gaming machines
The gaming machine addresses recognition challenges by using pre-display light emission and varying light and sound cues to make specific displays more prominent, improving player engagement and perceived chances of favorable outcomes.
Patent Information
- Application Number
- JP2020041574
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-03-11
- Publication Date
- 2025-07-31
- Estimated Expiration
- 2040-03-11
AI Technical Summary
Conventional gaming machines face challenges in ensuring that players can easily recognize specific displays that are the target of light emission effects, particularly due to timing issues with the start of these effects.
The gaming machine employs a light-emitting means that emits light before the completion of a specific display, uses moving and pseudo-moving body displays, and executes light emission effects in different periods with varying intensities to enhance recognition and prominence, along with sound and visual cues to notify players of advantageous states.
This approach significantly enhances player recognition of specific displays and maintains interest by making light emission effects more noticeable and timely, thereby increasing the perceived chances of favorable game outcomes.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of executing variable display and controllable to an advantageous state favorable to a player.
Background Art
[0002] In conventional gaming machines, based on the establishment of a predetermined condition (entry of a game ball into a starting area), a specific display (a hold display or an active display) based on the establishment of the predetermined condition is displayed on a display means, and a preview notice suggesting that variable display based on the establishment of the predetermined condition is controlled to an advantageous state from before the start of the variable display is executable.
[0003] Furthermore, some conventional gaming machines are capable of executing a preview notice (a specific light emission effect) by causing light emission means provided in the gaming machine to emit light (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in Patent Document 1, depending on the timing when the display of the specific display starts and the timing when the specific light emission effect starts, it is conceivable that the player may have difficulty recognizing the specific display that is the target of the specific light emission effect.
[0006] The present invention has been made paying attention to such problems, and an object thereof is to provide a gaming machine capable of making it easy for a player to recognize a specific display that is the target of a specific light emission effect.
Means for Solving the Problems
[0007] The gaming machine of means A is a gaming machine capable of executing variable display and controllable to an advantageous state advantageous to the player, a light-emitting means capable of emitting light, a display means capable of displaying a specific display corresponding to the variable display and capable of moving and displaying a pseudo moving body display from a first display position to a second display position different from the first display position, an effect execution means capable of executing a specific display effect for displaying the specific display and a specific light emission effect for causing the light-emitting means to emit light based on the establishment of a start condition, The effect execution means executes the specific light emission effect so that the light emission of the light-emitting means becomes recognizable to the player before the display of the specific display is completed in the specific display effect, is capable of executing a special effect for notifying that it is controlled to the advantageous state, is capable of executing a specific effect before the special effect is executed, The display means is capable of moving and displaying the pseudo moving body display in the specific effect, when moving and displaying the pseudo moving body display in the specific effect, after moving and displaying the pseudo moving body display from the first display position to the second display position, it is possible to make it non-displayed without moving and displaying it from the second display position, When the specific light emission effect is executed, the ratio of being controlled to the advantageous state is higher than when the specific light emission effect is not executed, The foregoing The specific light emission effect is an effect in which the light-emitting means emits light in a predetermined manner corresponding to the specific light emission effect in a first period from the start of the specific light emission effect to a predetermined timing, and the light-emitting means emits light in a specific manner with a lower degree of emphasis than the predetermined manner in a second period from the predetermined timing to a specific timing of the variable display that is the target of the specific light emission effect, The second period includes a period before the variable display, which is the target of the specific light emission effect, is executed, and a period during the execution of the variable display, which is the target of the specific light emission effect. The specific timing is a timing earlier than the timing at which the variable display result in the variable display that is the target of the specific light emission effect is derived. is characterized by the following. Furthermore, the gaming machine of means 1 is a gaming machine (e.g., pachinko gaming machine 1) capable of executing variable display and controllable to an advantageous state (e.g., jackpot gaming state) advantageous to the player, a light-emitting means capable of emitting light (e.g., main lamp 9a, frame lamp 9b, attacker lamp 9c, movable body lamp 9d, winning flash lamp 135SG009F), a display means (e.g., image display device 5) capable of displaying a specific display (e.g., hold display and active display) corresponding to the variable display, a specific display effect (e.g., the part of displaying the hold display or the active display in any of display patterns α to γ) for displaying the specific display based on the establishment of a predetermined condition (e.g., occurrence of a start winning), and a specific light-emitting effect (e.g., winning flash effect) for causing the light-emitting means to emit light, and an effect execution means (e.g., effect control CPU 120) capable of executing the above, is provided with the effect execution means executes the specific light-emitting effect so that the light emission of the light-emitting means becomes recognizable to the player before the display of the specific display is completed in the specific display effect (e.g., as shown in FIGS. 10-28, 10-29(A) to 10-32(H), 10-49(A) to 10-50(D), the part of lighting the winning flash lamp 135SG009F before the display of the hold display is completed), the ratio of being controlled to the advantageous state is higher when the specific light-emitting effect is executed than when the specific light-emitting effect is not executed (e.g., as shown in FIG. 10-24, when the winning flash effect is executed, the ratio of being controlled to the jackpot gaming state is higher than when the winning flash effect is not executed), the light-emitting means includes a first light-emitting means (e.g., winning flash lamp 135SG009F) and a second light-emitting means different from the first light-emitting means (e.g., main lamp 9a, frame lamp 9b, attacker lamp 9c, movable body lamp 9d), The first light-emitting means emits light in a manner corresponding to the specific light-emitting effect during a first period from the start of the specific light-emitting effect to a predetermined timing (for example, the period from the start of the flash effect at the time of winning in the previous period to the end timing of the flash effect at the time of winning in the previous period), and during a second period from the predetermined timing to a specific timing of the variable display that is the target of the specific light-emitting effect (for example, the period from the start of the flash effect at the time of winning in the later period to the start timing of the reach effect of the variable display that is the target of the flash effect at the time of winning). (For example, as shown in FIG. 10-28, the winning flash lamp 135SG009F blinks at luminance C1 and period T1 during the execution period of the flash effect at the time of winning in the previous period, and blinks at luminance C2 and period T2 during the execution period of the flash effect at the time of winning in the later period). The second light-emitting means emits light in a manner corresponding to the specific light-emitting effect during the first period, and emits light in a manner corresponding to the variable display being executed during the second period. (For example, as shown in FIG. 10-28, the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, and the movable body lamp 9d blink at luminance C1 and period T1 during the execution period of the flash effect at the time of winning in the previous period, and blink at luminance C2 and period T0 during the execution period of the flash effect at the time of winning in the later period). Furthermore, The display means is capable of moving and displaying a pseudo-movable body display from a first display position to a second display position different from the first display position. A movable body that can move from a first position to a second position different from the first position, Effect execution means capable of executing an effect, and is provided with The effect execution means executes a pseudo-movable body display effect that moves and displays the pseudo-movable body display from the first display position to the second display position, and a movable body effect that moves the movable body from the first position to the second position, and is capable of executing When the moving body performance and the pseudo moving body display performance are executed by the performance execution means during a predetermined period, the ratio of being controlled in the advantageous state is higher than when the pseudo moving body display performance is executed without the moving body performance being executed by the performance execution means during the predetermined period. It is characterized by this. According to this feature, since the light emitting means emits light before the completion of the specific display, it becomes easier for the player to recognize the specific display that is the target of the specific light emission performance. Also, in the first period of the specific light emission performance, not only the first light emitting means but also the second light emitting means can emit light in a manner corresponding to the specific light emission performance, so that the specific light emission performance can be made more prominent. Therefore, it becomes even easier for the player to recognize the specific display that is the target of the specific light emission performance. Furthermore, the player can be made to pay attention to the execution of the moving body performance and the pseudo moving body display performance.
[0008] In addition, the mode for implementing the invention described later includes the invention related to the following gaming machine (A). Conventionally, in a gaming machine, as shown in Japanese Patent Application Laid-Open No. 2019-92949, it is possible to execute a performance using an operable moving body, and by moving and displaying a pseudo moving body display, it is possible to execute a performance similar to the performance of moving a moving body as a structure. However, in such a gaming machine, there is a problem that it only moves and displays the pseudo moving body in the same way as the moving body, and the interest of the performance cannot be enhanced. In view of this point, there is a demand for providing a gaming machine that can enhance the interest of the pseudo moving body display.
[0009] The gaming machine according to means (A) is A gaming machine that can be controlled to an advantageous state advantageous to the player, Display means capable of moving and displaying a pseudo moving body display from a first display position to a second display position different from the first display position, A moving body movable from a first position to a second position different from the first position, Performance execution means capable of executing a performance, and is provided with The performance execution means is A pseudo-movable body display effect for moving and displaying the pseudo-movable body display from the first display position to the second display position, A movable body effect for moving the movable body from the first position to the second position, are executable, When the movable body effect and the pseudo-movable body display effect are executed by the effect execution means within a predetermined period, the ratio of being controlled to the more advantageous state is higher than when only the pseudo-movable body display effect is executed without the movable body effect being executed by the effect execution means within the predetermined period. It is characterized by this. According to this feature, the player can be made to pay attention to the execution of the movable body effect and the pseudo-movable body display effect.
[0010] Note that this invention may have only the invention specific matters described in the claims of this invention, or may have configurations other than the invention specific matters together with the invention specific matters described in the claims of this invention.
Brief Description of the Drawings
[0011]
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Embodiments for Carrying Out the Invention
[0012] (Basic Explanation) First, the basic configuration and control of the pachinko game machine 1 (which is also the configuration and control of a general pachinko game machine) will be described.
[0013] (Form) The game machine of Form 1 is a game machine (for example, the pachinko game machine 1) capable of executing variable display and controllable to an advantageous state (for example, a jackpot game state) advantageous to the player, light-emitting means capable of emitting light (for example, the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, the moving body lamp 9d, the lamp 135SG009F for flash at the time of winning), display means capable of displaying a specific display (for example, a hold display and an active display) corresponding to the variable display (for example, the image display device 5), Based on the fulfillment of predetermined conditions (for example, the occurrence of a start winning), a specific display effect (for example, a part that displays a hold display or an active display in any of display patterns α to γ, a specific display start effect) for displaying the specific display, and a specific light emission effect (for example, a winning flash effect) for causing the light emitting means to emit light, an effect execution means (for example, an effect control CPU 120) capable of executing the above is provided. is provided with The effect execution means executes the specific light emission effect so that the light emission of the light emitting means becomes recognizable to the player before the display of the specific display is completed in the specific display effect (for example, as shown in FIGS. 10-28, 10-29(A) to 10-32(H), 10-49(A) to 10-50(D), a part that turns on the winning flash lamp 135SG009F before the display of the hold display is completed). The ratio of being controlled to an advantageous state is higher when the specific light emission effect is executed than when the specific light emission effect is not executed (for example, as shown in FIG. 10-24, when the winning flash effect is executed, the ratio of being controlled to a big win gaming state is higher than when the winning flash effect is not executed). The light emitting means includes a first light emitting means (for example, the winning flash lamp 135SG009F) and a second light emitting means different from the first light emitting means (for example, the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, the movable body lamp 9d). The first light-emitting means emits light in a manner corresponding to the specific light-emitting effect during a first period from the start of the specific light-emitting effect to a predetermined timing (for example, the period from the start of the flash effect at the time of winning in the previous period to the end timing of the flash effect at the time of winning in the previous period), and during a second period from the predetermined timing to the specific timing of the variable display that is the target of the specific light-emitting effect (for example, the period from the start of the flash effect at the time of winning in the later period to the start timing of the reach effect of the variable display that is the target of the flash effect at the time of winning) (for example, as shown in FIGS. 10-28, the winning flash lamp 135SG009F blinks at luminance C1 and period T1 during the execution period of the flash effect at the time of winning in the previous period, and blinks at luminance C2 and period T2 during the execution period of the flash effect at the time of winning in the later period). The second light-emitting means emits light in a manner corresponding to the specific light-emitting effect during the first period, and emits light in a manner corresponding to the variable display being executed during the second period (for example, as shown in FIGS. 10-28, the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, and the movable body lamp 9d blink at luminance C1 and period T1 during the execution period of the flash effect at the time of winning in the previous period, and blink at luminance C2 and period T0 during the execution period of the flash effect at the time of winning in the later period). @ It is characterized by this. According to this feature, since the light-emitting means emits light before the completion of the specific display, it becomes easier for the player to recognize the specific display that is the target of the specific light-emitting effect. Also, during the first period of the specific light-emitting effect, not only the first light-emitting means but also the second light-emitting means can emit light in a manner corresponding to the specific light-emitting effect, so that the specific light-emitting effect can be made more prominent. Therefore, it becomes even easier for the player to recognize the specific display that is the target of the specific light-emitting effect.
[0014] The gaming machine of Form 2 is the gaming machine described in Form 1, The specific display performance includes an appearance performance section where the appearance performance of the specific display is executed (for example, as shown in FIGS. 10-15, FIGS. 10-30(D) to 10-32(H), FIGS. 10-49(B) to 10-50(D), the section where an appearance animation is displayed in which a held display or an active display gradually appears from the bottom to the top when the performance control CPU 120 executes a specific display start performance execution process) and a periodic performance section where a periodic performance in which the display mode of the specific display periodically changes at a predetermined position after the appearance performance is executed (for example, as shown in FIGS. 10-15, FIGS. 10-30(D) to 10-32(H), FIGS. 10-49(B) to 10-50(D), the section where a held display or an active display is displayed as a rotation animation when the performance control CPU 120 executes a specific display rotation display performance execution process). The timing at which the display of the specific display is completed is the start timing of the periodic performance (for example, as shown in FIGS. 10-19 and 10-20, the part where the rotation animation of these held displays or active displays is started from the timing when the appearance animation of the held display or active display is completed). It is characterized by this. According to this feature, the player's attention to the specific display can be enhanced.
[0015] The gaming machine of Form 3 is the gaming machine described in Form 1 or Form 2, The performance execution means can start the specific light emission performance before the start of the specific display performance (for example, as shown in FIGS. 10-29(A) to 10-32(H), when executing a specific display start performance B, the winning flash lamp 135SG009F, main lamp 9a, frame lamp 9b, attacker lamp 9c, movable body lamp 9d as a winning flash performance emit light from a timing before the start of the display of the held display or active display). It is characterized by this. According to this feature, since the specific light emission performance is started before the start of the specific display performance, the specific light emission performance can be made more prominent.
