpot of the first special symbol and the second special symbol is counted after the end of the continuous period of the probability-variable game.
[0105] Furthermore, the pachinko machine 1 includes a time-saving game that can be shifted from a normal game without going through a jackpot game by determining a predetermined losing symbol at the time of determining the success or failure of the first special figure or the second special figure in the normal game among the types of time-saving games (also referred to as "c time-saving game").
[0106] In any of these time-saving games, when the number of variations of the special figure that has not consecutively won a jackpot reaches a predetermined continuous number (for example, 100 times, 500 times, etc.) by the determination of the success or failure of the first special figure and the second special figure, the end condition is satisfied, and it is configured to shift to a normal game.
[0107] In addition, depending on the game configuration, the time-saving game may be configured such that only the general power support function is provided without shortening the average variation time of the special figure. Particularly, in the case of a configuration that provides time-saving without going through a jackpot game such as "b time-saving game" and "c time-saving game", since it is not recognized by the rules to shift the winning probability to a high probability without going through a jackpot game, in the case of such a configuration with time-saving, it is necessary to configure the time-saving game state without shifting the winning probability of the general figure to a high probability. For this reason, it may be simply called a time-saving game that makes it easy to win the general power device (the second special figure starting port 24). The pachinko machine 1 plays the game aiming at the general power device (the second special figure starting port 24) in the time-saving game state.
[0108] In this way, the pachinko machine 1 equipped with a normal game, a probability-variable game, and a time-saving game can shift the game state to either a probability-variable / time-saving game state (high probability / time-saving) consisting of a probability-variable game and a time-saving game, or a normal / time-saving game state (low probability / time-saving) immediately after the end of the jackpot game. That is, it is configured to be in a time-saving game state for a predetermined period immediately after the end of the jackpot game. Furthermore, when the pachinko machine 1 shifts to the normal game state, it is configured to shift to a special time-saving game when the non-winning variations of the first special figure and the second special figure reach the special time-saving reach number.
[0109] (3-3. Special symbols and jackpots) Referring to FIGS. 11 and 12, the jackpot symbols, small win symbols, and losing symbols used in the pachinko machine 1, and the types of jackpot games set according to the jackpot symbols will be described. The pachinko machine 1 has, for example, 13 types of special symbols such as "First Jackpot Symbol", "Second Jackpot Symbol", "Third Jackpot Symbol", "Fourth Jackpot Symbol", "Fifth Jackpot Symbol", "Small Win Symbol A", "Small Win Symbol B", "Small Win Symbol C", "Small Win Symbol D", "Losing Symbol 1", "Losing Symbol 2", "Losing Symbol 3", and "Losing Symbol 4".
[0110] As shown in FIGS. 11 and 12, the "First Jackpot Symbol" is a symbol for selecting the "First Jackpot". And the "First Jackpot" is configured such that the game state is set to a probability-variable game and a time-saving game after the jackpot game ends. In this case, the probability-variable game transitions to a non-probability-variable game (low probability) when the number of fluctuations of the special symbol that has not resulted in a jackpot continuously reaches a predetermined probability-variable continuation number (100 times, see FIG. 13) as described above. On the other hand, the type of the time-saving game is the "a time-saving game". The "a time-saving game" is configured to end when the number of fluctuations of the special symbol that has not resulted in a jackpot continuously reaches a predetermined time-saving continuation number (100 times, see FIG. 13) as described above. Also, the selection rate of the "First Jackpot" selected during the jackpot is 10%. The "First Jackpot" transitions to a 4R (round) jackpot game.
[0111] The "First Jackpot" is set such that the special time-saving jackpot reaching number, which is the condition for granting the special time-saving game (b time-saving game), is 900 times. That is, when the number of fluctuations without a jackpot after the jackpot game of the "First Jackpot" ends and the probability-variable game and the "a time-saving game" end reaches 900 times, the next fluctuation will result in a special time-saving game. Furthermore, the "First Jackpot" is set such that the special time-saving continuation number for continuing the special time-saving game is 500 times. That is, when the number of fluctuations reaches 500 times in the special time-saving game, the special time-saving game ends and the normal game state (non-probability-variable and non-time-saving game) is entered.
[0112] The "Second Big Win Symbol" is the symbol for selecting the "Second Big Win". And the "Second Big Win" is configured such that after the big win game ends, the game state is set to a probability-variable game and a time-saving game. The type of the time-saving game is the "a Time-saving Game". The selection rate of the "Second Big Win" when a big win occurs is set to 45%. The "Second Big Win" transitions to a 10R big win game. The number of times to reach the special time-saving game with the special time-saving game granted for the "Second Big Win" is set to 900 times. Furthermore, the number of times to continue the special time-saving game with the special time-saving game continued for the "Second Big Win" is set to 500 times.
[0113] The "Third Big Win Symbol" is the symbol for selecting the "Third Big Win". And the "Third Big Win" is configured such that after the big win game ends, the game state is set to a probability-variable game and a time-saving game. The type of the time-saving game is the "a Time-saving Game". The selection rate of the "Third Big Win" when a big win occurs is set to 5%. The "Third Big Win" transitions to a 15R big win game. The number of times to reach the special time-saving game with the special time-saving game granted for the "Third Big Win" is set to 900 times. Furthermore, for the "Third Big Win", the number of times to continue the special time-saving game with the special time-saving game continued is set to 500 times.
[0114] The "Fourth Big Win Symbol" is the symbol for selecting the "Fourth Big Win". And the "Fourth Big Win" is configured such that after the big win game ends, the game state is set to a non-probability-variable time-saving game. The type of the time-saving game is the "a Time-saving Game". The selection rate of the "Fourth Big Win" when a big win occurs is set to 30%. The "Fourth Big Win" transitions to a 7R big win game. The number of times to reach the special time-saving game with the special time-saving game granted for the "Fourth Big Win" is set to 900 times. That is, when the number of non-big-win fluctuations reaches 900 times after the big win game of the "Fourth Big Win" ends and the "a Time-saving Game" ends, the special time-saving game starts from the next fluctuation. Furthermore, the number of times to continue the special time-saving game with the special time-saving game continued is set to 500 times.
[0115] The "Fifth Jackpot Symbol" is the symbol for selecting the "Fifth Jackpot". And the "Fifth Jackpot" is configured such that after the jackpot game ends, when the game state is non-variable, it is set to the short-time game. The type of short-time game is the "a short-time game". The selection rate of the "Fifth Jackpot" when a jackpot is selected is set to 10%. The "Fifth Jackpot" transitions to a 15R jackpot game. The number of times to reach the special short-time game with the special short-time game being granted for the "Fifth Jackpot" is set to 800 times. Furthermore, the number of times to continue the special short-time game with the special short-time game being continued for the "Fifth Jackpot" is set to 500 times.
[0116] In addition, the "First Jackpot" to the "Fifth Jackpot" differ in the degree of advantage of the game, such as the number of bonus balls that can be obtained according to the number of rounds, or being variable or non-variable after the jackpot game ends. For example, the "Third Jackpot" has the most rounds in the jackpot game and the maximum number of bonus balls can be expected, and it becomes variable after the jackpot game ends, so it has the highest degree of advantage for the player. On the other hand, the "First Jackpot" has the lowest degree of advantage for the player in terms of the number of bonus balls that can be obtained.
[0117] The "Small Win Symbol A", "Small Win Symbol B", "Small Win Symbol C", and "Small Win Symbol D" are symbols for implementing the small win game.
[0118] Among the "Losing Symbol 1", "Losing Symbol 2", "Losing Symbol 3", and "Losing Symbol 4", the "Losing Symbol 3" and "Losing Symbol 4" are the above-mentioned predetermined losing symbols and are "short-time symbols". After the determination of these symbols, without going through the jackpot game, the game state is set to the "c short-time game" from the next variation. The probability of the occurrence of the "c short-time game" is set to 1 / 76, for example.
[0119] (4. Game Specifications of Pachinko Machine 1) Next, the basic specifications of the pachinko machine 1 will be described. As shown in FIG. 13, the pachinko machine 1 is configured to be able to change the winning probability of the jackpot in the first special figure and the second special figure according to the set value. For example, the jackpot probability in the normal game state with the set value 1 is set to 1 / 219 for both the first special figure and the second special figure, 1 / 214 for the set value 2, 1 / 209 for the set value 3, 1 / 204 for the set value 4, 1 / 199 for the set value 5, and 1 / 194 for the set value 6. The jackpot probability in the probability variable game state is set to 1 / 20 commonly for both the first special figure and the second special figure, regardless of the set values 1 to 6. In addition, in this embodiment, the jackpot probability in the probability variable game state is common for all of the set values 1 to 6, but it is not limited to this, and it may be made different for each set value.
[0120] In the pachinko machine 1, a minor winning determination is not made in the determination of the first special figure. On the other hand, the winning probability of the minor winning in the second special figure is set to 175 / 209 regardless of the normal game state, the probability variable game state, and the set value. Not limited to this, the winning probability of the minor winning may be made different for each of the normal game state, the probability variable game state, and the set value.
[0121] In the pachinko machine 1, regardless of the set value, the winning probability of the general figure is constant. The winning probability of the general figure is set to 1 / 6 in the normal state, and 5 / 6 in the probability variable game state or the time-saving game state.
[0122] In the pachinko machine 1, the probability of entering the probability variable state that shifts to the probability variable game state after the jackpot game ends is set to 60% for both the first special figure and the second special figure. Also, the continuation of the probability variable game state is set to 100 times. This setting means that the probability variable game state continues until the number of non-jackpot fluctuation times reaches 100 times.
[0123] In the pachinko machine 1, the short-time entry rate for shifting to the short-time game (a short-time game) state after the end of the big win game is set to 100% in both the first special drawing and the second special drawing. Also, the continuation of the short-time game state that shifts after the end of the big win game is set to 100 times for the number of variable display times of the first special drawing and the second special drawing after the end of the big win game. Furthermore, the continuation of the special short-time game state that shifts when the number of variable display times of the first special drawing and the second special drawing in the non-probability variable game (low probability) state after the end of the big win game reaches the above-mentioned special benefit short-time arrival number of times continues until the number of variable display times of the first special drawing and the second special drawing reaches 500 times, which is the number of times for continuing the special short-time game state, after the end of the big win game.