[0016] The gaming machine of Form 4 is a gaming machine described in any one of Forms 1 to 3, and the specific display effect includes an appearance effect (for example, a specific display start effect) in which the specific display appears, the display means can display the specific display in a plurality of different display modes (for example, a specific display start effect A that only executes an appearance animation in which a held display or an active display gradually appears from the bottom to the top, and a specific display start effect B in which a held display or an active display gradually appears from the bottom to the top after the character A acts on the first held memory display area 135SG005D or the active display area 135SG005A), the period of the appearance effect varies depending on the display mode of the specific display (for example, the specific display start effect A is 0.2 seconds, and the specific display start effect B is 1.2 seconds), the specific light emission effect starts before the end timing of the appearance effect with the shortest period (for example, as shown in FIGS. 10-28 and 10-49(A) to 10-50(D), the winning flash effect starts before the end timing of the specific display start effect A), and is characterized by this. According to this feature, regardless of the display mode of the specific display, the specific light emission effect can be started before the appearance effect ends, so that the player can surely recognize the specific display that is the target of the specific light emission effect.
[0017] The gaming machine of Form 5 is a gaming machine described in any one of Forms 1 to 4, and the effect execution means starts the specific light emission effect after once controlling the first light emission means and the second light emission means to a low brightness state (for example, as shown in FIGS. 10-28, 10-29(A), 10-29(B), 10-49(A), and 10-49(B), when it is determined to execute the winning flash effect based on a start winning, the lamp 135SG009F for the winning flash, the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, and the movable body lamp 9d are turned off once), and is characterized by this. This feature makes it easier for players to recognize the start of a specific light-emitting effect. It should be noted that the "low luminance state" in the present invention includes not only a state in which light is emitted at low luminance but also a state in which no light is emitted.
[0018] A gaming machine of form 6 is a gaming machine according to any one of forms 1 to 5, The effect execution means controls the display means to a low visibility state and then starts the specific light emission effect (for example, as shown in variant example 135SG-11, in the case of executing a flash effect when a prize is won, the brightness of a backlight or the like built into the image display device 5 is temporarily reduced to reduce the visibility of the image displayed on the image display device 5, and then the flash effect when a prize is won is started). It is characterized by the following. This feature makes it easier for players to recognize the start of a specific light-emitting effect. In addition, the "low visibility state" in the present invention includes a state in which the visibility of the display means is reduced compared to the immediately preceding state, and also includes a state in which the visibility of the display is reduced by means other than reducing the brightness of the display means.
[0019] A gaming machine of aspect 7 is a gaming machine according to any one of aspects 1 to 6, The effect execution means is capable of executing a suggestive effect (for example, a preview effect) that suggests that the variable display will be controlled to an advantageous state while the variable display is being executed, and is capable of executing the specific light-emitting effect when the suggestive effect is being executed and when the suggestive effect is not being executed (for example, as shown in Figures 10-29(A) to 10-48(n) and 10-49(A) to 10-68(n), a portion that can execute a flash effect when a winning prize is won and when the preview effect is not being executed), The sound output means (for example, speakers 8L and 8R) is provided, which can output a variable display corresponding sound (variable display corresponding sound shown in FIG. 10-28) corresponding to the variable display, a suggestive effect corresponding sound (preview effect corresponding sound shown in FIG. 10-29(A)) corresponding to the suggestive effect, and a specific light emitting effect corresponding sound (winning flash effect corresponding sound shown in FIG. 10-29(B)), The sound output means When the specific light-emitting effect is being executed while the variable display corresponding sound is being output, the specific light-emitting effect corresponding sound can be output in priority to the variable display corresponding sound being output (for example, as shown in FIG. 10-29(B), when a flash effect is executed when a prize is won while the variable display is being executed, the variable display corresponding sound is output from speakers 8L and 8R at volume V2, while the flash effect corresponding sound when a prize is won is output at volume V1 (V1>V2)), When the specific light-emitting effect is being executed while the suggestive effect corresponding sound is being output, the specific light-emitting effect corresponding sound can be output in priority to the suggestive effect corresponding sound being output (for example, as shown in FIG. 10-29(B), when a winning flash effect is executed during the execution of a preview effect, the preview effect corresponding sound is output from speakers 8L and 8R at volume V2, while the winning flash effect corresponding sound is output at volume V1 (V1>V2)). It is characterized by the following. According to this feature, even if a variable display corresponding sound or a suggestion effect corresponding sound is output, the specific light-emitting effect corresponding sound becomes easier to hear, and the output of the specific light-emitting effect corresponding sound makes it easier for the player to recognize that a specific light-emitting effect is being executed.
[0020] The gaming machine of aspect 8 is the gaming machine according to any one of aspects 1 to 7, a sound output means (for example, speakers 8L and 8R) capable of outputting sound; The effect execution means outputs a sound corresponding to the specific light-emitting effect from the sound output means in the specific light-emitting effect before the completion of the display of the specific display and the light emission of the light-emitting means (for example, as shown in Figures 10-28, 10-29(A) to 10-32(H), and 10-49(A) to 10-50(D), when it is determined that a flash effect will be executed upon a start winning, the sound corresponding to the flash effect upon winning starts to be output from the speakers 8L and 8R, and then the flash lamp 135SG009F for the flash upon winning starts to blink, and the animation of the appearance of the pending display or active display is completed). It is characterized by the following. According to this feature, the output of the sound corresponding to the specific light-emitting effect allows the player to quickly recognize that a predetermined condition has been met, thereby increasing the player's interest in the game.
[0021] A gaming machine of aspect 9 is the gaming machine according to any one of aspects 1 to 7, a sound output means (for example, speakers 8L and 8R) capable of outputting sound; The effect execution means, in the specific light emitting effect, A sound corresponding to a specific light-emitting effect can be output from the sound output means (for example, a part that can output a sound corresponding to a flash effect when winning from speakers 8L and 8R), The light emitting means emits light before the completion of the display of the specific display and the output of the sound corresponding to the specific light emitting effect (for example, as shown in variant example 135SG-12, when it is determined that a flash effect will be executed upon winning a prize, the flash lamp 135SG009F for flashing upon winning starts to flash, and then the sound corresponding to the flash effect upon winning is output from the speakers 8L and 8R, and the appearance animation of the pending display and the active display is completed). It is characterized by the following. According to this feature, the light emitted by the light emitting means can make the player quickly recognize that the predetermined condition has been met, thereby increasing the player's interest in the game.
[0022] A gaming machine according to a tenth aspect is the gaming machine according to any one of the first to ninth aspects, The specific light emitting effect is an effect in which the first light emitting means emits light in a predetermined manner that is a manner corresponding to the specific light emitting effect during the first period, and the first light emitting means emits light in a specific manner that is less emphasized than the predetermined manner during the second period (for example, as shown in FIG. 10-28, during the execution period of the early winning flash effect, the winning flash lamp 135SG009F is flashed at brightness C1, and during the execution period of the late winning flash effect, the winning flash lamp 135SG009F is flashed at brightness C2 (C1>C2)). It is characterized by the following. According to this feature, by making at least the first light-emitting means emit light in a predetermined manner, the player can be made aware of the start of a specific light-emitting effect, and it is possible to prevent the first light-emitting means from continuing to emit light in a predetermined manner during the second period, which would interfere with other effects and reduce the player's interest in the game. It should be noted that the "specific mode with a low degree of emphasis" in the present invention includes a slow blinking mode with a low degree of emphasis due to a slow blinking speed.
[0023] A gaming machine according to an eleventh aspect is the gaming machine according to the tenth aspect, The second period includes a period before the variable display that is the target of the specific light-emitting effect is executed and a period during which the variable display that is the target of the specific light-emitting effect is executed (for example, as shown in FIG. 10-28, the execution period of the later winning flash effect is a portion that includes a period during which the variable display that precedes the variable display that is the target of the winning flash effect is executed and a period during which the variable display that is the target of the winning flash effect is executed). It is characterized by the following. According to this feature, the first light-emitting means emits light in a specific manner both before and after the start of the variable display that is the target of the specific light-emitting effect, making it easier for the player to recognize that it is a variable display of the target, thereby increasing the player's interest in the game.
[0024] A gaming machine according to a twelfth aspect is the gaming machine according to the tenth or eleventh aspect, The first light-emitting means emits light in the predetermined manner when a variable display that is the target of the specific light-emitting effect starts (for example, as shown in variant example 135SG-13, a part that causes a winning flash lamp 135SG009F to flash at brightness C1 and cycle T1 when a variable display that is the target of a winning flash effect starts). It is characterized by the following. This feature makes it easier for the player to recognize that the variable display is the target of a specific light-emitting effect, thereby increasing the player's interest in the game.
[0025] A gaming machine of aspect 13 is the gaming machine according to any one of aspects 1 to 12, The display means displays a specific light emission effect corresponding image corresponding to the specific light emission effect in the first period in a first display mode, and displays the specific light emission effect corresponding image in a second display mode with a lower degree of emphasis than the first display mode in the second period (for example, as shown in FIGS. 10-28, during the execution period of the flash effect at the time of winning in the previous period, the effect image 135SG005E is displayed on the image display device 5, and during the execution period of the flash effect at the time of winning in the latter period, the silhouette image 135SG005S is displayed on the image display device 5). It is characterized by this. According to this feature, in the first period, the display means can make the player recognize the start of the specific light emission effect by displaying the specific light emission effect corresponding image in the first display mode, and in the second period, the display means displays the specific light emission effect corresponding image in the second display mode, so that it is possible to prevent the display means from continuing to display the specific light emission effect corresponding image in the first display mode and causing an obstacle to other displays and reducing the gaming interest.
[0026] The gaming machine of form 14 is the gaming machine described in form 13, When the variable display that is the target of the specific light emission effect is started, the display means displays the specific light emission effect corresponding image in the first display mode (for example, as shown in Modification 135SG-13, when the variable display that is the target of the flash effect at the time of winning is started, the effect image 135SG005E is displayed on the image display device 5). It is characterized by this. According to this feature, it is easy for the player to recognize that it is a variable display that is the target of the specific light emission effect, and the gaming interest can be improved.
[0027] The gaming machine of form 15 is the gaming machine described in any one of forms 1 to 14, It includes sound output means (for example, speakers 8L, 8R) capable of outputting a specific light emission effect corresponding sound corresponding to the specific light emission effect. The sound output means outputs the specific light-emitting effect corresponding sound in a first output mode during the first period, and does not output the specific light-emitting effect corresponding sound or outputs it in a second output mode having a lower intensity than the first output mode during the second period (for example, as shown in FIG. 10-28, during the execution period of the early winning flash effect, the sound corresponding to the winning flash effect is output from speakers 8L and 8R at volume V1, and during the execution period of the late winning flash effect, the sound corresponding to the winning flash effect is output from speakers 8L and 8R at volume V2 (V1>V2)), It is characterized by the following. According to this feature, by outputting the sound corresponding to the specific light-emitting effect in the first output mode, it becomes possible for the player to easily recognize that the specific light-emitting effect has started, and by not outputting the sound corresponding to the specific light-emitting effect or outputting it in the second output mode while the specific light-emitting effect is being executed, it is possible to prevent a decrease in interest in the game due to other effects being obstructed by the sound corresponding to the specific light-emitting effect.
[0028] A gaming machine according to a sixteenth aspect is the gaming machine according to the fifteenth aspect, The sound output means outputs the specific light-emitting effect corresponding sound in the first output mode when a variable display that is the target of the specific light-emitting effect starts (for example, as shown in modified example 135SG-13, when a variable display that is the target of a flash effect when a win occurs starts, a sound corresponding to the flash effect when a win occurs is output from speakers 8L and 8R at volume V1). It is characterized by the following. This feature makes it easier for the player to recognize that the variable display is the target of a specific light-emitting effect, thereby increasing the player's interest in the game.
[0029] A gaming machine of aspect 17 is the gaming machine according to any one of aspects 1 to 16, The first light emitting means stops emitting light in a manner corresponding to the specific light emitting effect during the display period of the display result of the variable display in the second period before the variable display that is the target of the specific light emitting effect is started (for example, as shown in FIG. 10-69 as modified example 135SG-1, the effect control CPU 120, based on receiving a pattern determination command during the execution of the later winning flash effect, stops the output of the sound corresponding to the winning flash effect from the speakers 8L and 8R, turns off the winning flash lamp 135SG009F, makes the silhouette image 135SG005S on the image display device 5 invisible, and clears the process timer for the later winning flash effect). During the symbol determination period, the output of the winning flash effect corresponding sound, the illumination of the winning flash lamp 135SG009F, and the display of the silhouette image 135SG005S are not executed as the late winning flash effect, and based on the reception of the first variable display start command, the late winning flash effect process table is selected again and the late winning flash effect process timer is reset and started, thereby starting the late winning flash effect (the output of the winning flash effect corresponding sound, the illumination of the winning flash lamp 135SG009F, and the display of the silhouette image 135SG005S) in accordance with the start of the new variable display. It is characterized by the following. According to this feature, by temporarily stopping the light emission of the light emitting means, it is possible to prevent the player from mistakenly believing that the variable display is continuing.
[0030] The gaming machine of aspect 18 is the gaming machine according to any one of aspects 1 to 17, A gaming machine capable of executing a re-variable display effect (for example, a pseudo-repeated effect) in which the variable display is temporarily stopped after the variable display is started and before the display result is derived, and then the variable display is re-executed, The first light-emitting means continues to emit light in a manner corresponding to the specific light-emitting performance during the temporary stop when the re-variable display performance executed in the second period before the start of the variable display that is the target of the specific light-emitting performance is executed (for example, as shown in Figures 10-69 and 10-70(A) to 10-89(n) as modified example 135SG-1, during the temporary stop period of the decorative pattern in the variable display that is executed before the variable display that is the target of the flash performance when winning, the part that continues to flash at brightness C2 and cycle T2 of the flash lamp 135SG009F when winning), It is characterized by the following. This feature can prevent the player from mistakenly believing that the variable display has ended, even though it is only a temporary stop.
[0031] A gaming machine of aspect 19 is the gaming machine according to any one of aspects 1 to 18, A gaming machine capable of executing a re-variable display effect (for example, a pseudo-repeated effect) in which the variable display is temporarily stopped after the variable display is started and before the display result is derived, and then the variable display is re-executed, The first light emitting means is Even during the variable display that is the target of the specific light-emitting effect, light is emitted in a manner corresponding to the specific light-emitting effect during the second period (for example, as shown in Figures 10-69 and 10-70(A) to 10-89(n) as modified example 135SG-1, the winning flash lamp 135SG009F is flashed at brightness C1 and cycle T2 even during the variable display that is the target of the winning flash effect), Even during the temporary stop when the variable display that is the target of the specific light-emitting effect is executed, the light continues to be emitted in a manner corresponding to the specific light-emitting effect (for example, as shown in Figures 10-69 and 10-70(A) to 10-89(n) as modified example 135SG-1, during the temporary stop period of the decorative pattern in the variable display that is the target of the flash effect when winning, the winning flash lamp 135SG009F continues to flash at brightness C2 and cycle T2). 19. The gaming machine according to any one of aspects 1 to 18, wherein: This feature can prevent the player from mistakenly believing that the variable display has ended, even though it is only a temporary stop.
[0032] A gaming machine of aspect 20 is a gaming machine according to any one of aspects 1 to 16, The first light-emitting means continues to emit light in a manner corresponding to the specific light-emitting effect during a display period of the display result of the variable display in the second period before the start of the variable display that is the target of the specific light-emitting effect (for example, as shown in Figures 10-29(A) to 10-48(n), during the execution of the late winning flash effect, during the pattern determination period of the variable display before the start of the variable display that is the target of the winning flash effect, a portion that continues to flash the winning flash lamp 135SG009F). It is characterized by the following. According to this feature, by continuing to emit light during the display period of the display results of the variable display in the second period, the player's anticipation of being controlled to an advantageous state can be accurately maintained until the start of the variable display that is the target of the specific light-emitting effect, thereby increasing the player's interest in the game.
[0033] A gaming machine of aspect 21 is the gaming machine according to aspect 20, In the display means, a gaming machine capable of variable display of first effect identification information (for example, decorative symbols) and variable display of second effect identification information (for example, small symbols) having lower visibility than the first effect identification information, During the result display period, the second effect identification information in a stopped state is displayed on the display means (for example, as shown in FIG. 10-33(J), during the pattern determination period, the small pattern is displayed in a state where the variable display is stopped), It is characterized by the following. According to this feature, even if light emission continues during the result display period, the second effect identification information in a stopped state is displayed, so that the player can be made aware that it is the result display period.
[0034] A gaming machine of aspect 22 is the gaming machine according to aspect 21, The display means can display a specific light emission effect corresponding display corresponding to the specific light emission effect in the second period without overlapping with the display of the second effect identification information (for example, as shown in FIG. 10-33(J) etc., during the execution of the winning flash effect, while the silhouette image 135SG005S is displayed on the right part of the first display area 135SG005F of the image display device 5, the small symbol 135SG005M is displayed at the left end part of the first display area 135SG005F of the image display device 5), which is characterized by this. According to this feature, it is possible to prevent the player from having difficulty recognizing the end of the variable display due to the overlapping display of the specific light emission effect corresponding display with the display of the second effect identification information.
[0035] The gaming machine of form 23 is a gaming machine described in any of forms 1 to 22, The effect execution means can execute a specific effect (for example, the reach effect of super reach) suggesting that it is controlled to an advantageous state, When the specific effect is executed in the variable display which is the target of the specific light emission effect by the first light emission means, it emits light in a manner corresponding to the specific light emission effect until the start of the specific effect, and starts emitting light in a manner corresponding to the specific effect when the specific effect starts (for example, as shown in FIG. 10-90 as modification example 135SG-2, in the variable display of super reach which is the target of the winning flash effect, before the start of the reach effect of super reach, the winning flash lamp 135SG009F is blinked with brightness C2 and period T2, and from the start timing of the reach effect of super reach, the winning flash lamp 135SG009F is lit with brightness C2), which is characterized by this. According to this feature, when the specific effect starts, since the light emission means emits light in a manner corresponding to the specific effect instead of the manner corresponding to the specific light emission effect, the gaming interest of the specific effect can be improved.
[0036] The gaming machine of form 24 is a gaming machine described in form 23, The display means can display a specific production start image corresponding to the start of the specific production when the specific production is started (for example, as shown in FIGS. 10-96(K) to 10-98(O) and FIGS. 10-104(K) to 10-106(O), the part where the first display area 135SG005F is white-displayed (whiteout)). When the display of the display means switches to the specific production start image, the first light emitting means becomes a low brightness state, and after becoming the low brightness state, it emits light in a mode corresponding to the specific production (for example, as shown in FIG. 10-90, during the whiteout period, the winning flash lamp 135SG009F is turned off, and from the reach production start timing of the subsequent super reach, the winning flash lamp 135SG009F is turned on at brightness C2). It is characterized by this. According to this feature, since the light emission mode of the first light emitting means changes with the low brightness state accompanying the switching to the specific production start image in between, it is possible to prevent giving a sense of discomfort to the player due to these changes in the light emission mode, so the gaming interest can be improved.
[0037] The gaming machine of form 25 is the gaming machine described in form 23 or form 24, comprises a movable body (for example, the movable body 32), The production execution means can execute, as the specific production, an action production (for example, the movable body action production shown in FIG. 10-90) for operating the movable body at the start of the specific production and an action suggestion production (for example, the movable body action suggestion production shown in FIG. 10-90) for suggesting the execution of the action production, When the action suggestion production is executed, the first light emitting means becomes a low brightness state, and after becoming the low brightness state, it emits light in a mode corresponding to the action production, which is a mode corresponding to the specific production (for example, as shown in FIG. 10-90, during the execution period of the movable body action suggestion production, which is the whiteout period, the winning flash lamp 135SG009F is turned off, and from the reach production start timing of the subsequent super reach, the winning flash lamp 135SG009F is turned on at brightness C2). It is characterized by this. According to this feature, since the light emission mode of the first light emitting means changes across a low brightness state accompanying the execution of the suggestive effect, it is possible to prevent the player from feeling uncomfortable due to the change in these light emission modes, and thus the gaming interest can be improved.
[0038] The gaming machine of form 26 is a gaming machine described in any one of forms 1 to 25, wherein the first light emitting means, when a special effect different from the specific light emission effect is executed by the effect execution means, can emit light in a mode corresponding to the special effect (for example, as in modification 135SG-3, as shown in Fig. 10-108(A), when a step-up effect is executed during variable display in which a winning flash effect is not being executed, the winning flash lamp 135SG009F can be lit in a mode corresponding to the step-up effect), when the specific light emission effect is started during the execution of the special effect, emits light in a mode corresponding to the specific light emission effect with priority over the mode corresponding to the special effect (for example, as in modification 135SG-3, as shown in Fig. 10-108(B), when a step-up effect is executed during variable display in which a winning flash effect is being executed, the lighting (flashing) of the winning flash lamp 135SG009F in a mode corresponding to the winning flash effect continues), which is characterized by this. According to this feature, it is possible to prevent the light emission in a mode corresponding to the specific light emission effect from starting at an inappropriate timing such as the end timing of the special effect.
[0039] The gaming machine of form 27 is a gaming machine described in any one of forms 1 to 26, The light emission of the first light-emitting means in a manner corresponding to the specific light emission effect ends at a first timing during the variable display that is the target of the specific light emission effect and at a second timing after the first timing (for example, as shown in FIGS. 10-119(A) and 10-119(B) as Modification Example 135SG-4, as the timing for ending the light emission mode corresponding to the winning flash effect of the winning flash lamp 135SG009F, there are the timing for starting the movable body operation effect during the variable display that is the target of the winning flash effect and the timing for starting the reach effect of the super reach), The ratio at which the light emission of the first light-emitting means in a manner corresponding to the specific light emission effect is controlled in an advantageous state when the light emission ends at the first timing and when the light emission of the first light-emitting means in a manner corresponding to the specific light emission effect ends at the second timing is different (for example, as shown in FIG. 10-119(C) as Modification Example 135SG-4, when changing the light emission mode of the winning flash lamp 135SG009F from the light emission mode corresponding to the winning flash effect to the light emission mode corresponding to the movable body operation effect starting from the start timing of the movable body operation effect and the light emission mode corresponding to the reach effect starting from the start timing of the reach effect, the jackpot expectation degree is different), It is characterized by this. According to this feature, since the player can be made to pay attention to the timing when the light emission in a manner corresponding to the specific light emission effect ends, the gaming interest can be improved.
[0040] The gaming machine of Form 28 is the gaming machine described in Form 27, The performance executed by the performance execution means at the time of the end is different when the light emission in a manner corresponding to the specific light emission effect ends at the first timing and when it ends at the second timing (for example, as shown in FIG. 10-119 for Modification Example 135SG-4, depending on the timing for ending the light emission mode corresponding to the winning flash effect of the winning flash lamp 135SG009F, there are cases where it is during the execution period of the movable body operation effect and cases where it is during the execution period of the reach effect of the super reach), It is characterized by this. According to this feature, it is possible for the player to easily recognize whether the end timing is the first timing or the second timing.
[0041] A gaming machine of aspect 29 is the gaming machine according to any one of aspects 1 to 28, The effect execution means is capable of executing a first effect (for example, a movable body operation effect shown in FIG. 10-119 as modified example 135SG-4) and a second effect different from the first effect (for example, a reach effect of a super reach shown in FIG. 10-119 as modified example 135SG-4) during variable display, The first light emitting means is The light emission can be changed from a light emission mode corresponding to the specific light emission effect to a light emission mode corresponding to the first effect in accordance with the execution of the first effect during the variable display that is the target of the specific light emission effect (for example, as shown in FIG. 10-119(A) as modified example 135SG-4, a part that changes the light emission mode of the winning flash lamp 135SG009F from a light emission mode corresponding to the winning flash effect to a light emission mode corresponding to the moving body movement effect at the start timing of the moving body movement effect), The light emission can be changed from a light emission mode corresponding to the specific light emission effect to a light emission mode corresponding to the second effect in association with the execution of the second effect during the variable display that is the target of the specific light emission effect (for example, as shown in FIG. 10-119(B) as modified example 135SG-4, a part that changes the light emission mode of the winning flash lamp 135SG009F to a light emission mode corresponding to the reach effect from the start timing of the reach effect), The rate at which the advantageous state is controlled differs when the light emission changes from a mode corresponding to the specific light emission effect to a mode corresponding to the first effect and when the light emission changes from a mode corresponding to the specific light emission effect to a mode corresponding to the second effect (for example, as shown in Figure 10-119(C) as modified example 135SG-4, the expected probability of a jackpot differs when the light emission mode of the winning flash lamp 135SG009F is changed from a light emission mode corresponding to the winning flash effect to a light emission mode corresponding to the movable body operation effect from the start timing of the movable body operation effect and when the light emission mode is changed to a light emission mode corresponding to the reach effect from the start timing of the reach effect). It is characterized by the following. According to this feature, it is possible to draw the player's attention to the effect being executed when the light emission mode of the first light emitting means changes, thereby increasing the player's interest in the game.
[0042] A gaming machine of aspect 30 is a gaming machine according to any one of aspects 1 to 28, A movable body (e.g., movable body 32) is provided, The effect execution means is capable of executing an action effect (e.g., a movable body action effect) that causes the movable body to move, an action suggestion effect (e.g., a movable body action suggestion effect) that suggests the execution of the action effect, and a specific effect (e.g., a reach effect for a super reach) that suggests that the game will be controlled to an advantageous state, The first light emitting means is The light emission can be changed from a light emission mode corresponding to the specific light emission effect to a light emission mode corresponding to the specific light emission effect in association with the execution of the action suggestion effect during the variable display that is the target of the specific light emission effect (for example, as shown in modified example 135SG-4, a part that changes the light emission mode of the winning flash lamp 135SG009F from a light emission mode corresponding to the winning flash effect to a light emission mode corresponding to the movable body action suggestion effect at the start timing of the movable body action suggestion effect), The light emission can be changed from a light emission mode corresponding to the specific light emission effect to a light emission mode corresponding to the specific light emission effect in association with the execution of the specific light emission effect during the variable display that is the target of the specific light emission effect (for example, as shown in modified example 135SG-4, a part that changes the light emission mode of the winning flash lamp 135SG009F from a light emission mode corresponding to the winning flash effect to a light emission mode corresponding to the reach effect at the start timing of the reach effect of the super reach), The rate at which the advantageous state is controlled differs when the light emission changes from a mode corresponding to the specific light emission effect to a mode corresponding to the action suggestion effect and when the light emission changes to a mode corresponding to the specific effect (for example, as shown in variant example 135SG-4, the expected probability of a jackpot differs when the light emission mode of the winning flash lamp 135SG009F is changed from a light emission mode corresponding to the winning flash effect to a light emission mode corresponding to the movable body action suggestion effect from the start timing of the movable body action suggestion effect and when the light emission mode is changed to a light emission mode corresponding to the reach effect from the start timing of the reach effect). It is characterized by the following. According to this feature, it is possible to draw the player's attention to the effect being executed when the light emission mode of the first light emitting means changes, thereby increasing the player's interest in the game.
[0043] A gaming machine of aspect 31 is the gaming machine according to any one of aspects 1 to 30, The display modes of the specific display include a normal mode (e.g., display pattern α), a special mode (e.g., display pattern δ and display pattern ε shown in FIG. 10-120 as modified example 135SG-5), and a special mode (e.g., display pattern β and display pattern γ). The special pattern includes a first special pattern (for example, a display pattern γ) and a second special pattern (for example, a display pattern β) different from the first special pattern, When the specific display is displayed in the first special mode, the probability of being controlled to an advantageous state is higher than when the specific display is displayed in the second special mode (for example, as shown in FIG. 10-17, when the reserved display or active display is displayed in the display pattern γ, the probability of being controlled to a jackpot game state is higher than when the display pattern β is displayed), The specific display of the special mode can be changed to either the first special mode or the second special mode (for example, as shown in FIG. 10-120 as modified example 135SG-5, a portion where a hold display or an active display displayed in display pattern δ or display pattern ε can be changed to a hold display or an active display in display pattern β or display pattern γ), When the specific display is displayed in the special mode, the ratio at which the specific light emission effect is executed is higher than when it is displayed in the special mode (for example, as shown in FIGS. 10-120 as Modification Example 135SG-5, when the hold display or active display is displayed in display pattern δ or display pattern ε, the ratio at which the winning flash effect is executed is higher than when the hold display or active display is displayed in display pattern β or display pattern γ), which is characterized by this. According to this feature, when the specific display is displayed in the special mode, the specific light emission effect is executed at a high ratio, so that the player can be made to pay attention to whether the special mode changes to the first special mode or the second special mode, and the gaming interest can be improved.