[0124] When a big win occurs in the first special drawing or the second special drawing of the pachinko machine 1, a big win game is carried out at the big winning opening 25. In the big win game, a round game for opening the big winning opening 25 is configured to be performed for any one of 4 rounds, 7 rounds, 10 rounds, or 15 rounds. In each round, the big winning opening 25 is opened until the opening time reaches 29 seconds or the number of balls entering the big winning opening 25 reaches the specified number of 10 balls.
[0125] When a small win occurs in the second special drawing of the pachinko machine 1, a small win game is carried out at the big winning opening 25. In the small win game, the big winning opening 25 is opened once over a period of 1.600 seconds.
[0126] In the pachinko machine 1, in the non-short-time game state (normal), the general electric accessory (second special drawing start opening 24) is opened once over a period of 1.0 second. Also, when the normal drawing wins in the short-time game state, the general electric accessory (second special drawing start opening 24) is opened once over a period of 3.0 seconds. Thus, the opening time of the general electric accessory (second special drawing start opening 24) is configured such that the opening time is changed according to the short-time game state and the non-short-time game state.
[0127] Next, the prize balls will be described. The prize balls for the first special drawing start opening 23 are set to 3 for each ball entering. The prize balls for the second special drawing start opening 24 are set to 1 for each ball entering. The prize balls for the big winning opening 25 are set to 10 for each ball entering. The number of prize balls for the general winning opening 27 is set to 10 for each ball entering.
[0128] (5. Startup Process) Next, with reference to the flowchart shown in FIG. 14, the "startup process" executed by the main control device 40 will be described. The startup process is a process executed when the power of the pachinko machine 1 is turned on.
[0129] As shown in FIG. 14, as the first process of the startup process, the main control device 40 sets the stack pointer to the stack address (process S1). Subsequently, the main control device 40 sets the interrupt vector address of the interrupt vector table to the corresponding register (process S2) and sets the built-in register (process S3). Note that the interrupt vector address is used to specify the start address of the program for the interrupt process described later within the address space (memory space).
[0130] Next, the main control device 40 reads the register of the input port (process S4) and determines whether the power failure stop signal is OFF (process S5). If the power failure detection signal remains ON and the determination is negative (process S5: No), the main control device 40 determines that the voltage supplied from the power supply board 45 has not reached the predetermined voltage. In this case, the main control device 40 returns to process S4 and repeatedly executes processes S4 and S5 until the power failure stop signal becomes OFF.
[0131] On the other hand, if the power failure detection signal switches to OFF and the determination is positive (process S5: Yes), the main control device 40 determines that the voltage supplied from the power supply board 45 has reached the predetermined voltage or higher and is in a state where the voltage is stably supplied, and permits writing to the RWM built into the main control device 40 (process S6).
[0132] After process S6, the main control device 40 executes an initial setting process (process S7). This initial setting process (process S7) mainly sets the transition mode. After that, the main control device 40 prohibits interrupts (process S8) and performs register backup (process S9). Further, the main control device 40 executes a game performance calculation process for calculating game performance such as base values (process S10). That is, the main control device 40 performs calculations related to game performance outside the area of the RWM built into the main control device 40.
[0133] After process S10, the main control device 40 performs register restoration (process S11) and enables interrupts (process S12), and returns to process S8. In this way, the main control device 40 repeatedly executes processes from S8 to S12 in the startup process. On the other hand, the main control device 40 periodically executes an interrupt process (see FIG. 15) (for example, at a 4m process S cycle) between the execution of process S12 and the next execution of process S8.
[0134] (6. Interrupt Process) Next, the "interrupt process" executed by the main control device 40 will be described with reference to the flowchart shown in FIG. 15. As shown in FIG. 15, as the first process executed in the interrupt process, the main control device 40 sets a timer and a watchdog timer (process S21). In process S21, the main control device 40 sets various timers provided in the main control device 40 and clears and restarts the watchdog timer.
[0135] After process S21, the main control device 40 determines whether the transition mode to which the pachinko machine 1 transitions after power-on is the "game stop mode" (process S22). As a result, if it is the "game stop mode" (process S22: Yes), it can be determined that the pachinko machine 1 is in a state where game start is impossible and is waiting for the power switch to be turned off. Therefore, in this case, the main control device 40 enables interrupts (process S36) and returns to the startup process (see FIG. 14).
[0136] On the other hand, if the determination in process S22 is negative, i.e., not in the "game stop mode" (process S22: No), the main control device 40 executes a timer update process to update various timers provided in the main control device 40 (process S23). Subsequently, the main control device 40 executes an input determination process (process S24), which is a process related to the entry of game balls into various start ports and various winning ports. Note that the details of the input determination process (process S24) will be described later with reference to the flowchart shown in FIG. 17. After process S24, the main control device 40 executes a determination process (process S25), which is a process related to determination and jackpot games. Note that the details of the determination process (process S25) will be described later with reference to the flowchart shown in FIG. 19.
[0137] After process S25, when the game state transitions, the main control device 40 executes a game state setting process (process S26) to send a signal to that effect to the hall computer 500. In process S26, the main control device 40 sends a signal to the hall computer 500, for example, after a predetermined time has elapsed after the end of a jackpot game (special game) or a winning game (ordinary game) in the above-described determination process (process S25).
[0138] Note that when the pachinko machine 1 is connected to a test firing test device (not shown), the main control device 40 sends a test signal indicating that the game state has transitioned to the test firing test device in process S26.
[0139] After process S26, the main control device 40 performs an error monitoring process (process S27) to monitor whether an error has occurred. Examples of the errors monitored by the main control device 40 in the error monitoring process (process S27) include an opening error indicating that the front frame 11 or the inner frame 30 is open, a radio wave error indicating that abnormal radio waves have been detected by a radio wave sensor (not shown), a vibration error indicating that abnormal vibrations have been detected by a vibration sensor (not shown), and the like.
[0140] After process S27, the main control device 40 executes a prize ball command transmission process (process S28) for transmitting a prize ball command to the payout control device 41. Then, based on the received prize ball command, the payout control device 41 executes the payout of prize balls set for each of the various start ports or various winning ports where a ball has entered.
[0141] After process S28, the main control device 40 executes a production data output process (process S29) for creating image data, audio data, etc. according to the game content during execution and outputting it to the sub-integration control device 42. Further, when the main control device 40 detects the occurrence of an error in the above-described error monitoring process (process S27), it appropriately performs error notifications such as error display on the production symbol display device 46, lighting and flashing of the frame side decoration lamp 113, and audio output from the speaker 112 according to the content of the detected error.
[0142] After process S29, the main control device 40 executes an external output process (process S30) to the hall computer 500 via the external connection terminal board 38. In process S30, based on the content of the determination process (process S25) described above, the main control device 40 transmits data related to the big winning port solenoid 510 and the general electric accessory solenoid 511 to the hall computer 500. Also, in process S30, when the main control device 40 detects the occurrence of an error in the above-described error monitoring process (process S27), it transmits a security signal to the hall computer 500. Incidentally, when a test firing test device is connected to the pachinko machine 1, in process S30, the main control device 40 transmits data related to the big winning port solenoid 510 and the general electric accessory solenoid 511 and the security signal to the test firing test device.
[0143] As shown in FIG. 16, after process S30, the main control device 40 performs register save (process S31) and executes performance display data creation process (process S32). In process S32, the main control device 40 creates data for displaying the calculation results of the performance display calculation process (process S10) executed outside the area of the RWM built in the main control device 40 in the startup process (see FIG. 14) and the test results of the firing test on the performance display device. After process S31, the main control device 40 executes register restore (process S33).
[0144] After process S33, the main control device 40 executes segment data creation process (process S34). In process S34, the main control device 40 creates segment data for performing emission control for each common (display area in 8-bit units related to the LED segments) of various LEDs provided in the performance display device as preparation for displaying the data created in process S31 on the performance display device.
[0145] After process S34, as display process (process S35) for various display devices, the main control device 40 displays the gaming performance and firing test data on the performance display device. Also, in process S35, the main control device 40 performs variable display, determination display, etc. of various symbols on the first special figure display device 281, the second special figure display device 283, and the normal symbol display device 285 according to the gaming situation during execution. After process S35, the main control device 40 permits interrupts (process S36) and returns to the startup process (see FIG. 14).
[0146] Note that while the main control device 40 executes the performance display calculation process (process S10) in the startup process (FIG. 14), it performs the process related to the display of the calculation result in the performance display calculation process (process S10) by interrupt process. In this regard, the main control device 40 can prevent the execution of interrupt prohibition (process S8, see FIG. 14) before the performance display calculation process (process S10) ends by executing the performance display calculation process (process S10) with a large processing amount in the startup process. On the other hand, the main control device 40 can improve the efficiency of display control by executing the display process for the performance display device at the same timing as the display process for the first special figure display device 281, etc.
[0147] (7. Input determination process) Next, with reference to the flowchart shown in FIG. 17, the "input determination process" (process S24) executed in the interrupt process (see FIG. 15) will be described. As shown in FIG. 17, as the first process of the input determination process (process S24), the main control device 40 executes a special figure ball entry confirmation process (process S101). The special figure ball entry confirmation process (process S101) is a process executed when a game ball enters the first special figure start port 23 or the second special figure start port 24. Incidentally, the details of the special figure ball entry confirmation process (process S101) will be described later with reference to the flowchart shown in FIG. 18.
[0148] After process S101, the main control device 40 executes a general figure ball entry confirmation process (process S102). The general figure ball entry confirmation process (process S102) is a process executed when a game ball enters the general figure operation port 22.