[0044] The gaming machine of Form 32 is the gaming machine described in Form 31, wherein the special mode is a mode of a specific color (for example, as shown in FIGS. 10-120 as Modification Example 135SG-5, blinking white), the special mode is a mode of a special color different from the specific color (for example, as shown in FIG. 10-17, blue or red), the normal mode is a mode of a color other than the specific color and the special color (for example, white), the specific display of the specific color changes to the special color at a higher rate when the specific light emission effect is being executed than when the specific light emission effect is not being executed (for example, as shown in Modification Example 135SG-5, for the case where the hold display or active display is displayed in display pattern δ or display pattern ε, the ratio at which the display pattern of the specific display changes to display pattern β or display pattern γ differs depending on whether or not the winning flash effect is being executed), which is characterized by this. According to this feature, the difference in the mode of the specific display can be easily grasped by the difference in color, and when the specific display of the specific color is displayed, the player can be made to pay attention to whether or not the specific light emission effect is being executed, and the gaming interest can be improved.
[0045] A gaming machine of aspect 33 is the gaming machine according to aspect 31 or aspect 32, The effect execution means is capable of executing a change suggestion effect that suggests that the specific display displayed in the special mode will change to the special mode in a first mode and a second mode different from the first mode (for example, a part that can execute a first action effect and a second action effect shown in modified example 135SG-5), When the change suggestion effect is executed in the second mode, the special mode changes to the special mode at a higher rate than when the change suggestion effect is executed in the first mode (for example, as shown in modified example 135SG-5, the second action effect is a part that acts on the specific display displayed in display pattern δ to change the specific display to display pattern β or display pattern γ at a higher rate than the first action effect), When the change suggestion effect is executed in the second mode, the specific light emitting effect is executed at a higher rate than when it is executed in the first mode (for example, as shown in variant example 135SG-5, when the second action effect is executed, the winning flash effect is executed at a higher rate than when the first action effect is executed), It is characterized by the following. This feature allows the player to pay attention to whether the change suggestion effect will be executed in the first mode or the second mode, and by executing the specific light-emitting effect, it is possible to increase the player's anticipation that the change suggestion effect will be executed in the second mode.
[0046] A gaming machine of aspect 34 is the gaming machine according to aspect 33, The special mode includes a first special mode in which the change suggestion effect is executed in the second mode and the rate at which it changes to the special mode is low (for example, display pattern δ shown in FIG. 10-120 as modified example 135SG-5), and a second special mode in which the change suggestion effect is executed in the second mode and the rate at which it changes to the special mode is higher than the first special mode (for example, display pattern ε shown in FIG. 10-120 as modified example 135SG-5), When the specific display is displayed in the second special mode, the ratio at which the specific light emission effect is executed is higher than when it is displayed in the first special mode (for example, when the specific display is displayed in display pattern ε, the ratio at which the winning flash effect is executed is higher than when the specific display is displayed in display pattern δ), which is characterized by this. According to this feature, it is possible to draw the player's attention to whether the specific display is displayed in either the first special mode or the second special mode, and since the specific light emission effect is executed at a high rate when in the second special mode where the ratio of changing to the special mode is high, the execution of the specific light emission effect can enhance the sense of anticipation for the specific display to be displayed in the second special mode.
[0047] The gaming machine of form 35 is a gaming machine according to any one of forms 1 to 34, During the specific light emission effect, the display means can display a specific light emission effect corresponding display corresponding to the specific light emission effect so as to overlap with the specific display corresponding to the variable display that is the target of the specific light emission effect (for example, as shown in modification example 135SG - 7, the silhouette image 135SG005S displayed on the image display device 5 as the winning flash effect can be displayed so as to overlap with the active display within the active display area 135SG005A), which is characterized by this. According to this feature, it is possible to make it easier for the player to recognize the specific display corresponding to the specific light emission effect, and since the specific display is hidden by the specific light emission effect corresponding display, an element of surprise can be given to the player to improve the gaming interest.
[0048] The gaming machine of form 36 is a gaming machine according to form 35, The display means can display a plurality of specific light emission effect corresponding displays of different types (for example, as shown in modification example 135SG - 7, as the winning flash effect, the silhouette images 135SG005S of different sizes can be displayed on the image display device 5), The overlapping manner with the specific display differs depending on the type of the specific light-emitting effect-compatible display (for example, as shown in Figures 10-129(L) and 10-130(N) as modified example 135SG-7, the overlapping manner between silhouette image 135SG005S and active display area 135SG005A differs depending on the size of the displayed silhouette image 135SG005S). It is characterized by the following. According to this feature, a plurality of specific light-emitting effect corresponding displays are displayed, and the overlapping manner with the specific display changes depending on the specific light-emitting effect corresponding display that is displayed, thereby increasing the enjoyment of the game.
[0049] A gaming machine of aspect 37 is the gaming machine according to aspect 35 or aspect 36, The specific display includes a first specific display (e.g., a pending display) corresponding to a variable display that has not yet been executed, and a second specific display (e.g., an active display) corresponding to a variable display that is being executed, The display means is capable of displaying the specific light-emitting effect-compatible display so as to overlap the first specific display corresponding to the specific light-emitting effect before the variable display that is the target of the specific light-emitting effect is started, and is capable of displaying the specific light-emitting effect-compatible display so as to overlap the second specific display corresponding to the specific light-emitting effect during the variable display that is the target of the specific light-emitting effect (for example, as shown in modified example 135SG-7, a portion that displays silhouette image 135SG005S so as to overlap the pending display that is the target of the flash effect when a prize is won, which is displayed in first pending memory display area 135SG005D, before the variable display that is the target of the flash effect when a prize is won is started, and displays silhouette image 135SG005S so as to overlap the active display that is the target of the flash effect when a prize is won, which is displayed in active display area 135SG005A during the execution of the variable display that is the target of the flash effect when a prize is won). It is characterized by the following. According to this feature, the player can easily recognize the first specific display and the second specific display corresponding to the specific light emission effect, and not only the first specific display but also the second specific display will be hidden by the specific light emission effect corresponding display. Therefore, more surprise can be given to the player to improve the gaming interest.
[0050] The gaming machine of form 38 is a gaming machine described in any of forms 1 to 37, and is a gaming machine capable of executing a re-variable display effect (for example, a pseudo-consecutive effect) in which, after being temporarily stopped once after the variable display is started until the display result is derived, the variable display is performed again, wherein the display means can display a re-variable related display related to the re-variable display effect, and can display a specific light emission effect corresponding display corresponding to the specific light emission effect overlapping with the re-variable related display (for example, in the case where a pseudo-consecutive effect is executed in the variable display during the execution of the winning flash effect, when the decorative symbol temporarily stops, the silhouette image 135SG005S as the winning flash effect overlaps with a special symbol (see FIG. 10-40 etc.) that stops at the decorative symbol display area 5C of "middle"), which is characterized by this. According to this feature, since the re-variable related display is hidden by the specific light emission effect corresponding display, surprise can be given to the player to improve the gaming interest.
[0051] The gaming machine of form 39 is a gaming machine described in any of forms 35 to 38, wherein the display means can display the specific light emission effect corresponding display even during the variable display that is the target of the specific light emission effect (for example, as shown in FIGS. 10-28, 10-42(a) to 10-47(l), the part where the silhouette image 135SG005S is displayed on the image display device 5 even in the variable display that is the target of the winning flash effect), which is characterized by this. According to this feature, it becomes easier for the player to recognize that the variable display is the target of the specific light emission effect, and the interest of the variable display that is the target of the specific light emission effect can also be improved.
[0052] The gaming machine of form 40 is a gaming machine described in any one of forms 1 to 39, wherein the effect execution means, even during the variable display corresponding to the specific light emission effect, continuously causes the first light emission means to emit light in a manner corresponding to the specific light emission effect, and is capable of effect control to end the light emission at a predetermined end timing before the end of the variable display corresponding to the specific light emission effect (for example, as shown in FIG. 10-28, during the variable display that is the target of the winning flash effect, before the start of the reach effect, the winning flash lamp 135SG009F is blinked at luminance C2 and period T2, and at the start timing of the reach effect, the winning flash lamp 135SG009F is turned off), when the light emission in the manner corresponding to the specific light emission effect of the first light emission means is not ended at the predetermined end timing due to the occurrence of a predetermined event, special end control is performed to end the light emission of the first light emission means at a specific end timing after the predetermined end timing (for example, as shown in FIG. 10-22, when the effect control CPU 120 cannot determine that it is the start timing of the reach effect of the variable display that is the target of the effect due to the generation of static electricity or the like, at the end timing of the variable display (the reception timing of the symbol determination command), which is a timing after the start timing of the reach effect, the late winning flash effect including the blinking of the winning flash lamp 135SG009F is ended), which is characterized by this. According to this feature, the sense of incongruity when the light emission in the manner corresponding to the specific light emission effect does not end normally can be reduced.
[0053] The gaming machine of form 41 is a gaming machine described in form 40, and includes gaming control means (for example, CPU 103) capable of controlling the progress of the game, The game control means can transmit variable display end information for notifying the end of the variable display to the effect execution means when the variable display ends (for example, as shown in FIG. 10-4(A), the part where the CPU 103 can transmit a symbol determination command for designating the stop of the variable display of the decoration symbols). The effect execution means performs the specific end control based on receiving the variable display end information as the specific end timing (for example, as shown in FIG. 10-22, the part where the effect control CPU 120 ends the late winning flash effect based on receiving the symbol determination command). It is characterized by this. According to this feature, the sense of incongruity when ending the light emission in a manner corresponding to the specific light emission effect can be further reduced.
[0054] The gaming machine of Form 42 is the gaming machine according to any one of Forms 39 to 41, The predetermined end timing includes a first predetermined end timing and a second predetermined end timing (for example, as shown in Modification Example 135SG-4, the part where the blinking of the winning flash lamp 135SG009F can be ended at the start timing of the movable body movement suggestion effect and the start timing of the reach effect). The specific end timing is a timing after the predetermined end timing and the second predetermined end timing (for example, as shown in Modification Example 135SG-4, when the effect control CPU 120 cannot stop the blinking of the winning flash lamp 135SG009F due to the generation of static electricity or the like, the late winning flash effect including the blinking of the winning flash lamp 135SG009F again is ended at the end timing of the variable display, which is a timing after the start timing of the movable body movement suggestion effect and the start timing of the reach effect). It is characterized by this. According to this feature, even when it cannot be ended at the second predetermined end timing, the light emission in a manner corresponding to the specific light emission effect can be ended at the specific end timing.
[0055] The gaming machine of aspect 43 is the gaming machine according to any one of aspects 1 to 42, The performance execution means It is possible to execute a specific effect (for example, a reach effect of a super reach) that suggests that the game will be controlled to an advantageous state, When the predetermined condition is met while the specific effect is being executed, the specific light emitting effect is not executed (for example, as shown in FIG. 10-21, when a start winning occurs in the first start port during the execution of the reach effect of the Super Reach, the part that does not determine the execution of the flash effect at the time of winning). It is characterized by the following. This feature can prevent a decrease in interest in the game due to a decrease in attention to the specific effects.
[0056] The gaming machine of aspect 44 is the gaming machine according to any one of aspects 1 to 43, The effect execution means does not execute the specific light emitting effect if the predetermined condition is met when the remaining period of the variable display is the same as or shorter than the predetermined period, and is capable of executing the specific light emitting effect if the predetermined condition is met when the remaining period of the variable display is longer than the predetermined period (for example, as shown in variant example 135SG-8, if a start winning occurs in the first start port while the variable display is being executed, the remaining period of the variable display is specified, and if the specified period is less than the execution period of the flash effect at the time of the previous winning, the execution of the flash effect at the time of winning is not determined). It is characterized by the following. According to this feature, it is possible to prevent the specific display of the target of the specific light-emitting effect from becoming difficult to understand by executing the specific light-emitting effect when the remaining period of the variable display is short.
[0057] The gaming machine of aspect 45 is the gaming machine according to any one of aspects 1 to 44, The performance execution means Specific effects that suggest that the game will be controlled to an advantageous state can also be executed in variable displays that are not controlled to an advantageous state (for example, as shown in Figure 10-9, the part where the reach effect of a Super Reach can be executed even in variable displays where the variable display result is a miss), When the predetermined condition is met during the execution of the specific effect in a variable display that is not controlled to an advantageous state, the specific light-emitting effect can be executed in response to the start of the next variable display of the variable display (for example, as shown in variant example 135SG-8, if a start winning occurs in the first start port during the execution of the variable display, the remaining period of the variable display is specified, and if the specified period is less than the execution period of the flash effect at the time of the previous winning, the flash effect at the time of the winning can be executed from the start timing of the next variable display, provided that the variable display result of the variable display is a miss). It is characterized by the following. According to this feature, it is possible to prevent the interest in the specific effects and the specific light-emitting effects from being reduced due to the specific effects and the specific light-emitting effects being executed at the same time.
[0058] A gaming machine of aspect 46 is a gaming machine according to any one of aspects 1 to 45, A specific area (for example, a winning ball device 6A forming a first start winning hole) through which the predetermined condition is established when the game medium passes through; A specific light-emitting means (e.g., a starting lamp 135SG009S) provided around the specific area and capable of emitting light in different light-emitting modes; Equipped with The display means can display the specific display in any one of a plurality of display modes having different rates of control to an advantageous state (for example, as shown in FIG. 10-17, a portion in which a reserved display or an active display can be displayed in any one of display patterns α to γ having different jackpot expectancies), The specific light-emitting means can emit light in a light-emitting mode corresponding to the display mode of the specific display regardless of whether the specific light-emitting effect is executed (for example, as shown in FIGS. 10-28, when the display in display pattern β or display pattern γ is determined, the start port lamp 135SG009S emits light in a color corresponding to display pattern β or display pattern γ from the occurrence of the start winning to the end of the variable display based on the start winning, regardless of the blinking of the winning flash lamp 135SG009F as the winning flash effect or the light-emitting mode of the game effect lamp 9, etc.). It is characterized by this. According to this feature, since the display mode of the specific display can also be recognized by the light-emitting mode of the specific light-emitting means provided around the specific area, the gaming interest can be improved.
[0059] The gaming machine of form 47 is the gaming machine described in form 46, The number of light-emitting modes in which the specific light-emitting means can emit light is larger than the number of light-emitting modes in which the first light-emitting means can emit light in the specific light-emitting effect (for example, as shown in modification example 135SG-9, the number of light-emitting modes of the start port lamp 135SG009S in the start port lamp light-emitting effect is set to be larger than the number of light-emitting modes of the winning flash lamp 135SG009F in the winning flash effect). It is characterized by this. According to this feature, since the light-emitting variations of the specific light-emitting means increase, the gaming interest can be improved.
[0060] The gaming machine of form 48 is the gaming machine described in form 46 or form 47, The light-emitting area of the first light-emitting means is larger than the light-emitting area of the specific light-emitting means (for example, as shown in modification example 135SG-10, the light-emitting area where the winning flash lamp 135SG009F emits light as the winning flash effect is set to be larger than the light-emitting area where the start port lamp 135SG009S emits light as the start port lamp light-emitting effect). The period during which the specific light-emitting means emits light according to the display mode of the specific display based on the establishment of the predetermined condition 1 is longer than the period during which the first light-emitting means emits light according to the specific light-emitting effect based on the establishment of the predetermined condition (in the case where it is determined that both the winning flash effect and the hold display notice effect are to be executed based on the starting winning, the winning flash lamp 135SG009F emits light from the time the starting winning occurs until the start timing of the reach effect of the variable display that is the target of the starting winning flash effect, while the starting gate lamp 135SG009S emits light from the time the starting winning occurs until the end of the variable display that is the target of the hold display notice effect (the variable display that is the target of the winning flash effect)). It is characterized by the following. This feature prevents a decrease in interest in the game due to the first light-emitting means emitting light in response to a specific light-emitting effect for an excessively long period of time, while maintaining the player's anticipation for a favorable state due to the light-emitting state of the specific light-emitting means for a long period of time.
[0061] A gaming machine of aspect 49 is a gaming machine according to any one of aspects 46 to 48, Both the first light-emitting means and the specific light-emitting means are capable of flashing (for example, as shown in FIG. 10-28, a portion in which a winning flash lamp 135SG009F can flash, and as shown in modified example 135SG-10, a portion in which a starting gate lamp 135SG009S can flash), The blinking cycle of the first light-emitting means is different from the blinking cycle of the specific light-emitting means (for example, as shown in variant example 135SG-10, the blinking cycle of the starter lamp 135SG009S is made different from the blinking cycle of the winning flash lamp 135SG009F as a flash effect when winning occurs), It is characterized by the following. According to this feature, since the blinking cycles are different, it is possible to draw the player's attention to both the first light emitting means and the specific light emitting means, thereby increasing the player's interest in the game.
[0062] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0063] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation.
[0064] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.
[0065] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.
[0066] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. The special symbol games and variable display of decorative symbols executed in synchronization are collectively referred to simply as "variable display."
[0067] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.
[0068] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0069] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0070] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0071] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0072] The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 3). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.
[0073] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0074] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 3), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0075] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0076] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0077] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0078] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, at the lower left of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and variably displays normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0079] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0080] A normal symbol hold indicator 25C is provided below the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0081] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0082] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 on the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.
[0083] A movable body 32 that operates in accordance with the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d, together with the main lamp 9a, frame lamp 9b, and attacca lamp 9c described above, may be collectively referred to as the game effect lamp 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.
[0084] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.
[0085] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray from which prize balls are paid out when the upper tray is full.
[0086] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 3).
[0087] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 3).
[0088] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0089] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching between a setting change state and a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values such as the probability of winning a jackpot and the payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.
[0090] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 31 is disposed to the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 31 are disposed in front of the main board 11 when the back side of the gaming board 2 is viewed with the gaming machine frame 3 open.
[0091] The display monitor 29 can display winning information such as consecutive ratios, winning ratios, and bases. The consecutive ratio is the ratio of the number of winning balls due to winning in the big winning opening (attacker) among the total number of winning balls. The winning ratio is the ratio of the number of winning balls due to winning in the second start winning opening (electric chew) and the number of winning balls due to winning in the big winning opening (attacker) among the total number of winning balls. The base is the ratio of the total number of winning balls to the number of game balls launched. When in the setting change state or setting confirmation state, the display monitor 29 can display the set values in the pachinko gaming machine 1. The display monitor 29 only needs to be able to display set values and the like that are the targets of change or confirmation when in the setting change state or setting confirmation state.
[0092] The setting key 51 and the setting change switch 52 cannot be operated from the front side of the pachinko gaming machine 1 when the gaming machine frame 3 is closed. A glass door frame 3a having a glass window is rotatably provided on the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0093] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a formed in a vertically long rectangular frame shape. The security cover 50A covers the right side of the substrate case 201 including the setting key 51 and the setting change switch 52 from the back side when the gaming machine frame 3 is closed. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be composed of a synthetic resin having transparency.
[0094] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0095] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).
[0096] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0097] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0098] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).
[0099] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol.
[0100] After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state.
[0101] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period of time (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.
[0102] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0103] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. The jackpot types may include a jackpot type that can obtain many prize balls, a jackpot type that can obtain few prize balls, or a jackpot type that can obtain almost no prize balls.
[0104] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins."
[0105] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0106] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0107] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0108] The time-saving state or the probability-variable state continues until any one of the end conditions, such as the execution of a specific figure game a predetermined number of times and the start of the next jackpot game state, is satisfied first. What has the execution of a specific figure game a predetermined number of times as an end condition is also called "running out of times" (time-saving when running out of times, probability-variable when running out of times, etc.).
[0109] The normal state refers to a game state other than advantageous states such as the jackpot game state advantageous to the player, special states such as the time-saving state and the probability-variable state, and is a state in which the pachinko machine 1, such as the probability that the display result in the general figure game becomes "general figure win" and the probability that the display result in the specific figure game becomes "jackpot", is controlled in the same way as the initial setting state of the pachinko machine 1 (when a predetermined return process is not executed after power-on, such as when a system reset is performed).
[0110] The state in which the probability-variable control is being executed is also called the high-probability state, and the state in which the probability-variable control is not being executed is also called the low-probability state. The state in which the time-saving control is being executed is also called the high-base state, and the state in which the time-saving control is not being executed is also called the low-base state. Combining these, the time-saving state is also called the low-probability high-base state, the probability-variable state is also called the high-probability high-base state, the normal state is also called the low-probability low-base state, etc. The high-probability state and the low-base state are also called the high-probability low-base state.
[0111] After the small jackpot game state ends, the game state is not changed, and the control continues in the game state before the display result of the specific figure game becomes "small jackpot" (however, when the specific figure game at the time of "small jackpot" occurrence is the specific figure game of the above-mentioned predetermined number of times in the above-mentioned running out of times, the game state is naturally changed). Note that the display result of the specific figure game may not be "small jackpot".
[0112] Note that the game state may change based on the game ball passing through a specific area (for example, a specific area inside the big winning hole) during the jackpot game state. For example, when the game ball passes through the specific area, it may be controlled to the probability-variable state after the jackpot game state. (Progress of the performance, etc.)
[0113] In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may be executed as sound output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or as effects using any effect device including some or all of these.
[0114] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0115] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.
[0116] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.
[0117] When the display result of the special figure game is a "big win", on the screen of the image display device 5, as the display result of the variable display of the decorative pattern, a determined decorative pattern that becomes a predetermined big win combination is derived (the display result of the variable display of the decorative pattern becomes a "big win"). As an example, the same decorative pattern (for example, "7", etc.) is aligned and stopped on a predetermined effective line in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right".
[0118] In the case of a "probability-variable big win" that is controlled to the probability-variable state after the end of the big win gaming state, odd decorative patterns (for example, "7", etc.) are aligned and stopped, and in the case of a "non-probability-variable big win (normal big win)" that is not controlled to the probability-variable state after the end of the big win gaming state, even decorative patterns (for example, "6", etc.) may be aligned and stopped. In this case, odd decorative patterns are also called probability-variable patterns, and even decorative patterns are also called non-probability-variable patterns (normal patterns). After reaching the reach mode with non-probability-variable patterns, an upgrade effect that finally becomes a "probability-variable big win" may be executed.
[0119] When the display result of the special figure game is a "small win", on the screen of the image display device 5, as the display result of the variable display of the decorative pattern, a determined decorative pattern (for example, "1 3 5", etc.) that becomes a predetermined small win combination is derived (the display result of the variable display of the decorative pattern becomes a "small win"). As an example, the decorative patterns that form the chance symbols are stopped and displayed on a predetermined effective line in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right". Note that a common determined decorative pattern may be derived and displayed when the display result of the special figure game is a "big win" of some big win types (big win types in the big win gaming state in the same mode as the small win gaming state) and when it is a "small win".
[0120] When the display result of the special figure game is "loss", the variable display mode of the decorative pattern does not become the reach mode, and as the display result of the variable display of the decorative pattern, a determined decorative pattern of a non-reach combination (also referred to as "non-reach loss") is stopped and displayed (the display result of the variable display of the decorative pattern becomes "non-reach loss"). Also, when the display result is "loss", after the variable display mode of the decorative pattern becomes the reach mode, as the display result of the variable display of the decorative pattern, a determined decorative pattern of a predetermined reach combination that is not a jackpot combination (also referred to as "reach loss") is stopped and displayed (the display result of the variable display of the decorative pattern becomes "reach loss").
[0121] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display corresponding displays (hold display and active display). Also, as other effects, for example, a preview effect for previewing the jackpot reliability is executed during the variable display of the decorative pattern. The preview effect includes a preview effect for previewing the jackpot reliability in the variable display being executed and a pre-reading preview effect for previewing the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the pre-reading preview effect, an effect for changing the display mode of the variable display corresponding display (hold display and active display) to a mode different from the normal mode may be executed.
[0122] Also, in the image display device 5, a pseudo-continuous effect that makes one variable display appear to be a plurality of variable displays by temporarily stopping the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display may be executed.
[0123] Even during a big win gaming state, a big win performance that notifies the big win gaming state is executed. As the big win performance, a performance that notifies the number of rounds or a promotion performance that indicates that the value of the big win gaming state is improved may be executed. Also, even during a small win gaming state, a small win performance that notifies the small win gaming state is executed. Note that by executing a common performance during the small win gaming state and the big win gaming state of some big win types (big win types of the big win gaming state in the same manner as the small win gaming state, for example, big win types that make the subsequent gaming state a high probability state), it may be made impossible for the player to know whether the current state is the small win gaming state or the big win gaming state. In such a case, by executing a common performance after the end of the small win gaming state and after the end of the big win gaming state, it may be made impossible to distinguish whether it is a high probability state or a low probability state.
[0124] Also, for example, when a special figure game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).
[0125] (Board Configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, a performance control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 3. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, etc. are arranged. Furthermore, a power supply board 17 is also installed. The various control boards include not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and electrical components can be mounted, but also electronic circuit mounting boards on which electrical components are mounted on the electronic circuit board to realize specific electrical functions.
[0126] In the pachinko gaming machine 1, power from an AC power source such as AC 100V in an external power source such as a commercial power source can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12 via the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0127] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0128] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0129] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.
[0130] The random number circuit 104 countably updates numerical data indicating various random values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0131] The I / O 105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals for controlling (driving) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal symbol hold display 25C, etc., solenoid drive signals).
[0132] The switch circuit 110 captures detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23) and transmits them to the game control microcomputer 100. By transmitting the detection signal, it is detected that a game ball has passed or entered.
[0133] Reset signals, power-off signals, and clear signals from the power supply board 17 are captured by the switch circuit 110 and transmitted to the game control microcomputer 100. The reset signal is an operation stop signal for putting control circuits such as the game control microcomputer 100 into an operation stop state, and may be output using any of a power supply monitoring circuit, a built-in watchdog timer IC, or a system reset IC. The power-off signal becomes off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and becomes on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or more. The clear signal becomes on, for example, in response to a pressing operation on a clear switch provided on the power supply board 17.
[0134] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal for turning on solenoid 81 or solenoid 82) from the game control microcomputer 100 to the solenoid 81 for normal electric accessory or the solenoid 82 for the big winning opening door.
[0135] On the main board 11, a display monitor 29, a display switching switch 31, a setting key 51, a setting switching switch 52, and a door open sensor 90 are connected. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.
[0136] The main board 11 (game control microcomputer 100) supplies an effect control command (a command for designating (notifying) the progress status of the game, etc.) to the effect control board 12 as part of the control of the progress of the game according to the progress of the game. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command includes, for example, various determination results on the main board 11 (for example, the display result of the special figure game (including the big win type), the variation pattern used when executing the special figure game (details will be described later)), the status of the game (for example, the start or end of variable display, the opening status of the big winning opening, the occurrence of winning, the number of stored holds, the game state), commands for designating the occurrence of errors, etc.
[0137] The effect control board 12 is a sub - side control board independent of the main board 11, and has a function of receiving an effect control command and executing an effect (various effects according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, etc.) based on the received effect control command.
[0138] Mounted on the effect control board 12 are an effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0139] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0140] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0141] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0142] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0143] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0144] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and turns on / off the game effect lamp 9 in the manner specified by the lamp signal. In this way, the display control unit 123 controls the audio output and the lighting / extinguishing of the lamp.
[0145] Note that the control of the audio output, the lighting / extinguishing of the lamp (such as the supply of the sound designation signal and the lamp signal), and the control of the movable body 32 (such as the supply of the signal for operating the movable body 32) may be executed by the effect control CPU 120.
[0146] The random number circuit 124 countably updates numerical data indicating various random number values (random numbers for effects) used for executing various effects. The random numbers for effects may be updated (updated by software) by the effect control CPU 120 executing a predetermined computer program.
[0147] The I / O 125 mounted on the effect control board 12 includes an input port for capturing effect control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signal, sound designation signal, lamp signal).
[0148] Boards other than the main board 11, such as the effect control board 12, the audio control board 13, and the lamp control board 14, are also referred to as sub-boards. A plurality of sub-boards may be provided according to functions like in the pachinko game machine 1, or one sub-board may be configured to have a plurality of functions.
[0149] (Operation) Next, the operation (function) of the pachinko game machine 1 will be described.
[0150] (Main operations of the main board 11) First, the main operations of the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is activated, and the game control main process is executed by the CPU 103. FIG. 4 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0151] In the game control main process shown in FIG. 4, the CPU 103 first sets interrupt inhibition (step S1). Subsequently, necessary initial settings are performed (step S2). The initial settings include setting the stack pointer, register settings for built-in devices (such as CTC (counter / timer circuit), parallel input / output ports, etc.), and settings to make the RAM 102 accessible.