[0149] After process S102, the main control device 40 executes a winning count process (process S103). The winning count process (process S103) is a process executed when a game ball enters the big winning port 25 or the general winning port 27. Specifically, in process S103, when the count switch 507 or the general winning port switch 506 detects a game ball, the main control device 40 adds 1 to the value of the counter that counts the number of game balls that have entered the big winning port 25 or the general winning port 27.
[0150] After process S103, the main control device 40 executes an out count process (process S104). The out count process (process S104) is a process for aggregating the number of outs used in the calculation of game performance. Specifically, in process S104, when the first special figure start port switch 503, the second special figure start port switch 504, the normal symbol operation switch 505, the general winning port switch 506, the count switch 507, or the switch that detects the entry of a game ball into the out port 203 detects a game ball, the main control device 40 adds 1 to the value of the counter that counts the number of outs.
[0151] After process S104, the main control device 40 determines whether the ball entry frequency into the general winning port 27 is abnormal (process S105). Specifically, in process S105, the main control device 40 determines that fraud has occurred when the number of game balls that have entered the general winning port 27 within a predetermined time (for example, 60 seconds) exceeds the specified winning number (for example, 10). As a result, if the ball entry frequency is normal and the determination is negative (process S105: No), the main control device 40 simply ends this process and returns to the interrupt process (see FIG. 15).
[0152] On the other hand, if the ball entry frequency is abnormal and the determination is positive (process S105: Yes), the main control device 40 sends a fraud notification command to the payout control device 41 and the sub-integrated control device 42 (process S106) and ends this process. In process S106, the payout control device 41 that has received the fraud notification command from the main control device 40 turns on the fraud notification lamp provided in the payout control device 41.
[0153] Also, the sub-integrated control device 42 that has received the fraud notification command from the main control device 40 performs error notification by lighting or flashing the frame side decoration lamp 113, voice output from the speaker 112, etc. Further, the effect symbol control device 43 that has received the fraud notification command from the sub-integrated control device 42 performs a warning display indicating that fraud has occurred on the effect symbol display device 46. Note that the error notification by voice output from the speaker 112 ends 30 seconds after the start of the error notification, and the warning display on the effect symbol display device 46 and the error notification by the frame side decoration lamp 113 end 5 minutes after the start of the error notification.
[0154] (7-1. Special Figure Ball Entry Confirmation Process) Next, with reference to the flowchart shown in FIG. 18, the special figure ball entry confirmation process (process S101) executed in the input determination process (process S24, see FIG. 17) will be described. The special figure ball entry confirmation process (process S101) extracts and temporarily stores multiple types of random numbers for the first special figure in response to the entry of a game ball into the first special figure start port 23, and also extracts and temporarily stores multiple types of random numbers for the second special figure in response to the entry of a game ball into the second special figure start port 24. Then, it is a process of transmitting various commands resulting from the entry of a game ball into the first special figure start port 23 and the second special figure start port 24 to the sub-integration control device 42.
[0155] As shown in FIG. 18, in the "special figure ball entry confirmation process", first, in process S110, it is determined whether a game ball has entered the first special figure start port 23 by the first special figure start port switch 503. If the determination is negative (process S110: No), the process proceeds to process S115.
[0156] If the determination in process S110 is affirmative (process S110: Yes), in process S111, it is determined whether the number of temporarily stored first special figures stored in the first special figure temporary storage area is full (whether the upper limit has been reached). If the determination is affirmative (process S111: Yes), the process proceeds to process S115.
[0157] If the determination in process S111 is negative (process S111: No), in process S112, random numbers for jackpot determination, jackpot symbol determination, reach determination, variable pattern determination, etc. of the first special figure are extracted. The various extracted random numbers are stored in a temporary storage area of the first special figure temporary storage area. Further, the various random numbers stored in the temporary storage area are stored as the first special figure temporary storage in the main storage area of the first special figure temporary storage area. Note that even if the number of temporarily stored first special figures is "0", various random numbers such as win / loss random numbers extracted when a game ball enters the first special figure start port 23 are stored in the same way as when there is a storage number less than the maximum value.
[0158] Subsequently, the pre-reading determination process of the first special figure in process S113 is executed. In this pre-reading determination process, before the determination of whether it is a big win is made, it is confirmed whether the random number for big win determination, the random number for big win symbol determination, etc. stored in the temporary storage area of the first special figure reserved storage area are specific numerical values. For example, as specific numerical values, it is confirmed whether they are numerical values determined as big wins, numerical values determined as super reaches or reaches, etc., and further, in the case of a big win, whether it is a big win to which a probability variation game, a first short-time game or a second short-time game is assigned. Also, in this process, a pre-reading command indicating the determination result of the pre-reading determination of the first special figure is transmitted to the sub-integrated control device 42. Thereafter, in process S114, the reserved storage counter indicating the number of reserved storages is incremented, and a reserved number instruction command indicating the value of the reserved storage counter of the first special figure after incrementing is transmitted to the sub-integrated control device 42.
[0159] Incidentally, it is desirable to transmit the pre-reading command to the sub-integrated control device 42 when there is a possibility of a big win or a reach. Of course, regardless of the determination content, a configuration may be adopted in which the pre-reading command is transmitted to the sub-integrated control device 42 every time. In response to the pre-reading command, the sub-integrated control device 42 performs a pre-reading effect indicating that there is a possibility of a big win or a reach on the reserved storage symbols of the effect symbol display device 46.
[0160] In the subsequent process S115, it is determined whether or not the second special figure start port switch 504 has detected the entry of a ball into the second special figure start port 24. If the determination is negative (process S115: No), the process returns to the input determination process (see FIG. 17), and this process ends.
[0161] If the determination in process S115 is affirmative (process S115: Yes), in process S116, it is determined whether or not the number of reserved storages of the second special figure stored in the second special figure reserved storage area is full (whether or not the upper limit number has been reached). If the determination is affirmative (process S116: Yes), the process returns.
[0162] If the determination in the process S116 is negative (process S116: No), in the process S117, random numbers for jackpot determination, jackpot symbol determination, minor jackpot symbol determination, reach determination, variation pattern determination, etc. of the second special figure are extracted. The various extracted random numbers are stored in a temporary storage area of the reserved storage area for the second special figure. Further, the various random numbers stored in the temporary storage area are stored as reserved storage for the second special figure in the main storage area of the reserved storage area for the second special figure. Further, the random numbers stored in a predetermined storage area are stored as reserved storage. Even if the number of reserved storage of the second special figure is "0", various random numbers such as the win-lose random number extracted when a game ball enters the second special figure start port 24 are stored in the same manner as when there is a storage number less than the maximum value.
[0163] Subsequently, in the process S118, a pre-reading determination process of the second special figure is executed. In this pre-reading determination process, before the win-lose determination of whether it is a jackpot or not, it is confirmed whether the random numbers for jackpot determination, jackpot symbol determination, etc. stored in the temporary storage area of the reserved storage area for the second special figure are specific numerical values. For example, as specific numerical values, it is confirmed whether they are numerical values determined as jackpots, numerical values determined as super reaches or reaches, etc., and further, in the case of a jackpot, whether it is a jackpot to which a probability variable game, a first time reduction game or a second time reduction game is assigned. In this process, a pre-reading command indicating the determination result of the pre-reading determination of the second special figure is transmitted to the sub-integrated control device 42. Thereafter, in the process S119, a reserved storage counter indicating the number of reserved storage is incremented, and a reserved number instruction command indicating the value of the incremented reserved storage counter of the first special figure is transmitted to the sub-integrated control device 42.
[0164] Note that it is desirable to transmit the pre-reading command to the sub-integrated control device 42 when there is a possibility of a jackpot or a reach. Of course, regardless of the determination content, a configuration may be adopted in which the pre-reading command is transmitted to the sub-integrated control device 42 every time. In response to the pre-reading command, in the sub-integrated control device 42, a pre-reading effect suggesting the possibility of a jackpot or a reach is performed on the reserved storage symbols of the effect symbol display device 46.
[0165] In the special figure ball entry confirmation process (process S101), if the number of suspended memories is not full, the extracted random number is stored in a preset temporary storage area, and then the random number stored in the temporary storage area is stored in the main suspended memory area. Not limited to this, if the number of suspended memories is not full, the extracted random number may be stored in the temporary storage area and the main suspended memory area respectively. Further, when a random number is extracted due to a ball entry into the first special figure start port 23 or the second special figure start port 24, the extracted random number is stored in the temporary storage area. Then, it is confirmed whether the number of suspended memories is full, and if it is not full, the random number stored in the temporary storage area may be stored in the main suspended memory area. In this case, if the number of suspended memories is full, the random number stored in the temporary storage area is deleted.
[0166] In addition, in the special figure ball entry confirmation process (process S101), the look-ahead determination process determines the look-ahead of the random number stored in the temporary storage area, but not limited to this, the random number stored in the main suspended memory area may be determined for look-ahead.
[0167] (8. Right or wrong determination process) Next, with reference to the flowchart shown in FIG. 19, the right or wrong determination process (process S25) executed in the interrupt process will be described. As shown in FIG. 19, as the first process executed by the main control device 40 in the right or wrong determination process (process S25), a general figure right or wrong determination process (process S200), which is a process related to the right or wrong determination of the general figure and the winning game (general figure game), is executed.
[0168] Still, in process S200, the main control device 40 also executes processing related to the ordinary pattern winning game (ordinary pattern game) according to the validity determination of the ordinary pattern in the general drawing. In this case, if the result of the validity determination of the ordinary pattern is a winning, the main control device 40 performs control processing of the ordinary pattern game for opening and closing the ordinary electric accessory in a predetermined manner. In this ordinary pattern game process, when an ordinary pattern win occurs due to the validity determination of the ordinary pattern, the main control device 40 opens the ordinary electric accessory in a predetermined open mode after the elapse of the start interval time. Then, the main control device 40 performs processing to close the ordinary electric accessory due to the entry of a specified number of balls into the ordinary electric accessory or the elapse of the opening end time. On the other hand, if it is not an ordinary pattern win according to the validity determination of the ordinary pattern, the process returns to the validity determination process (process S25, see FIG. 19) without opening the ordinary electric accessory.