[0152] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is off, there is backup data, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if, for example, the clear switch provided on the power supply board 17 is pressed, the on-state clear signal is input to the game control microcomputer 100. In such a case where the on-state clear signal is input, it may be determined in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102 serving as the backup RAM for game control. In step S3, it may be determined whether the recovery condition can be satisfied by checking or inspecting the presence or absence of backup data and data errors.
[0153] When the recovery condition is satisfied (step S3; Yes), after executing the recovery process (step S4), the setting confirmation process (step S5) is executed. By the recovery process in step S4, the work area is set based on the stored content of the RAM 102. By setting the work area using the backup data stored in the RAM 102, the game state at the time when power supply was stopped is restored. For example, if the special symbol was in the middle of variation when power supply stopped, it is sufficient that the variation of the special symbol can be resumed from the state before the stop.
[0154] If the restoration condition is not satisfied (step S3; No), after executing the initialization process (step S6), the setting change process (step S7) is executed. The initialization process in step S6 includes a clearing process for clearing the flags, counters, and buffers stored in the RAM 102. By executing the clearing process, initial values are set in the work area.
[0155] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is satisfied. The setting confirmation condition is satisfied, for example, when the detection signal from the door release sensor 90 is in the on state and the setting key 51 is operated in the on state when the power supply is started. The setting confirmation process of step S5 is executed when the restoration condition including that the clear signal is in the off state is satisfied in step S3. Therefore, since the setting confirmation condition can be satisfied when the clear signal is in the off state, the fact that the clear signal is in the off state can also be included in the setting confirmation condition.
[0156] When the setting confirmation condition is satisfied in the setting confirmation process of step S5, the pachinko game machine 1 enters a setting confirmation state in which the set values can be confirmed, and a setting confirmation start command is transmitted from the main board 11 to the effect control board 12. In the setting confirmation state, it is possible to confirm the set values set in the pachinko game machine 1 by the display on the display monitor 29. When ending the setting confirmation state, a setting confirmation end command is transmitted from the main board 11 to the effect control board 12.
[0157] When the pachinko gaming machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. In the game stop state, the launch of game balls by operating the ball-hitting handle, the detection of game balls by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to statically display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state that accompanies it may also end.
[0158] In the setting change process of step S7, it is determined whether a predetermined setting change condition is met. The setting change condition is met, for example, when power supply is started, the detection signal from the door open sensor 90 is in the ON state, and the setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.
[0159] If the setting change condition is met in the setting change processing of step S7, the pachinko gaming machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is sequentially updated and displayed each time operation of the setting change switch 52 is detected. Thereafter, when the setting key 51 is turned off by an attendant at the gaming parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. To end the setting change state, a setting change end command is sent from the main board 11 to the performance control board 12.
[0160] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put into a game stop state, just as when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.
[0161] On the side of the performance control board 12, when a setting confirmation start command or a setting change start command is received, control may be performed to notify that the setting is being confirmed or that the setting is being changed. For example, in the image display device 5, a predetermined image may be displayed, a predetermined sound may be output from the speakers 8L and 8R, or a light emitting member such as the game effect lamp 9 may be caused to emit light in a predetermined manner.
[0162] The clear signal becomes on, for example, by pressing a clear switch provided on the power supply board 17. Therefore, when the power supply is started, if the detection signal from the door open sensor 90 is on and the setting key 51 is on, if the clear switch is on, the initialization process in step S6 and the setting change process in step S7 are executed, and the control can be set to the setting change state. If the clear switch is off, the recovery process in step S4 and the setting confirmation process in step S5 are executed, and the control can be set to the setting confirmation state. When the power supply is started, if the detection signal from the door open sensor 90 is off, or if the setting key 51 is off, if the clear switch is on, the initialization process in step S6 is executed, but the control is not performed in the setting change state. If the clear switch is off, the recovery process in step S4 is executed, but the control is not performed in the setting confirmation state.
[0163] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process for initializing the random number circuit 104 (step S8). Then, the register of the CTC built in the game control microcomputer 100 is set so that a timer interrupt occurs periodically every predetermined time (for example, 2 ms) (step S9), and interrupts are permitted (step S10). After that, a loop process is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can periodically execute a timer interrupt process.
[0164] When the CPU 103 that has executed such game control main processing receives an interrupt request signal from the CTC and accepts the interrupt request, it executes the game control timer interrupt processing shown in the flowchart of FIG. 5. When starting the game control timer interrupt processing shown in FIG. 5, the CPU 103 first executes a predetermined switch process to determine whether detection signals are received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Subsequently, by executing a predetermined main-side error process, an abnormality diagnosis of the pachinko game machine 1 is performed, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, data such as jackpot information (information indicating the number of occurrences of jackpots, etc.), start information (information indicating the number of times of start winning, etc.), probability variation information (information indicating the number of times of entering the probability variation state, etc.) supplied to a hall management computer installed outside the pachinko game machine 1 is output (step S23).
[0165] Following the information output process, a game random number update process for updating at least a part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes a special symbol process (step S25). By the CPU 103 executing the special symbol process for each timer interrupt, the execution and reservation management of the special symbol game, the control of the jackpot game state and the minor jackpot game state, the control of the game state, etc. are realized.
[0166] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process for each timer interrupt, the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), the opening control of the variable winning ball device 6B based on "normal symbol win", etc. are enabled. The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol reservations is displayed by lighting the normal symbol reservation display 25C.
[0167] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.
[0168] Fig. 6 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0169] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission of the performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.
[0170] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special drawing process flag provided in the RAM 102. In each process of the special symbol process (steps S110 to S120), transmission settings for transmitting the effect control command corresponding to each process to the effect control board 12 are performed.
[0171] The special symbol normal process in step S110 is executed when the value of the special drawing process flag is "0" (initial value). In this special symbol normal process, a determination is made as to whether to start the first special drawing game or the second special drawing game based on the presence or absence of hold information. Also, in the special symbol normal process, based on the random number value for determining the display result, whether to set the display result of the special symbol and the decorative symbol as "big win" or "small win" or the big win type in the case of "big win" is determined (predetermined) before the display result is derived and displayed. Further, in the special symbol normal process, a definite special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special drawing game is set corresponding to the determined display result. After that, the value of the special drawing process flag is updated to "1", and the special symbol normal process ends. Note that the special drawing game using the second special drawing may be executed with priority over the special drawing game using the first special drawing (also referred to as preferential digestion of special drawing 2). Also, the winning order of the game balls into the first start winning opening and the second start winning opening may be memorized, and the start conditions of the special drawing game may be established in the winning order (also referred to as winning order digestion).
[0172] When making various determinations based on the random number value, various tables stored in the ROM 101 (tables in which the determination values compared with the random number values are assigned to the determination results) are referred to. The same applies to other determinations on the main board 11 and various determinations on the effect control board 12. In the effect control board 12, various tables are stored in the ROM 121.
[0173] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.
[0174] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.
[0175] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.
[0176] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the display (deriving) of the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small jackpot," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small jackpot" or a "miss," and the game is in a time-saving state or a probability variable state and the end of the count limit is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0177] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.
[0178] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.
[0179] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.
[0180] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.
[0181] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize entry port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed.
[0182] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.
[0183] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.
[0184] The pachinko gaming machine 1 is configured such that the winning probability of a big win and the payout rate change according to set values. For example, in the special symbol normal process of the special symbol process, by using a display result determination table (winning probability) according to the set value, the winning probability of a big win and the payout rate change. For example, the set value consists of six levels from 1 to 6, and 6 has the highest winning probability of a big win. The winning probability of a big win decreases in the order of 6, 5, 4, 3, 2, 1 as the value becomes smaller. In this example, when 6 is set as the set value, it is most advantageous for the player, and the degree of advantage gradually decreases in the order of 6, 5, 4, 3, 2, 1. If the winning probability of a big win changes according to the set value, the payout rate may also change according to the set value. The winning probability of a big win may be constant regardless of the set value, while the number of rounds in the big win gaming state may change according to the set value. The pachinko gaming machine 1 only needs to be configured to be able to set any one of a plurality of set values with different degrees of advantage for the player. The set value set in the pachinko gaming machine 1 is notified by sending a set value designation command from the main board 11 side to the effect control board 12 side.
[0185] FIG. 7 shows a configuration example of the display result determination table. FIG. 7(A) shows a configuration example of the first special symbol display result determination table used when the variable special symbol is the first special symbol, and FIG. 7(B) shows a configuration example of the second special symbol display result determination table used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in the ROM 101. In the display result determination table, according to the set value, a winning determination value compared with the random number value MR1 is assigned to the special symbol display result which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and the value is randomly updated in the range of 0 to 65535. As the display result determination table, a common display result determination table may be used for the first special symbol and the second special symbol.
[0186] In the display result determination table, when the game state is the probability-variable state (high probability state), more determination values are assigned to the special figure display result of "big win" than when it is in the normal state or the time-shortened state (low probability state). As a result, when in a high probability state such as the probability-variable state in which probability-variable control is performed in the pachinko gaming machine 1, the probability of being determined to be controlled to the big win game state is higher than when in a low probability state such as the normal state or the time-shortened state.
[0187] In the first special figure display result determination table, regardless of the game state and setting value, determination values are assigned so that the probability of determining to control the special figure display result as "small win" and controlling it to the small win game state becomes the same value. In the second special figure display result determination table, regardless of the game state and setting value, determination values are assigned so that the probability of determining to control the special figure display result as "small win" and controlling it to the small win game state becomes a different same value from that of the first special figure display result determination table. Note that the probability of determining to control the special figure display result as "small win" and controlling it to the small win game state may be varied according to the setting value. Regardless of the variable special figure, the probability of determining to control the special figure display result as "small win" and controlling it to the small win game state may be set as the same probability.
[0188] In the first special figure display result determination table and the second special figure display result determination table, when the game state is the normal state or the time-shortened state, the range from 1020 to 1237 among the win determination values is set as the common numerical range of the big win determination values for determining a big win regardless of the setting value. When the setting value is 1, the range from 1020 to 1237 is assigned to "big win", and only the common numerical range of the big win determination values for determining a big win is set. On the other hand, when the setting values are from 2 to 6, numerical ranges corresponding to each setting value starting from 1238 are set as the non-common numerical ranges of the big win determination values so as to be continuous from the common numerical range of the big win determination values.
[0189] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is in a probability variable state, the range of 1020 to 1346 among the hit determination values is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the set value. When the set value is 1, 1020 to 1346 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the set value is 2 to 6, the numerical range according to each set value from 1346 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.
[0190] In the first special symbol display result determination table, when the game state is normal or time-saving, the range of 32767 to 33094 among the hit determination values is set as a common numerical range of small hit determination values for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0191] In the first special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33094 among the hit determination values is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0192] In the second special chart display result determination table, when the game state is normal or time-saving, the range of 32767 to 33421 among the hit determination values is set as a common numerical range of small hit determination values for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0193] In the second special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33421 among the hit determination values is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0194] The number of set values that can be set in the pachinko gaming machine 1 may be 5 or less or 7 or more. The smaller the set value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The gaming performance may be changed according to the set value set in the pachinko gaming machine 1. For example, when the set value set in the pachinko gaming machine 1 is 1, the jackpot probability in the normal state is 1 / 320, and the gaming performance (so-called probability variation loop type) in which the probability variation state loops at a rate of 65% is adopted. When the set value set in the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200. While the gaming state after the end of the jackpot game is controlled to the probability variation state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game, the gaming performance (so-called V probability variation type) in which the rate at which the game ball passes through the predetermined switch during the jackpot game varies according to the variation special figure is adopted. When the set value set in the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small win probability is 1 / 50, and the gaming performance (so-called type 1 and type 2 mixed type) in which the jackpot game state is controlled based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the high base (time shortening control) may be adopted. When the set value set in the pachinko gaming machine 1 is any one of 1 to 3, the gaming performance is the same, but a setting (for example, when the set value set in the pachinko gaming machine 1 is any one of 4 to 6) in which the jackpot probability and the small win probability are higher than when the set value is any one of 1 to 3 while the number of winning balls that can be obtained during the jackpot game is smaller may be provided. When changing the gaming performance according to the set value, a common switch may be used for different purposes. Specifically, when the set value is 1 to 3, the predetermined switch provided in the special variable winning ball device 7 is used as an effect switch (a switch for executing a predetermined effect every time the game ball passes through a predetermined area), and when the set value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the gaming state to the probability variation state or the jackpot game state based on the game ball passing through the predetermined switch).
[0195] The type of jackpot may be determined at different rates depending on the setting value, based on the allocation of judgment values in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The fluctuation pattern may be determined at different rates depending on the setting value, based on the allocation of judgment values in the fluctuation pattern determination table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, so that the setting value may be suggested by the frequency at which normal reaches and super reaches are executed. Alternatively, the execution rate of normal reaches and super reaches may be common regardless of the setting value. In addition, any setting suggestion effect may be able to be executed at different rates depending on the setting value.
[0196] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power supply voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 8. When the performance control main process shown in Fig. 8 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 and return it to its initial position, and control to perform predetermined operation checks.
[0197] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0198] On the side of the production control board 12, an interrupt for receiving a production control command from the main board 11 occurs separately from the timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt generated when the production control INT signal from the main board 11 becomes on. When an interrupt is generated due to the production control INT signal becoming on, the production control CPU 120 automatically sets the interrupt prohibition. However, when using a CPU that does not automatically enter the interrupt prohibition state, it is desirable to issue an interrupt prohibition command (DI command). The production control CPU 120 executes, for example, a predetermined command reception interrupt process in response to the interrupt generated when the production control INT signal becomes on. In this command reception interrupt process, among the input ports included in the I / O 125, the production control command is fetched from a predetermined input port that receives the control signal transmitted from the main board 11 via the relay board 15. The production control command fetched at this time is stored, for example, in a buffer for receiving the production control command provided in the RAM 122. After that, the production control CPU 120 sets the interrupt permission and then ends the command reception interrupt process.
[0199] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to be off (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, after reading out various production control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving the production control command, settings and controls corresponding to the read production control commands are performed. For example, the read production control command is stored in a predetermined area of the RAM 122 or the reception flag provided in the RAM 122 is turned on so that it can be confirmed in the production control process processing or the like what production control command was received and what the content specified by the production control command is. Also, when the production control command specifies the game state, the display control unit 123 may be instructed to display the background corresponding to the game state.