[0169] Subsequently, the main control device 40 executes a special pattern validity determination process (process S300), which is a process related to the validity determination of the first special drawing or the second special drawing, the small winning game, and the big winning game. Subsequently, the details of the special pattern validity determination process (process S300) will be described with reference to the flowcharts shown in FIGS. 20 to 24.
[0170] (8-1. Special Pattern Validity Determination Process) As shown in FIG. 20, in the "special pattern validity determination process", first, in process S300, it is confirmed whether the special electric accessory is not operating and it is determined whether it is not during the big winning game. If the determination is negative (process S300: No), the process proceeds to the "special game process" (process S400) (see FIG. 21).
[0171] If the determination is affirmative in process S300 (process S300: Yes), it is determined in process S301 whether the first special drawing or the second special drawing is in the variable stop state. If the determination is affirmative (process S301: Yes), it is determined in process S302 whether the determined symbols of the first special drawing or the second special drawing are not being displayed.
[0172] If the determination in the process S302 is affirmative (process S302: Yes), it is determined in the process S303 whether there is a reserved memory of the second special figure. If the determination is affirmative (process S303: Yes), in the process S304, the number of reserved memories of the second special figure is subtracted, and a shift process of the reserved memory is performed. By this shift process, the oldest reserved memory among the reserved memories of the second special figure becomes the target of the winning determination.
[0173] If the determination in the process S303 is negative (process S303: No), it is determined in the process S305 whether there is a reserved memory of the first special figure. If the determination is affirmative (process S305: Yes), in the process S306, the number of reserved memories of the first special figure is subtracted, and a shift process of the reserved memory is performed. By this shift process, the oldest reserved memory among the reserved memories of the first special figure becomes the target of the winning determination.
[0174] Subsequent to the process S304 or the process S306, in the process S310 shown in FIG. 21, the probability variation flag is confirmed, and it is determined whether the current game state is a special figure probability variation game state. If the determination is affirmative (process S310: Yes), in the process S311, a determination is made by comparing the winning determination table at the time of probability variation (high probability) with the winning determination random number of the reserved memory that is the target of the winning determination.
[0175] If the determination in the process S310 is negative (process S310: No), in the process S312, a determination is made by comparing the winning determination table at the normal probability (low probability) with the winning determination random number of the reserved memory that is the target of the winning determination.
[0176] Subsequently, in the process S313, it is determined whether the winning determination in the process S311 or the process S312 is a big win. If the determination is affirmative (process S313: Yes), in the process S314, a big win symbol is determined based on the big win symbol determination random number of the reserved memory that is the target of the winning determination. Subsequently, in the process S315, a variation pattern such as the variation time of the big win symbol of the special figure is determined based on the variation pattern determination random number of the reserved memory that is the target of the winning determination.
[0177] After determining the variation pattern, a jackpot setting process is performed in process S316. In this process, based on the determined jackpot symbol, the content of the jackpot game is set. Also, after the jackpot game ends, settings are made as to whether to shift the game state to the probability variation game state or to the time shortening game state, the number of consecutive probability variation times when shifting to the probability variation game state, and the number of consecutive time shortening times when shifting to the time shortening game state. Furthermore, in this process, settings are made for the number of times to reach the privilege time shortening, the number of times to reach the variation switching, the number of consecutive privilege time shortening times, the setting of the time for the jackpot start effect executed by the effect symbol display device 46, the time for the jackpot end effect, etc.
[0178] Subsequently, in process S317, a process is performed of transmitting information on hold memory after execution of the pass / fail determination (for example, information indicating a decrease in hold memory after execution of the pass / fail determination) to the sub-integrated control device 42. In the subsequent process S318, control for starting symbol variation of the first special symbol display device 281 or the second special symbol display device 283 is performed, a symbol variation start command and a symbol designation command are transmitted to the sub-integrated control device 42, and a transition is made to the "special game process" (process S400). Note that the symbol variation start command and the symbol designation command include the variation pattern of the special symbol, the determination result of the pass / fail determination of the special symbol, etc. Note that depending on the configuration, a symbol determination command for instructing the end of the variation time may be sent. However, since the variation time is specified in advance by the variation pattern or the like, it is not essential.
[0179] If the determination in process S313 is a negative determination (process S313: No), in process S320, a determination is made as to whether the pass / fail determination in process S311 or process S312 is a minor win. If the determination is an affirmative determination (process S320: Yes), in process S321, a minor win symbol is determined based on the random number for determining the minor win symbol of the second special symbol that is the subject of the pass / fail determination.
[0180] Subsequently, in process S322, based on the random number for determining the variation pattern of the second special symbol that is the subject of the pass / fail determination, a variation pattern such as the variation time of the minor win symbol of the second special symbol is determined from a variation pattern table for variations other than during jackpot time, which has been selected in advance.
[0181] Subsequently, in process S323, a small win setting process is performed. In this process, based on the determined small win symbol, settings such as the content of the small win game, the setting of the time of the small win start effect implemented by the small win effect display device 46, and the time of the small win end effect are made. Then, processes S317 and S318 are executed and the process returns.
[0182] If it is a negative determination (process S320: No) in process S320, since the first special figure or the second special figure is a losing determination, in process S325, the losing symbol of the second special figure is determined, and in process S326, based on the random number for determining the variation pattern of the second special figure that is the subject of the pass / fail determination, a variation pattern such as the variation time of the losing symbol is determined from a variation pattern table for variations other than when a big win occurs, which has been selected in advance. Next, a losing setting process is performed in process S327. Then, processes S317 and S318 are executed, and then the process returns.
[0183] If it is a negative determination in process S301 shown in FIG. 20 (process S301: no), as shown in FIG. 22, in process S330, it is confirmed whether the symbol variation time has elapsed. If it is a negative determination (process S330: No), the process proceeds to "special game process" (process S400, see FIG. 21). If it is an affirmative determination (process S330: Yes), in the confirmed symbol display process of process S331, control is performed to end the variation display of the special figure of the first special figure display device 281 or the second special figure display device 283. Then, the process proceeds to "special game process" (process S400).
[0184] If it is a negative determination in process S302 shown in FIG. 20 (process S302: No), as shown in FIG. 23, in process S340, it is determined whether the confirmed symbol display time of the first special figure or the second special figure has elapsed. If it is a negative determination (process S340: No), the process proceeds to "special game process" (process S400, see FIG. 21).
[0185] On the one hand, if it is an affirmative determination (Process S340: Yes), in Process S341, control is performed to end the display of the determined symbol of the first special figure by the first special figure display device 281 or the display of the determined symbol of the second special figure by the second special figure display device 283, and a command is transmitted to the sub-integration control device 42 to end the display of the determined pseudo-effect symbol corresponding to the first special figure or the second special figure.
[0186] Subsequently, in Process S342, it is determined whether the combination of the symbols of the first special figure or the second special figure is a winning combination. If it is an affirmative determination (Process S342: Yes), in Process S343, it is determined whether the probability variation flag indicating the probability variation game state is "1". If it is a negative determination (Process S343: No), the process proceeds to Process S345. If it is an affirmative determination (Process S343: Yes), in Process S344, the probability variation flag is reset to "0".
[0187] In Process S345, it is determined whether the time shortening flag indicating the time shortening game state is "1". If it is a negative determination (Process S345: No), the process proceeds to Process S347. If it is an affirmative determination (Process S345: Yes), in Process S346, the time shortening flag is reset to "0".
[0188] The time shortening flag is a flag indicating that the game state is in the time shortening game state. When it is set (when the value of the flag becomes "1"), the time shortening game state is set. On the other hand, when it is released (when the value of the flag becomes "0"), the non-time shortening game state is set.
[0189] Through these processes, the game states related to the probability variation game and the time shortening game during the winning game are reset to the normal game state.
[0190] Next, in Process S347, the operation of the condition device is started. The condition device operates when the winning or losing determination of the first special figure or the second special figure is a win and the winning symbol is determined and displayed, and it is a device necessary for the operation of the accessory continuous operation device in the winning game.
[0191] In the subsequent process S348, the accessory continuous operation device is operated. Further, a special electric accessory is operated according to the operation of the accessory continuous operation device. As a result, a jackpot game can be started, and in the subsequent process S349, a jackpot game start process is performed.
[0192] In the jackpot game start process, a command to start the jackpot game and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) are transmitted to the sub-integrated control device 42. Then, it proceeds to the "special game process" (process S400).
[0193] If a negative determination is made in the process S342 (process S342: No), as shown in FIG. 24, in the process S351, it is determined whether the combination of the symbols in the second special figure is a minor win. If a negative determination is made (process S351: No), the process proceeds to S354. If an affirmative determination is made (process S351: Yes), in the process S352, a start operation process of the special electric accessory is performed. In the subsequent process S353, a minor win game start process is performed. In this process, a command to start the minor win game and information related to the minor win game (minor win opening time, opening pattern, minor win ending time, etc.) are transmitted to the sub-integrated control device 42.
[0194] Next, in the process S354, it is determined whether the time-saving flag is "1". If a negative determination is made (process S354: No), the process proceeds to S358. If an affirmative determination is made (process S354: Yes), in the process S355, after shifting to the time-saving game state, the number of variations of the first special figure and the second special figure is counted (counted) by the time-saving counter. In this case, the number of variations is the sum of the number of variations of the first special figure and the second special figure.
[0195] For example, in this embodiment, the number of continuous times of the time-saving game state is 100 times or 500 times (bonus time-saving game (b time-saving)), and the count process by the time-saving counter is to subtract "1" from the count value of the time-saving counter every time there is a variation other than the big win in the first special figure and the second special figure from the number of continuous times "100" times or "500" times. Not limited to this, the process of counting the number of variations may be to add "1" to the count value of the time-saving counter from the initial value "0" every time there is a variation other than the big win in the first special figure and the second special figure.
[0196] Next, in process S356, it is determined whether or not the number of variations in the first special figure and the second special figure has reached the end number of times (100 times or 500 times) at which the time-saving game state ends. That is, it is determined whether or not the value counted in process S355 is "0" (in the configuration of adding, it is determined whether or not it is 100 or 500). If it is a negative determination (process S356: No), the process proceeds to process S358. If it is an affirmative determination (process S356: Yes), in process S357, the time-saving flag is reset to "0". As a result, the time-saving game ends, and the game state shifts to the non-time-saving game state.
[0197] In the subsequent process S358, it is determined whether or not the game state has a low probability. If it is a negative determination (process S358: No), the process proceeds to process S367. If it is an affirmative determination (process S358: Yes), in process S359, it is determined whether or not the losing symbol set according to the win / loss determination is a time-saving symbol (losing symbol 3 or losing symbol 4). If it is a negative determination (process S359: No), the process proceeds to process S362.
[0198] If it is an affirmative determination in process S359 (process S359: Yes), the process will shift to the time-saving game state. Therefore, in process S360, a predetermined number of continuous times (100 times) is set in the time-saving counter according to the time-saving symbol of the losing symbol. Next, in process S361, "1" is set in the time-saving flag. As a result, the time-saving game state is given.
[0199] In this case, when the short-time symbol is a losing symbol 3 or a losing symbol 4, a transition is made to the short-time game state after the variation of the special figure ends. Note that, even if the short-time symbol is displayed in the short-time game state, the pachinko machine 1 is made invalid. That is, a new short-time game state is not started after the variation ends, but the short-time game state before the variation is continued (the counting of the short-time counter continues).
[0200] In the subsequent process S362, a process of counting the number of non-jackpot variation displays of the first special figure and the second special figure since the end of the previous jackpot game is performed using the privilege short-time counter. The count in this case is the sum of the number of non-jackpot variation displays of the first special figure and the second special figure.
[0201] For example, in the process of counting using the privilege short-time counter, it is desirable to perform a process of adding "1" to the count value of the privilege short-time counter from the initial value "0" each time there is a variation other than the jackpot of the first special figure and the second special figure. Not limited to this, in the process of counting the number of variations other than the jackpot, the privilege short-time counter may be set with a privilege short-time reach count (800 times or 900 times) determined in advance after the end of the previous jackpot game as the count value, and a process of subtracting "1" from the count value each time there is a variation other than the jackpot of the first special figure and the second special figure may be performed. Note that the privilege short-time counter has its count value reset (cleared) to the initial value when the privilege short-time reach count is reached in the occurrence of a jackpot game (see process S349) or in a subsequent process S365.
[0202] Next, in process S363, it is determined whether or not the number of variations other than the jackpot of the first special figure and the second special figure has reached the privilege short-time reach count that grants the short-time game state. That is, it is determined whether or not the count value of the privilege short-time counter counted in process S362 is the privilege short-time reach count (in the subtraction configuration, it is determined whether or not it is "0"). If the determination is negative (process S363: No), the process proceeds to process S367.
[0203] If an affirmative determination is made in the process S363 (process S363: Yes), a process is performed to set the number of consecutive times (for example, 500 times) of the privilege short-time game state that shifts due to reaching the privilege short-time reach count in process S364. Subsequently, in process S365, the count value of the privilege short-time counter is reset to the initial value due to reaching the privilege short-time reach count.
[0204] Next, in process S366, a "1" is set to the short-time flag. As a result, the game state shifts to the privilege short-time game state due to reaching the privilege short-time reach count. Note that in the privilege short-time game state, the symbol variation time associated with the validity determination in the first special figure and the second special figure is shortened, and the short-time function of the general figure and the extended opening function of the general electric accessory (the starting port 24 in the second special figure) are provided. On the other hand, the winning probability of the general figure does not become a high probability.
[0205] In this case, if the reaching of the privilege short-time reach count is a small win variation display, it shifts to the privilege short-time game state after the end of the small win game. On the other hand, if the reaching of the privilege short-time reach count is a losing variation display, it shifts to the privilege short-time game state after the end of the variation of the special figure. Note that as described above, in the pachinko machine 1 of this embodiment, even if the privilege short-time reach count is reached in the short-time game state, the shift to the privilege short-time game state due to this is made invalid. That is, instead of newly starting the short-time game state after the end of the variation, the short-time game state before the variation continues (the counting of the short-time counter continues). However, this is an example, and a configuration may be adopted in which the privilege short-time game is started from when the privilege short-time reach count is reached in the short-time game state, or when a new short-time game is started in the short-time game state, it may shift to the one with the longer number of consecutive times. It may be appropriately adopted when determining the game performance.
[0206] Subsequently, in process S367, a state designation command indicating the state, such as whether the current gaming state is a probability-variable gaming state or a time-shortening gaming state, is transmitted to the sub-integrated control device 42 after the special symbol determination time. Note that the timing for transmitting the state designation command from the main control device 40 to the sub-integrated control device 42 is after the special symbol determination time, but it may also be configured to transmit the state designation command at the start of special symbol variation and at power recovery. Then, the process proceeds to "special gaming process" (process S400, see FIG. 21).
[0207] If the result of the winning / losing determination in the first special figure or the second special figure is a big win or a small win, the main control device 40 performs control processing for a big win gaming or a small win gaming that opens and closes the big winning opening 25 in a predetermined manner in the special gaming process (process S400).
[0208] In the special gaming process (process S400), when the result of the winning / losing determination (process S311 or S312) is a big win and the operation of the accessory continuous operation device is started (see process S348), the main control device 40 performs a big win gaming process and starts a round gaming that opens the big winning opening 25 in a predetermined opening mode after the elapse of the big win start effect time. Then, the main control device 40 performs a process of closing the big winning opening 25 and ending the round gaming when a specified number of balls enter the big winning opening 25 or when the opening end time elapses. After executing a predetermined number of rounds, the big win gaming is ended. At this time, settings such as a probability-variable gaming or a time-shortening gaming given after the end of the big win gaming are made.
[0209] Also, in the special gaming process (process S400), when the result of the winning / losing determination (process S311 or S312) is a small win and the operation of the special electric accessory is started (see process S352), the main control device 40 performs a small win gaming process and starts a small win gaming that opens the big winning opening 25 in a predetermined opening mode after the elapse of the small win start effect time. Then, the main control device 40 performs a process of closing the big winning opening 25 and ending the small win gaming when a specified number of balls enter the big winning opening 25 or when the opening end time elapses.
[0210] On the other hand, if it is not a big win or a small win, the main control device 40 returns to the win / loss determination process (process S25, see FIG. 19) without performing the big win game process and the small win game process in the special game process (process S400).
[0211] (9. Special Figure Win / Loss Judgment Performance (Variable Performance Display)) Next, the special figure win / loss judgment performance (variable performance display) implemented in accordance with the win / loss judgment of the first special figure or the second special figure will be described. The special figure win / loss judgment performance includes a "preview performance" that notifies the result of the win / loss judgment of the first special figure or the second special figure that is changing prior to the fixed display of the first special figure or the second special figure, and a "blessing performance" that blesses the transition to a big win prior to the big win game when a big win occurs due to the win / loss judgment of the first special figure or the second special figure. Furthermore, the special figure win / loss judgment performance has a configuration that includes the "light guide plate performance" and the "movable accessory performance" in the "preview performance" and the "blessing performance".
[0212] (9-1. Variable Performance Start Process) When the win / loss judgment of the first special figure or the second special figure is performed in the pachinko machine 1, the sub-integrated control device 42 controls the special figure win / loss judgment performance implemented according to the variable display of the first special figure or the second special figure. FIG. 25 shows the "variable performance start process" executed by the sub-integrated control device 42. The "variable performance start process" is a part (subroutine) of the program process executed by the sub-integrated control device 42.
[0213] The "variable performance start process" is a process of starting the pseudo-performance display by receiving a special figure change start command (process S318, see FIG. 21) from the main control device 40. And when starting the pseudo-performance display, it is a process of determining whether to perform the "light guide plate performance" or the "movable accessory performance".
[0214] As shown in FIG. 25, in the “variable effect start process”, the sub-integration control device 42 first determines whether it has received a special figure change start command from the main control device 40 (process S500). If the determination is negative (process S500: No), this process ends and returns to the main routine executed by the sub-integration control device 42.
[0215] If the determination in process S500 is affirmative (process S500: Yes), in process S501, it is determined whether the result of the hit determination is a big win by referring to the special figure change start command. If the determination is affirmative (process S501: Yes), in process S502, the content of the big win reach effect is determined. For example, in the big win reach effect determination process of process S502, it is determined whether to perform a “preview effect” using a light guide plate effect and a movable accessory effect as the content of the big win reach effect. Furthermore, in the big win reach effect determination process of process S502, it is determined whether to perform a “blessing effect” by the movable accessory effect and the light guide plate effect.
[0216] Next, in process S503, the big win effect symbol (big win pseudo-effect symbol) is determined. Note that whether to perform the “blessing effect” is not limited to the big win reach effect determination process of process S502, and it may also be determined in this process S503.
[0217] Subsequently, in process S504, by executing the variable effect start process, the pseudo-effect display of the big win is started. By this process, a command is sent to the effect symbol control device 43, and under the control of the effect symbol control device 43, a variable effect by a three-digit pseudo-effect symbol is started on the effect symbol display device 46. Then, it returns.
[0218] If the determination in the process S501 is negative (S501: No), in the process S505, it is determined whether to perform a losing reach effect when the result of the pass / fail determination is a loss by the special figure change start command from the main control device 40. If the determination is affirmative (process S505: Yes), in the process S506, the content of the losing reach effect is determined. For example, in the losing reach effect determination process of the process S506, it is determined whether to perform a "preview effect" using the light guide plate effect. Next, in the process S507, a losing effect symbol (losing pseudo-effect symbol) is determined. Thereafter, in the process S504, a variable effect that performs a losing reach effect is started.
[0219] If the determination in the process S505 is negative (process S505: No), in the process S508, the content of a normal losing effect is determined, and next, in the process S509, a losing effect symbol (losing pseudo-effect symbol) is determined. Thereafter, in the process of the process S504, a variable effect that does not perform a losing reach effect is started.