[0200] After executing the command analysis process in step S75, an effect control process is executed (step S76). In the effect control process, for example, control is performed to operate various effect devices such as the display operation of the effect image in the display area of the image display device 5, the voice output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitters such as the game effect lamp 9 and the decorative LEDs, and the driving operation of the movable body 32. Also, regarding the control content of the effect operation using various effect devices, determination, decision-making, setting, etc. are performed according to the effect control commands transmitted from the main board 11 and the like.
[0201] Following the effect control process in step S76, an effect random number update process is executed (step S77), and at least a part of the effect random numbers used on the side of the effect control board 12 is updated by software. Then, the process returns to step S73. Before returning to the process of step S73, other processes may be executed.
[0202] FIG. 9 is a flowchart showing an example of the process executed in step S76 of FIG. 8 as the effect control process. In the effect control process shown in FIG. 9, the effect control CPU 120 first executes a pre-announcement setting process (step S161). In the pre-announcement setting process, for example, determination, decision-making, setting, etc. for executing a pre-announcement effect are performed based on the effect control command at the start winning transmitted from the main board 11. Also, a process for displaying a hold display is executed based on the number of holds stored specified from the effect control command.
[0203] After executing the process of step S161, the effect control CPU 120 selects and executes any one of the processes of steps S170 to S177 as follows according to the value of the effect process flag provided in the RAM 122, for example.
[0204] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0205] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.
[0206] The variable display performance process in step S172 is a process executed when the value of the performance process flag is "2". In this variable display performance process, the performance control CPU 120 executes various performance controls during the variable display of the decoration symbols by instructing the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, driving the movable body 32, outputting a command (sound effect signal) to the audio control board 13 to output sound and sound effects from the speakers 8L and 8R, and outputting a command (decoration signal) to the lamp control board 14 to turn on / off / blink the game effect lamp 9 and the decorative LEDs. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decoration symbols is read from the performance control pattern, or a command specifying to stop displaying the determined decoration symbol is received from the main board 11, the determined decoration symbol that is the display result of the decoration symbol is stopped from being displayed. When the determined decoration symbol is stopped from being displayed, the value of the performance process flag is updated to "3", and the variable display performance process ends.
[0207] The special symbol hit wait process in step S173 is a process executed when the value of the performance process flag is "3". In this special symbol hit wait process, the performance control CPU 120 determines whether an performance control command specifying the start of the big win game state or the small win game state is received from the main board 11. When an performance control command specifying the start of the big win game state or the small win game state is received, if the command specifies the start of the big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of the small win game state, the value of the performance process flag is updated to "4", which is the value corresponding to the small win in-game performance process. Also, when the reception waiting time for the command elapses without receiving an command specifying the start of the big win game state or the small win game state, it is determined that the display result in the special symbol game is "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special symbol hit wait process ends.
[0208] The small win performance processing in step S174 is a process executed when the performance process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.
[0209] The small win end effect processing of step S175 is a process executed when the value of the effect process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated.
[0210] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.
[0211] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.
[0212] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.
[0213] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.
[0214] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0215] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.
[0216] The program and data for implementing the present invention are not limited to the form of being distributed and provided by a detachable recording medium to a computer device or the like included in the pachinko gaming machine 1, and may be distributed by being installed in advance in a storage device of the computer device or the like. Furthermore, the program and data for implementing the present invention may be distributed by downloading them from other devices on a network connected via a communication line or the like by providing a communication processing unit.
[0217] And the execution form of the game is not limited to only the one executed by attaching a detachable recording medium, but may also be in a form that enables execution by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or in a form of directly executing using the hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, it can also be in a form of executing the game by exchanging data with other computer devices or the like via a network.
[0218] In addition, in this specification, expressions for comparing various ratios such as the execution ratio of the effect ("higher", "lower", "make different", etc.) may include the case where one ratio is "0%". For example, it also includes the case where one ratio is "0%" and the other ratio is "100%" or less than "100%".
[0219] (Explanation regarding the feature part 135SG) Next, the feature part 135SG (hereinafter abbreviated as this feature part 135SG) in the embodiment of the present invention will be described. FIG. 10-1 is a front view of the pachinko gaming machine 1 in this feature part 135SG. As shown in FIG. 10-1, in the pachinko gaming machine 1 of this feature part 135SG, a winning flash lamp 135SG009F imitating the character A is provided on the right side of the image display device 5, and near the winning ball device 6A, a start port lamp 135SG009S for lighting the winning ball device 6A (the first start port) is provided.
[0220] Furthermore, a stick lamp 135SG009X for illuminating the stick controller 31A is provided within the stick controller 31A, and a button lamp 135SG009Y for illuminating the push button 31B is provided within the push button 31B. These stick lamp 135SG009X and button lamp 135SG009Y, together with the above-mentioned main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d, constitute the game effect lamp 9 in this characteristic part 135SG.
[0221] As shown in Figure 10-2, the lamp 135SG009F for flashing when a prize is won, the starting lamp 135SG009S, the stick lamp 135SG09X, and the button lamp 135SG009Y are connected to the lamp control board 14, and can be turned on (flashed) by control from the performance control CPU 120 via the lamp control board 14.
[0222] 10-3 is an explanatory diagram showing the image display device 5 in this characteristic part 135SG. Most of the display area of the image display device 5 in this characteristic part 135SG constitutes a first display area 135SG005F for displaying effects such as variable display of decorative symbols and reach effects. In addition, the lower end of the image display device 5 constitutes a second display area 135SG005Sa including a first reserved memory display area 135SG005D capable of displaying the number of reserved first special symbols by the number of reserved circular symbols, a second reserved memory display area 135SG005U capable of displaying the number of reserved second special symbols by the number of reserved circular symbols, and a caption display area 135SG005T capable of displaying captions indicating the game status, the effects currently being performed, etc.
[0223] The upper right corner of the image display device 5 forms a third display area 135SG005Sb which includes a fourth pattern 135SG005J which indicates that a special pattern is being variably displayed, a display of the number of first special pattern reserved memories and a display of the number of second special pattern reserved memories.
[0224] The first display area 135SG005F is provided in its central portion with the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R, allowing for variable display of decorative symbols. The left end of the first display area 135SG005F displays small symbols 135SG005M, which are smaller than the decorative symbols. The small symbols are arranged vertically in a row, corresponding to the decorative symbols displayed in the "left" decorative symbol display area 5L, the decorative symbols displayed in the "center" decorative symbol display area 5C, and the decorative symbols displayed in the "right" decorative symbol display area 5R. The small symbols 135SG005M are never hidden during variable display and are always displayed within the first display area 135SG005F of the image display device 5.
[0225] 10-3, in this characteristic part 135SG, the decorative pattern is arranged in the center of the first display area 135SG005F of the image display device 5, and the small pattern 135SG005M is arranged at the left end of the first display area 135SG005F of the image display device 5 in a size smaller than the decorative pattern. Therefore, the visibility of the small pattern 135SG005M is lower than the visibility of the decorative pattern.
[0226] Furthermore, an active display area 135SG005A is provided at the center bottom of the first display region 135SG005F in this characteristic section 135SG for displaying, as an active display, a pending display corresponding to the variable display currently being executed.
[0227] Hereinafter, in this characteristic section 135SG, the hold display and the active display may be collectively referred to as the specific display.
[0228] FIG. 10-4(A) is an explanatory diagram showing an example of the content of the effect control command used in the present feature section 135SG. The effect control command has, for example, a two-byte configuration. The first byte indicates MODE (classification of the command), and the second byte represents EXT (type of the command). The most significant bit (bit 7) of the MODE data is always set to "1", and the most significant bit of the EXT data is set to "0". Note that the command format shown in FIG. 10-4(A) is just an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be 1 or a plurality of three or more.
[0229] In the example shown in FIG. 10-4(A), command 8001H is the first variable display start command for specifying the start of variable display in the special symbol game using the first special symbol in the first special symbol display device 4A. Command 8002H is the second variable display start command for specifying the start of variable display in the special symbol game using the second special symbol in the second special symbol display device 4B. Command 81XXH is a variable pattern designation command for designating a variable pattern (variation time (variable display time)), such as a decorative symbol (also referred to as an effect symbol) variably displayed in each of the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right" in the image display device 5 corresponding to the variable display of the special symbol in the special symbol game. Here, XXH indicates that it is an unspecified hexadecimal number, and any value may be set according to the instruction content by the effect control command. Note that in the variable pattern designation command, different EXT data is set according to the variable pattern to be designated and the like.
[0230] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies variable display results such as special symbols and decorative symbols. In the variable display result specification command, as shown in Figure 10-4(B), for example, different EXT data is set depending on the determination result (predetermined result) of whether the variable display result (also called variable display result) is a "miss," a "jackpot," or a "minor hit," and the determination result of which of several types of jackpot type will be used if the variable display result is a "jackpot."
[0231] For example, as shown in FIG. 10-4(B), command 8C00H is a first variable display result designation command indicating a predetermined result that the variable display result will be a "miss." Command 8C01H is a second variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot A." Command 8C02H is a third variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot B." Command 8C03H is a fourth variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot C." Command 8C04H is a fifth variable display result designation command that notifies the predetermined result and the jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "non-variable jackpot". Command 8C05H is a sixth variable display result designation command that notifies the predetermined result that the variable display result will be "small jackpot".
[0232] Command 8F00H is a symbol determination command that specifies the stopping (determination) of the variation of decorative symbols in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5. Command 95XXH is a game state designation command that specifies the current game state of the pachinko gaming machine 1. In the game state designation command, different EXT data is set depending on the current game state of the pachinko gaming machine 1, for example. As a specific example, command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), and command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state). In addition, command 9502H is a third game state designation command corresponding to a game state in which special probability control is performed but time-saving control is not performed (high probability low base state, special probability state without time-saving), and command 9503H is a fourth game state designation command corresponding to a game state in which time-saving control and special probability control are both performed (high probability high base state, special probability state with time-saving).
[0233] Command A0XXH is a start-of-win command (also called a "fanfare command") that specifies the display of a presentation image indicating the start of a jackpot or small win game. Command A1XXH is a large prize opening notification command that notifies the player that the large prize opening is in an open state during a jackpot game. Command A2XXH is a large prize opening post-opening notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game. Command A3XXH is a end-of-win command that specifies the display of a presentation image at the end of a jackpot game or small win.
[0234] In the winning start specification command or the winning end specification command, different EXT data may be set according to the pre-determined result or the jackpot type determination result, for example, by setting EXT data similar to the variable display result specification command. Alternatively, in the winning start specification command or the winning end specification command, the correspondence relationship between the pre-determined result and the jackpot type determination result and the EXT data to be set may be made different from the correspondence relationship in the variable display result specification command. In the big winning opening notification command or the big winning opening after notification command, for example, different EXT data is set corresponding to the number of executions of the round (for example, "1" to "10") in the jackpot state described later.
[0235] Command B100H is a first start port winning designation command for notifying that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A is satisfied based on the fact that a game ball that has passed (entered) through the first start winning port formed by the winning ball device 6A is detected by the first start port switch 22A and a start winning (first start winning) has occurred. Command B200H is a second start port winning designation command for notifying that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B is satisfied based on the fact that a game ball that has passed (entered) through the second start winning port formed by the variable winning ball device 6B is detected by the second start port switch 22B and a start winning (second start winning) has occurred.
[0236] Command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the number of reserved special symbols can be specified. Command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the number of reserved special symbols can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a first start port entry designation command is transmitted, for example, based on the first start condition being met when a gaming ball passes (enters) the first start port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a second start port entry designation command is transmitted, for example, based on the second start condition being met when a gaming ball passes (enters) the second start port. In addition, the first pending memory number notification command and the second pending memory number notification command may be sent in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the pending memory number decreases).
[0237] Instead of the first reserved memory number notification command or the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be sent. In other words, a total reserved memory number notification command may be used to notify an increase (or decrease) in the total reserved memory number.
[0238] Commands C4XXH and C6XXH are presentation control commands (commands specifying the result of the judgment at the time of winning) that indicate the content of the judgment result at the time of winning. Of these, command C4XXH is a pattern specification command that indicates whether the variable display result will be a "jackpot" or not, the judgment result of the type of jackpot (probable hit or non-probable hit), and whether it will be a small hit, as the judgment result at the time of winning. Furthermore, command C6XXH is a variation category command that indicates the judgment result of whether the random number value for determining the variation pattern will be a "non-reach," "super reach," or "other," as the judgment result at the time of winning.
[0239] The commands shown in FIG. 10-4(A) are just examples. It may not have some of these commands, different commands may be used instead of these commands, or commands different from these commands may be added. For example, a prize ball number notification command for specifying the number of prize balls paid out based on the fact that a game ball has won in each winning opening, a gate passage notification command for notifying that the game ball has passed through the passage gate 41, a notification command for notifying the remaining number of times when probability variable control or time shortening control is executed, etc. may be provided.
[0240] FIG. 10-5 is an explanatory diagram illustrating random values counted on the side of the main board 11. As shown in FIG. 10-5, in this feature section 135SG, on the side of the main board 11, numerical data indicating each of the random values MR1 for special figure display result determination, random value MR2 for big win type determination, random value MR3 for variation pattern determination, and random value MR4 for normal figure display result determination is controllably counted. Incidentally, random values other than these may be used to enhance the game effect. The random numbers used to control the progress of such games are also called game random numbers.
[0241] The random number circuit 104 may count numerical data indicating some or all of these random values MR1 to MR4. The CPU 103 may use a random counter different from the random number circuit 104, such as a random counter provided in the game control counter setting section 135SG154 shown in FIG. 10-10, and update various numerical data by software to count numerical data indicating some of the random values MR1 to MR4.
[0242] The random value MR1 for determining the special figure display result is a random value used to determine whether to control the jackpot game state by setting the variable display result such as a special symbol in the special figure game as a "jackpot". For example, it takes a value in the range of "1" to "65536". The random value MR2 for determining the jackpot type is a random value used to determine the jackpot type as either "certain change jackpot A", "certain change jackpot B", "certain change jackpot C", or "non-certain change jackpot" when the variable display result is a "jackpot". For example, it takes a value in the range of "1" to "100".
[0243] The random value MR3 for determining the variation pattern is a random value used to determine the variation pattern in the variable display of the special symbol or the decorative symbol as one of a plurality of types prepared in advance. For example, it takes a value in the range of "1" to "997".