[0220] (9-2. Variable effect display mode) When the symbol change of the first special figure or the second special figure is started in accordance with the pass / fail determination by the first special figure display device 281 or the second special figure display device 283 of the pachinko machine 1, in the effect symbol display device 46, a variable effect of a pseudo-effect symbol corresponding to the first special figure or the second special figure is started. As shown in FIG. 26(a), on the display screen of the effect symbol display device 46, a pseudo-effect symbol 700 composed of three digital symbols or the like corresponding to the change of the first special figure or the second special figure is variably displayed largely in the lower half. Also, on the upper right side of the display screen, a character image 710 of "Kumakichi", which is the main character of the pachinko machine 1, is displayed. And on the lower left side of the display screen, a first hold memory display image 721 indicating the existence of the hold memory of the first special figure is displayed. Similarly, on the lower right side, a second hold memory display image 722 indicating the existence of the hold memory of the second special figure is displayed.
[0221] When the probability of a big win is high during the variation of the pseudo-performance symbol 700 in the pachinko machine 1, it develops into a reach performance. In this case, as shown in Fig. 26(b), on the display screen of the performance symbol display device 46, a reach suggestion display section 731 is displayed at the upper left, and a large reach pseudo-performance symbol 701 is displayed largely in the lower half of the display screen. For the reach pseudo-performance symbol 701, the two symbols on both sides stop as the same symbol, and only the central symbol is in the process of variation. Note that the illustrated example shows "Normal Reach (also referred to as N-Reach)".
[0222] If the result of the win / loss determination in the first special figure or the second special figure is a big win (symbol big win) in the pachinko machine 1, as shown in Fig. 26(c), a big win suggestion display section 732 is displayed at the upper left of the display screen of the performance symbol display device 46. Then, a big win pseudo-performance symbol 702 consisting of three identical symbols corresponding to the big win symbol in the first special figure or the second special figure is fixedly displayed largely in the lower half of the display screen. Also, as the character image 710, "Kuma no Tatsukichi" with a big smile is displayed.
[0223] If the result of the win / loss determination is a small win in the pachinko machine 1, as shown in Fig. 26(d), a small win pseudo-performance symbol 703 consisting of three identical small win symbols corresponding to the small win symbol in the second special figure is fixedly displayed largely in the lower half of the display screen of the performance symbol display device 46.
[0224] Also, the pachinko machine 1 is configured to be able to develop from N-Reach (see Fig. 26(b)) to "SP-Reach" shown in Fig. 27 as an effect to increase the player's expectation of a big win. As shown in Fig. 27(a), for the SP-Reach developed from N-Reach, on the display screen of the performance symbol display device 46, for example, a confrontation reach video 741 in which fighter A and fighter B confront each other is developed.
[0225] If the win / loss determination is a big win, as shown in Fig. 27(b), an SP big win suggestion display section 742 such as "Victory, Entering the Big Win" is displayed on the display screen of the performance symbol display device 46, and a fight victory big win video 743 in which the protagonist fighter A defeats the enemy fighter B is developed.
[0226] On the other hand, if the win / loss determination is a miss, as shown in FIG. 27(c), on the display screen of the effect symbol display device 46, an SP miss display section 744 such as "defeat" and a miss symbol 704 are displayed, and a combat loss miss video 745 in which the protagonist fighter A is defeated by the enemy fighter B is developed.
[0227] (9-3. Preview effect (combination of light guide plate effect and movable prop effect, first effect mode)) Then, as shown in FIGS. 28 to 29, the pachinko machine 1 can perform an effect (first effect mode) that combines a light guide plate effect and a movable prop effect as a preview effect as to whether or not to develop from an N reach to an SP reach. For example, in the preview effect when developing from an N reach to an SP reach, first, as shown in FIGS. 28 to 29(b), at the end of the N reach, a light guide plate effect is performed on the front surface of the effect symbol display device 46 ([a] in FIG. 28). Next, as shown in FIGS. 28 and 29(c), when the light guide plate effect ends, a movable prop effect is performed on the front surface of the effect symbol display device 46 ([i] in FIG. 28). After that, as shown in FIGS. 28 and 29(d), when the movable prop effect ends, it is made to develop to the SP reach on the display screen of the effect symbol display device 46.
[0228] Note that the illustrated example has described the effect when developing from an N reach to an SP reach. When not developing from an N reach to an SP reach, for example, a light guide plate effect is performed in the middle of the N reach (see FIGS. 29(a)(b)), but after the light guide plate effect ends, the N reach is continued without performing a movable prop effect.
[0229] According to the preview effect of this embodiment, by performing a light guide plate effect in the N reach, the expectation of players who hope to develop to the SP reach can be increased. And since a movable prop effect is performed after the light guide plate effect ends to suggest developing to the SP reach, the joy of players who develop to the SP reach and the expectation of players who hope to develop from the SP reach to a big win can be further increased.
[0230] (9-4. Blessing effect (combination of movable prop effect and light guide plate effect, second effect mode)) Next, with reference to FIGS. 30 and 31, an effect presentation (second effect presentation mode) that combines a movable accessory presentation and a light guide plate presentation as a beneficial effect presentation performed when a big win occurs will be described. The beneficial effect presentation is performed, for example, as shown in FIGS. 30 to 31(c), after the big win symbol 702 is confirmed and displayed from the SP reach on the effect symbol display device 46.
[0231] As shown in FIGS. 30 and 31(c), after the big win symbol 702 is confirmed on the effect symbol display device 46, a movable accessory presentation is performed in front of the effect symbol display device 46 (step [E] in FIG. 30) as the beneficial effect presentation. Then, as shown in FIGS. 30 and 31(d), when the movable accessory presentation ends, a light guide plate presentation is performed in front of the effect symbol display device 46 (step [U] in FIG. 30). After the light guide plate presentation ends, a big win game start presentation is performed, and the game shifts to the big win game.
[0232] Thus, in this embodiment, the preview presentation is a mode (first effect presentation mode) in which the movable accessory presentation is performed after the light guide plate presentation, and the beneficial effect presentation is a mode (second effect presentation mode) in which the light guide plate presentation is performed after the movable accessory presentation, and the two can be clearly distinguished.
[0233] (10. Effects of this Embodiment) The gaming machine of this embodiment has the following configuration. That is, a win / loss determination means (S311, S312) for performing a win / loss determination as to whether or not to shift to an advantageous gaming state advantageous to the player when a predetermined condition is satisfied, a production display means 46 for performing a production display indicating the result of the win / loss determination, a light guide plate 80 disposed in front of the production display means 46 and having light transmissibility for transmitting visible light, and movable accessories 60, 61, 62 whose decorative parts operate according to the progress of the game. The light guide plate 80 performs a light guide plate production in which a light guide decoration 81 appears by receiving light from a light emitter 821 provided at a predetermined position. The movable accessories 60, 61, 62 perform a movable accessory production for operating the decorative part. And it becomes possible to perform a production combining the light guide plate production and the movable accessory production according to one production display based on the win / loss determination. And as a production mode combining the light guide plate production and the movable accessory production, a first production mode in which the movable accessory production is performed after the light guide plate production and a second production mode in which the light guide plate production is performed after the movable accessory production can be performed. In the first production mode, the light guide plate production is performed as a preview production for previewing the result of the win / loss determination in the production display. In the second production mode, the light guide plate production is performed as a production for blessing that the result of the win / loss determination in the production display is a winning result.
[0234] By combining the light guide plate production, which is a simple production operation, and the movable accessory production, the pachinko machine 1 of this embodiment can be used as a preview production for shifting to a gaming state advantageous to the player or a blessing production for shifting to an advantageous gaming state. Therefore, the production effect according to the game can be improved, and a gaming machine rich in interest can be realized.
[0235] In the present embodiment, the preview performance according to the first performance mode of the light guide plate performance and the movable accessory performance is used as a preview performance that develops from the N reach to the SP reach. However, the present invention is not limited to this. For example, it is also conceivable to implement the preview performance according to the first performance mode as a preview performance that wins at the end of the SP reach. In this case, the light guide plate performance is not implemented during the symbol variation at the end of the SP reach. If the result of the win / loss determination is a win, it is conceivable to perform the movable accessory performance after the light guide plate performance and display the winning symbol in a fixed manner. Of course, if the result of the win / loss determination is not a win, the losing symbol is displayed in a fixed manner without performing the movable accessory performance after the light guide plate performance. In addition, in this case, it is desirable to perform the blessing performance during the start performance of the big win game or at the end thereof, before the start of the first round of the big win game, in order to avoid confusion with the preview performance.
[0236] Further, a configuration is also conceivable in which the light guide plate performance is performed at the start of the variation of the first special drawing or the second special drawing, and the movable accessory performance is performed at the end of the SP reach with a time interval from the light guide plate performance. In this case, although the light guide plate performance and the movable accessory performance are not performed continuously, it is assumed that the probability of developing into the SP reach is high when the light guide plate performance is performed. Then, the SP reach is configured to perform a winning / losing determination performance (hereinafter also referred to as a winning / losing determination performance) that determines whether or not a win occurs at the end. In the winning / losing determination performance, it is also conceivable to prompt the operation of the performance button and perform a movable accessory performance such that when a win is selected, the movable accessory operates, and when it is a loss, the movable accessory does not operate, based on the button operation or the elapse of a predetermined time. In this case, it is suggested that when the light guide plate performance is performed, it develops into the SP reach and the movable accessory performance is performed as the winning / losing determination performance, and thus the relevance between the light guide plate performance and the movable accessory performance is strong even with a time interval.
[0237] In addition, when the light guide plate performance is performed at the start of the variation, a configuration is also conceivable in which it is performed at the start of these variations over a plurality of variations as a preview performance based on the hold memory. Also in this case, since it can have a role of suggesting the possibility of performing the movable accessory performance before the number of variations of the hold memory that is the target of the preview, the relevance between the light guide plate performance and the movable accessory performance can be provided.
[0238] Also, as a blessing performance of the second presentation mode, in the case of an operation mode in which the movable accessory moves to a position in front of the display screen of the display device for presentation patterns from a position behind the light guide plate, it is also conceivable to perform a light guide plate performance with the movable accessory moving on the front surface of the display screen as a movable accessory performance. In that case, it is conceivable to perform a blinking performance as the light guide plate performance. In this case, when the light source of the light guide plate is lit, the light guide decoration of the light guide plate is displayed as the light guide plate performance, and when it is turned off, the operation of the movable accessory can be visually recognized, and an alternating display of the light guide plate performance and the movable accessory performance can be achieved. Also, if a winning blessing display is performed on the display screen of the presentation pattern display device, it is possible to bless the win using all the presentation means in the center of the pachinko machine, such as the light guide plate, the movable accessory, and the presentation pattern display device, and to give a high level of satisfaction to the player. Also, by performing a presentation pattern in which the light guide plate performance and the movable accessory performance are alternately shown, which is not present in the first presentation mode, the player can intuitively recognize that it is a presentation different from the preview presentation of the first presentation mode.
[0239] As described above, in the first presentation mode in which the movable accessory performance is performed after the light guide plate performance, the light guide plate performance serves as a function of announcing the performance of the movable accessory, and in the second presentation mode in which the light guide plate performance is performed after the performance of the movable accessory, not only can the win be blessed only by the display means such as the presentation pattern display device, but also the performance power can be further enhanced to bless the win in cooperation with the movable accessory and the light guide plate performance.
[0240] 〔Second Embodiment〕 Hereinafter, a pachinko machine 1 of a second embodiment to which the present invention is applied will be described with reference to FIG. 32. The basic configuration of the pachinko machine 1 of this embodiment is substantially the same as that of the first embodiment, and hereinafter, the description will focus on the differences.
[0241] (11. Preview Presentation of the Second Embodiment) In the pachinko machine 1 of this embodiment, in the light guide plate effect of the preview effect that develops from the N reach to the SP reach, it is possible to implement a plurality of types of light guide plate effect patterns in which the patterns showing the light guide decoration are different, and the reliability of the preview effect varies according to the light guide plate effect pattern.
[0242] In this embodiment, the plurality of types of light guide plate effect patterns have one image of the light guide decoration (for example, the image of "Tatsukichi the Bear"), but a plurality of types of emission colors (decoration colors) of the light guide decoration are provided, and the reliability of the preview effect varies according to the emission color. As shown in FIG. 32, it is possible to implement the effects of four types of patterns, namely "light guide plate effect pattern A" to "light guide plate effect pattern D", as light guide plate effect patterns with different emission colors.
[0243] "Light guide plate effect pattern A" is a pattern used for the preview effect (first effect mode), and the decoration color is set to "yellow". "Light guide plate effect pattern B" is a pattern used for the preview effect (first effect mode), and the decoration color is set to "green". "Light guide plate effect pattern C" is a pattern used for the preview effect (first effect mode), and the decoration color is set to "red". "Light guide plate effect pattern D" is a pattern used for the blessing effect (second effect mode), and the decoration color is set to a pattern that changes in order of yellow, green, and red.
[0244] And for the "light guide plate effect pattern A" to "light guide plate effect pattern C" of the preview effect, the reliability of the preview increases from "light guide plate effect pattern A" to "light guide plate effect pattern C". For example, "light guide plate effect pattern A" has the lowest reliability, "light guide plate effect pattern B" has a higher reliability than "light guide plate effect pattern A", and "light guide plate effect pattern C" has the highest reliability.
[0245] The pachinko machine 1 of this embodiment uses a single light guide plate 80, and the light emitters 821 arranged on the side edges 801 can emit "yellow", "green", and "red" lights individually. By changing the light emission pattern in the light emitters 821, the light guide plate effect pattern is changed.
[0246] (12. Effects of this embodiment) The pachinko machine 1 of this embodiment has the same configuration as the pachinko machine 1 of the first embodiment. In the light guide plate effect of the first effect mode, in which the movable accessory effect is performed after the light guide plate effect is performed, at least a first light guide plate effect pattern (for example, light guide plate effect pattern A) and a second light guide plate effect pattern (for example, light guide plate effect pattern C) with different light guide decoration patterns can be performed. The reliability of predicting the result of the win-lose determination is made different between the first light guide plate effect pattern and the second light guide plate effect pattern. In the second effect mode, the light guide plate effect is performed as an effect to bless that the result of the win-lose determination in the effect display is a win. In the light guide plate effect of the second effect mode, a third light guide plate effect pattern (for example, light guide plate effect pattern D) that blesses a win is performed.
[0247] According to this embodiment, similar to the first embodiment described above, by combining the light guide plate effect and the movable accessory effect, it is possible to provide a preview effect for transitioning to a game state advantageous to the player or a blessing effect for transitioning to a game state advantageous to the player. Therefore, the effect of the effect according to the game can be improved. Moreover, in the light guide plate effect in the first effect mode, a plurality of types of patterns with different decorative colors of the light guide decoration are provided, and the reliability of predicting the result of the win-lose determination is made different depending on the difference in the patterns. Therefore, a more interesting gaming machine can be provided.
[0248] Furthermore, in the above-described embodiment, the decorative colors of the light guide plate effect patterns were set to three colors, namely, "yellow", "green", and "red", but the present invention is not limited thereto, and the emission colors may be increased or decreased. In addition, the light guide plate effect patterns in the congratulatory effect are not limited to the effect of sequentially changing the three colors. For example, the emission color of the light guide decoration may be partially changed and displayed. For example, it is conceivable to color-code the light guide decoration image into three colors in the upper, middle, and lower parts.
[0249] In addition, although the configuration in which the light emission patterns are different between the first effect mode and the second effect mode has been described, for example, the "light guide plate effect pattern D" may be commonly used in both the first effect mode and the second effect mode. If the degree of expectation of the "light guide plate effect pattern D" in the first effect mode is set as the winning confirmation, then in the first effect mode, it is recognized by the player as the emission color indicating the winning confirmation, and in the second effect mode, from the perspective of setting the emission color that is the highest in terms of the degree of expectation in the first effect mode, it can be recognized that the most valuable effect pattern is used to give congratulations.
[0250] [Third Embodiment] Hereinafter, the pachinko machine 1 of the third embodiment to which the present invention is applied will be described with reference to FIG. 33. Note that the basic configuration of the pachinko machine 1 of the present embodiment is substantially the same as the basic configurations of the first embodiment and the second embodiment, and hereinafter, the description will focus on the differences.
[0251] (13. Advance Notice Effect of the Third Embodiment) Similar to the second embodiment, the pachinko machine 1 of the present embodiment is configured to be capable of implementing a plurality of types of light guide plate effect patterns in which the patterns for expressing the light guide decoration are different in the light guide plate effect of the advance notice effect as to whether or not to develop from the N reach to the SP reach, and the reliability of the advance notice effect varies according to the light guide plate effect pattern.
[0252] In this embodiment, a plurality of types of light guide plate display patterns are provided with a plurality of types of images for light guide decoration, and the reliability of the preview display varies according to the images. In this case, a plurality of types of light guide plates with different images are arranged in advance on the front side of the display pattern device 46. As shown in FIG. 33, it is possible to implement the display of four types of patterns, namely, "light guide plate display pattern E" to "light guide plate display pattern H", as light guide plate display patterns with different images.
[0253] "Light guide plate display pattern E" is a pattern used for the preview display (first display mode), and the image is set to "Tatsukichi the Bear". "Light guide plate display pattern F" is a pattern used for the preview display (first display mode), and the image is set to "Fighter B". "Light guide plate display pattern G" is a pattern used for the preview display (first display mode), and the image is set to "Fighter A". "Light guide plate display pattern H" is a pattern used for the blessing display (second display mode), and the image is set to "Fighter A'".
[0254] For the "light guide plate display pattern E" to "light guide plate display pattern G" of the preview display, the reliability of the preview increases from "light guide plate display pattern E" to "light guide plate display pattern G". For example, "light guide plate display pattern E" has the lowest reliability, "light guide plate display pattern F" has a higher reliability than "light guide plate display pattern E", and "light guide plate display pattern G" has the highest reliability.
[0255] The pachinko machine 1 of this embodiment has three light guide plates 80, and each light guide plate is irradiated with light from a light emitter attached to each light guide plate to display an image of any light guide decoration, thereby changing the light guide plate display pattern.
[0256] Also, although the configuration has been described in which the light guide plate effect patterns are made different between the first effect mode and the second effect mode, for example, "light guide plate effect pattern H" may be used in common for both the first effect mode and the second effect mode. If the expectancy level of "light guide plate effect pattern H" in the first effect mode is set as the winning determination, then in the first effect mode, it is recognized by the player as a light guide decoration indicating the winning determination, and in the second effect mode, from the viewpoint of making it the light guide decoration with the highest expectancy level in the first effect mode, it can be recognized that it is blessing with the most valuable effect pattern. In addition, it is also conceivable to use a combination of the light guide decoration of this embodiment and the emission color of the second embodiment. By doing so, more diverse expectancy expressions and blessing expressions can be made.
[0257] (14. Operational effects of this embodiment) The pachinko machine 1 of this embodiment has the same configuration as the pachinko machine 1 of the first embodiment. In the light guide plate effect of the first effect mode in which the movable accessory effect is performed after the light guide plate effect is performed, at least a first light guide plate effect pattern (for example, light guide plate effect pattern E) and a second light guide plate effect pattern (for example, light guide plate effect pattern F) with different light guide decoration patterns can be performed, and the reliability for announcing the result of the win / loss determination is made different between the first light guide plate effect pattern and the second light guide plate effect pattern. And in the second effect mode, the light guide plate effect is performed as an effect for blessing that the result of the win / loss determination in the effect display is a win. In the light guide plate effect of the second effect mode, a third light guide plate effect pattern (for example, light guide plate effect pattern H) for blessing the win is performed.
[0258] According to this embodiment, similar to the first embodiment, by combining the light guide plate effect and the movable accessory effect, it is possible to provide a pre-warning effect for transitioning to a game state advantageous to the player or a blessing effect for transitioning to an advantageous game state, so that the effect of the performance according to the game can be improved. Moreover, similar to the second embodiment, in the light guide plate effect in the first effect mode, a plurality of different patterns of the light guide decoration image are provided, and the reliability of predicting the result of the success or failure determination varies depending on the difference in the patterns, so that a more interesting pachinko machine can be provided.
[0259] [Fourth Embodiment] Hereinafter, the pachinko machine 1 of the fourth embodiment to which the present invention is applied will be described with reference to FIGS. 34 and 35. The basic configuration of the pachinko machine 1 of this embodiment is substantially the same as the basic configuration of the first embodiment, and hereinafter, the description will focus on the differences.
[0260] (15. Blessing effect of the fourth embodiment) In the pachinko machine 1 of this embodiment, in the blessing effect when a jackpot occurs, there are different effect modes in which the movable accessory effect and the light guide plate effect are carried out in cooperation, for example, a plurality of effect modes in which the start timing of the light guide plate effect carried out according to the movable accessory effect is different are provided, and the player is configured to predict whether the jackpot game is advantageous based on the start timing of the light guide plate effect.
[0261] In this embodiment, as shown in FIG. 34(a), the effect modes in which the start timings of the plurality of types of light guide plate effects are different are such that the pachinko machine 1 starts the light guide plate effect [Ka] immediately after the end of the movable accessory effect [Ki] (sequential effect mode, second effect mode A pattern), and as shown in FIG. 34(b), starts the light guide plate effect [Ku] during the implementation of the movable accessory effect [Ke] (overlapping effect mode, second effect mode B pattern).
[0262] Then, the pachinko machine 1 has a configuration in which the ratios of implementing the "sequential performance mode" and the "duplicate performance mode" in the blessing performance are different according to the content of the jackpot game that shifts due to the occurrence of a jackpot. As shown in FIG. 35, in the "first jackpot" where the number of rounds of the jackpot game is small and the advantage degree is the lowest, the ratio of implementing the "sequential performance mode" is 90%, and the "duplicate performance mode" is 10%. Next, in the "fifth jackpot" where the advantage degree is low, the ratio of implementing the "sequential performance mode" is 80%, and the "duplicate performance mode" is 20%.
[0263] On the other hand, in the "third jackpot" where the number of rounds of the jackpot game is the largest and the advantage degree is the highest, which shifts to a short-variable-time state, the pachinko machine 1 sets the ratio of implementing the "duplicate performance mode" to 90% and the ratio of the "sequential performance mode" to 10%. Next, in the "fourth jackpot" where the advantage degree is high, the ratio of the "duplicate performance mode" is set to 80%, and the ratio of the "sequential performance mode" is set to 20%. Incidentally, in the "second jackpot" where the advantage degree is intermediate among the five jackpots, the pachinko machine 1 sets the ratios of both the "duplicate performance mode" and the "sequential performance mode" to 50%.
[0264] In this way, it can be predicted that the pachinko machine 1 has a high advantage degree as a jackpot game if it is a performance in the "duplicate performance mode" in the blessing performance, while it can be predicted that the advantage degree as a jackpot game is not very high if it is a performance in the "sequential performance mode".
[0265] (16. Effects of this embodiment) The pachinko machine 1 of this embodiment has the same configuration as the pachinko machine 1 of the first embodiment, and in the performance of the second performance mode in which the light guide plate performance is implemented after the movable accessory performance so as to bless that the result of the win / loss determination is a win, the sequential performance mode in which the light guide plate performance is implemented after the end of the movable accessory performance and the duplicate performance mode in which the light guide plate performance is started during the implementation of the movable accessory performance can be implemented, and the ratio of implementing the sequential performance mode and the ratio of implementing the duplicate performance mode are different according to the game content of the advantageous game state implemented by the win of the win / loss determination.
[0266] According to this embodiment, similar to the first embodiment, by combining the light guide plate effect and the movable accessory effect, it is possible to perform a pre-warning effect for transitioning to a game state advantageous to the player or a blessing effect for transitioning to an advantageous game state, so that the effect of the performance according to the game can be improved. Moreover, even if the order of the movable accessory effect and the light guide plate effect is the same, the degree of expectation of the game content in the advantageous game state can be changed according to the timing of the light guide plate effect, diversifying the performance and providing a more interesting pachinko machine.
[0267] 〔Fifth Embodiment〕 Hereinafter, the pachinko machine 1 of the fourth embodiment to which the present invention is applied will be described with reference to FIG. 36. Note that the basic configuration of the pachinko machine 1 of this embodiment is substantially the same as the basic configuration of the first embodiment, and hereinafter, the description will focus on the differences.
[0268] (17. Blessing Effect of the Fifth Embodiment) The blessing effect by the second effect mode combining the movable accessory effect and the light guide plate effect is not limited to the blessing at the occurrence of a jackpot. Therefore, in the pachinko machine 1 of this embodiment, it is configured to perform an effect as if the jackpot game is upgraded from a game with a low degree of advantage to a game with a high degree of advantage, and to bless this upgrade.
[0269] For example, although the actual jackpot of the pachinko machine 1 is highly advantageous at 4R or higher of the "first jackpot", it appears as if it is the "first jackpot" at the time of the jackpot and at the start of the jackpot game. Then, as shown in FIG. 36(a), on the fourth round of the jackpot, a jackpot 4R image 762 as if the next round can be continued is displayed to give the player an expectation of continuing the jackpot round.
[0270] Thereafter, at the end of the fourth round or at the end of the fourth round, as shown in FIGS. 36(b) to 36(c), a blessing effect by the movable accessory effect and the light guide plate effect is performed. Then, as shown in FIG. 36(d), on the fourth round of the jackpot, a jackpot 5R image 763 as if the next round can be continued is displayed to continue the jackpot round.
[0271] (18. Effects of this embodiment) According to this embodiment, the same effects as those of the first embodiment can be achieved. Moreover, the use of the blessing performance by combining the movable accessory performance and the light guide plate performance can be extended, diversifying the performance and providing a more interesting gaming machine.
[0272] In addition, in this embodiment, the blessing performance by combining the movable accessory performance and the light guide plate performance may be used for the blessing at the time of upgrading from the non-probability variable gaming state to the probability variable gaming state or the blessing at the time of upgrading from the non-time-limited gaming state to the time-limited gaming state.
[0273] Furthermore, the gaming machine of the present invention is not limited to the above-described first to fifth embodiments, and it goes without saying that various implementations can be made without departing from the gist of the present invention. For example, not limited to the blessing performance, the preview performance by the first performance mode of the combination of the light guide plate performance and the movable accessory performance is used for the upgrade of the big win gaming from a game with a low degree of advantage to a game with a high degree of advantage, for example, the round upgrade performance of the big win gaming, the upgrade from the non-probability variable gaming state to the probability variable gaming state, or the preview of the upgrade from the non-time-limited gaming state to the time-limited gaming state. Also, in the preview performance by the first performance mode, when the movable accessory performance is carried out in cooperation with the light guide performance, it is possible to implement the first performance mode A pattern and the first performance mode B pattern in which the implementation patterns of carrying out the light guide plate performance and the movable accessory performance in cooperation are different, and it is also conceivable that the first performance mode A pattern and the first performance mode B pattern have different degrees of reliability of the preview.
[0274] Furthermore, the gaming machine of the present invention may be applied to an enclosed gaming machine or a rotating drum gaming machine that collects the displayed and launched game balls inside the gaming machine, launches them again by the launching device, and manages the number of balls held by the player as data using a storage medium such as an IC card.
Explanation of reference numerals
[0275] 1: Pachinko machine, 2: Game board, 20 Game areas, 23: First special figure start port, 24: Second special figure start port, 25: Big winning port, 281: First special figure display device, 283: Second special figure display device, 40: Main control device (judgment means), 42: Sub-integrated control device, 46: Performance symbol display device (performance display device), 60: Upper accessory (movable accessory), 61: Sword accessory (movable accessory), 62: Shield accessory (movable accessory), 80: Light guide plate, 81: Light guide decoration, 821: Light emitter (light emitting member)
Claims
【Claim 1】 Judgment means for performing a pass / fail judgment on whether or not to shift to an advantageous gaming state that is advantageous to the player when a predetermined condition is satisfied; Effect display means for performing an effect display showing the result of the pass / fail judgment based on the pass / fail judgment; A light guide plate having light transmissivity that transmits visible light and is disposed in front of the effect display means; A gaming machine including a movable accessory in which a decorative part operates according to the progress of the game, The light guide plate is configured to perform a light guide plate effect for displaying a light guide decoration by receiving light from a light emitting member provided at a predetermined position; The light guide plate effect includes a preview effect for previewing the result of the pass / fail judgment, and includes at least a first light guide decoration suggesting the degree of expectation of shifting to the advantageous gaming state by the pass / fail judgment and a second light guide decoration having a higher degree of expectation than the first light guide decoration; The movable accessory is configured to perform a movable accessory effect for operating the decorative part; In the movable accessory effect, the movable accessory moves to a position in front of the effect display means and behind the light guide plate; An effect combining the light guide plate effect and the movable accessory effect can be performed according to one of the effect displays based on the pass / fail judgment; As an effect mode combining the light guide plate effect and the movable accessory effect, at least after starting the light guide plate effect by the first light guide decoration or the second light guide decoration, a first effect mode in which the movable accessory effect is started at a timing that does not overlap with the execution timing of the light guide plate effect, and after starting the movable accessory effect, a second effect mode in which the light guide plate effect for performing display while blinking the second light guide decoration is started at a timing that overlaps with the execution timing of the movable accessory effect can be implemented; In the first effect mode, the light guide plate effect and the movable accessory effect are performed as the preview effect; A gaming machine characterized in that in the second effect mode, the light guide plate effect and the movable accessory effect are performed as an effect for blessing that the result of the pass / fail judgment in the effect display is a winning.
Citation Information
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