[0244] The random value MR4 for determining the normal figure display result is a random value used to make a determination such as whether to consider the variable display result in the normal figure game by the normal figure display 20 as a "normal figure win" or a "normal figure miss". For example, it takes a value in the range of "3" to "13".
[0245] FIG. 10-6(A) shows a configuration example of the special figure display result determination table 1 stored in the ROM 101. In this feature unit 135SG, a common special figure display result determination table is used for the first special figure and the second special figure as the special figure display result determination table. However, the present invention is not limited to this, and individual special figure display result determination tables may be used for the first special figure and the second special figure.
[0246] The special figure display result determination table 1 is a table referred to for determining whether to control the jackpot game state by setting the variable display result as a "jackpot" based on the random value MR1 for determining the special figure display result, before the determined special symbol that becomes the variable display result is derived and displayed in the special figure game using the first special figure by the first special symbol display device 4A or the special figure game using the second special figure by the second special symbol display device 4B.
[0247] In the special chart display result determination table 1 in this feature part 135SG, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a special chart state (high probability state).
[0248] In the special symbol display result determination table 1, table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is determination data assigned to the determination result of whether or not to set the special symbol display result as a "jackpot" and control the game state to a jackpot. In the special symbol display result determination table 1 in the feature unit 135SG, when the game state is a probability variable state (high probability state), more determination values are assigned to the "jackpot" special symbol display result than when the game state is a normal state or a time-saving state (low probability state). As a result, in the probability variable state (high probability state) in which the pachinko game machine 1 performs probability variable control, the probability of determining that the special symbol display result is a "jackpot" and control the game state to a jackpot is higher (approximately 1 / 30 in the feature unit 135SG) than the probability of determining that the special symbol display result is a "jackpot" and control the game state to a jackpot when the game state is a normal state or a time-saving state (low probability state) (approximately 1 / 300 in the feature unit 135SG). That is, in the special chart display result judgment table 1, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0249] 10-6(B) shows an example of the configuration of the special symbol display result determination table 2 stored in the ROM 101. The special symbol display result determination table 2 is a table that is referenced to determine whether or not to control the variable display result to a small win game state as a "small win" based on a random number value MR1 for determining the special symbol display result before a determined special symbol that is a variable display result is derived and displayed in a special symbol game using the first special symbol by the first special symbol display device 4A or a special symbol game using the second special symbol by the second special symbol display device 4B.
[0250] In the special figure display result determination table 2 in the feature unit 135SG, regardless of whether the game state in the pachinko game machine 1 is in the normal state or the time-saving state (low probability state) or the probability variation state (high probability state), the value (determination value) compared with the random number value MR1 for special figure display result determination is assigned to the special figure display result of "small win".
[0251] In the special figure display result determination table 2, the table data indicating the determination value compared with the random number value MR1 for special figure display result determination is the determination data assigned to the determination result of whether to control the small win game state with the special figure display result as "small win". In the special figure display result determination table 2 in the feature unit 135SG, the number of determination values assigned to "small win" is different between the case of the special figure game of the first special figure and the case of the second special figure. Specifically, in the case of the special figure game of the first special figure, a determination value is assigned to "small win", but in the case of the special figure game of the second special figure, no determination value is assigned to "small win". Therefore, as will be described later, the variable display of the second special figure is executed with priority over the variable display of the first special figure, and when the time-saving control is executed and a winning occurs in the second start winning opening formed by the variable winning ball device 6B and the variable display of the second special figure is frequently executed in the high base state, "small win" hardly occurs. In the high base state where the game ball easily enters the second start winning opening formed by the variable winning ball device 6B, it is possible to prevent the occurrence of "small win" where a large number of game balls cannot be obtained and the gaming interest decreases.
[0252] FIG. 10-7(A) shows a configuration example of the jackpot type determination table stored in the ROM 101. The jackpot type determination table in the present feature unit 135SG is a table referred to for determining one of a plurality of jackpot types based on the random number value MR2 for jackpot type determination when it is determined that the special figure display result is "jackpot" and the game is controlled to the jackpot game state. In the jackpot type determination table, depending on whether the special symbol that has undergone variable display (fluctuating display) in the special figure game is the first special figure (the special figure game by the first special figure display device 4A) or the second special figure (the special figure game by the second special figure display device 4B), the numerical value (determination value) to be compared with the random number value MR2 for jackpot type determination is assigned to a plurality of jackpot types such as "non-probability-variable jackpot", "probability-variable jackpot A", "probability-variable jackpot B", and "probability-variable jackpot C".
[0253] Here, regarding the jackpot type in the present feature unit 135SG, referring to FIG. 10-7(B), in the present feature unit 135SG, as the jackpot type, there are "probability-variable jackpot A" and "probability-variable jackpot B" in which high-probability control and time-shortening control are executed after the end of the jackpot game state and the game shifts to the high-probability high-base state, "probability-variable jackpot C" in which high-probability control is executed but time-shortening control is not executed after the end of the jackpot game state and the game shifts to the high-probability low-base state, and "non-probability-variable jackpot" in which only time-shortening control is executed after the end of the jackpot game state and the game shifts to the low-probability high-base state.
[0254] The jackpot gaming state caused by "Sure-Variable Jackpot A" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 10 times (so-called 10 rounds). On the other hand, the jackpot gaming state caused by "Sure-Variable Jackpot B" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 5 times (so-called 5 rounds). And the jackpot gaming state caused by "Sure-Variable Jackpot C" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 2 times (so-called 2 rounds). Also, the jackpot gaming states caused by "Sure-Variable Jackpot C" and "Non-Sure-Variable Jackpot" are normal open jackpots in which the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 2 times (so-called 2 rounds). Therefore, "Sure-Variable Jackpot A" may be referred to as a 10-round (10R) sure-variable jackpot, "Sure-Variable Jackpot B" as a 5-round (5R) sure-variable jackpot, and "Sure-Variable Jackpot C" as a 2-round (2R) sure-variable jackpot.
[0255] Also, although not particularly shown, in the small win gaming state in this feature part 135SG, the special variable winning ball device 7 changes to the first state advantageous to the player twice, and the opening time is 0.1 second. Note that after the small win gaming ends, the gaming state immediately before the small win gaming is taken over.
[0256] The high-probability control and time-shortening control executed after the end of the jackpot gaming state of the sure-variable jackpot continue to be executed until a jackpot occurs again after the end of the jackpot gaming state. Therefore, if the jackpot that occurs again is a sure-variable jackpot, the high-probability control and time-shortening control are executed again after the end of the jackpot gaming state, so that the jackpot gaming states occur continuously without passing through the normal state, so-called consecutive winning state.
[0257] On the other hand, the time shortening control executed after the end of the jackpot game state due to the "non-probability variable jackpot" ends when a predetermined number of special figure games (100 times in this feature section 135SG) are executed, or when the jackpot game state is entered before the predetermined number of special figure games is executed.
[0258] In the setting example of the jackpot type determination table shown in FIG. 10-7(A), depending on whether the variably displayed special figure is the first special figure or the second special figure, the allocation of determination values for the jackpot types of "probability variable jackpot A", "probability variable jackpot B", "probability variable jackpot C", and "non-probability variable jackpot" is different. That is, when the variably displayed special figure is the first special figure, a determination value within a predetermined range (values in the range of "81" to "100") is allocated to the jackpot types of "probability variable jackpot B" and "probability variable jackpot C" with fewer rounds, while when the variably displayed special figure is the second special figure, no determination value is allocated to the jackpot types of "probability variable jackpot B" and "probability variable jackpot C". With such a setting, when determining the jackpot type to be one of multiple types based on the establishment of the first start condition for starting the special figure game using the first special figure by the first special symbol display device 4A, and when determining the jackpot type to be one of multiple types based on the establishment of the second start condition for starting the special figure game using the second special figure by the second special symbol display device 4B, the ratio of determining the jackpot type to "probability variable jackpot B" or "probability variable jackpot C" with fewer rounds can be made different. In particular, in the special figure game using the second special figure, it is determined that the jackpot type will not be controlled to the normal open jackpot state or the high-speed open jackpot state with fewer rounds as "probability variable jackpot B" or "probability variable jackpot C". Therefore, for example, in a game state where it is easy for the game balls to enter the second start winning opening formed by the variable winning ball device 6B due to the high opening control associated with the time shortening control, it is possible to prevent the frequent occurrence of the jackpot state with few winning balls obtained, thereby preventing the decline in the game interest.
[0259] In the setting example of the jackpot type determination table shown in Fig. 10-7(A), since the assignment of the determination value for the "non-progressive" jackpot type is the same regardless of whether it is the special figure game of the first special figure or the second special figure, the probability of a non-progressive jackpot and the probability of a progressive jackpot are the same regardless of whether it is the special figure game of the first special figure or the second special figure.
[0260] Therefore, as described above, in response to the assignment of the determination value for "progressive jackpot B" or "progressive jackpot C" being different depending on whether it is the special figure game of the first special figure or the second special figure, the assignment of the determination value for "progressive jackpot A" also differs depending on whether it is the special figure game of the first special figure or the second special figure. For "progressive jackpot A" with a large number of rounds, it is set so that it is more likely to be determined when it is the special figure game of the second special figure than when it is the special figure game of the first special figure.
[0261] In addition, even when it is the special figure game of the second special figure, a determination value within a predetermined range different from that in the case of the special figure game of the first special figure may be assigned to the jackpot type of "progressive jackpot B" or "progressive jackpot C". For example, when it is the special figure game of the second special figure, a smaller determination value may be assigned to the jackpot type of "progressive jackpot B" or "progressive jackpot C" than in the case of the special figure game of the first special figure. Alternatively, regardless of whether it is the special figure game of the first special figure or the second special figure, common table data may be referred to for determining the jackpot type.
[0262] FIG. 10-8 shows the variation pattern in the present feature section 135SG. In the present feature section 135SG, among the cases where the variable display result is "miss", corresponding to each of the cases where the variable display mode of the decorative pattern is "non-reach" and "reach", and also corresponding to the cases where the variable display result is "big win" or "small win", etc., a plurality of variation patterns are prepared in advance. Incidentally, the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" is referred to as a non-reach variation pattern (also referred to as a "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "reach" is referred to as a reach variation pattern (also referred to as a "reach miss variation pattern"). Further, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is "miss". The variation pattern corresponding to the case where the variable display result is "big win" is referred to as a big win variation pattern.
[0263] Among the big win variation pattern and the reach variation pattern, there are a normal reach variation pattern in which a reach effect of normal reach is executed and a super reach variation pattern in which a reach effect of super reach is executed. Incidentally, in the present feature section 135SG, as the normal reach variation pattern, there are a normal reach variation pattern in which the pseudo continuous effect described later is not executed and a normal reach variation pattern in which the pseudo continuous effect described later is executed once, and a common reach effect of normal reach is executed. Further, as the super reach variation pattern, there are a super reach variation pattern in which the pseudo continuous effect described later is executed twice and a super reach variation pattern in which the pseudo continuous effect described later is executed three times, and a common reach effect of super reach is executed. That is, in the present feature section 135SG, an example is shown in which only one type of reach effect is provided as the reach effect of normal reach and the reach effect of super reach, but the present invention is not limited to this, and as the reach effect of normal reach and the reach effect of super reach, a plurality of reach effects may be provided.
[0264] The variation pattern in the feature part 135SG also includes a special win variation pattern (PC1-1) corresponding to the case where the variable display result is "small win" or the variable display result is "big win" and the big win type is "certainty big win C".
[0265] As shown in FIG. 10-8, the variable display time of the normal reach variation pattern in which the reach effect of the normal reach in the feature part 135SG is executed is set shorter than that of the super reach variation pattern.
[0266] In addition, the normal reach variation pattern in the feature part 135SG includes a variation pattern that does not execute a pseudo continuous effect of temporarily stopping and re-variable displaying the decorative symbol during variable display, and a variation pattern that executes the pseudo continuous effect once during variable display. In the normal reach variation pattern, the variation pattern that does not execute the pseudo continuous effect during variable display is set to have a shorter special figure variation time than the variation pattern that executes the pseudo continuous effect once during variable display.
[0267] Furthermore, the super reach variation pattern in the feature part 135SG includes a variation pattern that executes the pseudo continuous effect twice during variable display and a variation pattern that executes the pseudo continuous effect three times during variable display. In the super reach variation pattern, the variation pattern that executes the pseudo continuous effect twice during variable display is set to have a shorter special figure variation time than the variation pattern that executes the pseudo continuous effect three times during variable display.
[0268] In the feature part 135SG, since the big win expectancy for the variable display result to be "big win" increases in the order of super reach, normal reach, and non-reach, in the normal reach variation pattern and the super reach variation pattern, the longer the special figure variation time, the higher the big win expectancy.
[0269] That is, for the normal reach variation pattern and the super reach variation pattern in the feature part 135SG, the more times the pseudo continuous effect is executed during variable display, the higher the big win expectancy.
[0270] Also, in this feature section 135SG, as will be described later, instead of first determining the type of these variation patterns, such as non-reach type, normal reach type, super reach type, etc., and then determining the variation pattern to be executed from the variation patterns belonging to the determined type, only the random number value MR3 for variation pattern determination is used to determine without determining these types. However, the present invention is not limited to this. For example, in addition to the random number value MR3 for variation pattern determination, a random number value for variation pattern type determination may be provided, and the type of the variation pattern may be first determined from these random number values for variation pattern type determination, and then the variation pattern to be executed from the variation patterns belonging to the determined type may be determined.
[0271] FIG. 10-9 is an explanatory diagram of a method for determining a variation pattern in this feature section 135SG. In this feature section 135SG, the variation pattern determination table to be selected is varied according to the display result of the variable display to be executed and the number of stored memories.
[0272] Specifically, as shown in FIG. 10-9, when the variable display result is a non-probabilistic jackpot, the jackpot variation pattern determination table A is selected, and using this jackpot variation pattern determination table A, the variation patterns are determined from PB1-1 (variation pattern of normal reach jackpot), PB1-2 (variation pattern of normal reach pseudo continuous performance 1-time jackpot), PB1-3 (variation pattern of super reach pseudo continuous performance 2-time jackpot), and PB1-4 (variation pattern of super reach pseudo continuous performance 3-time jackpot). Also, when the variable display result is a probabilistic jackpot, the jackpot variation pattern determination table B is selected, and using this jackpot variation pattern determination table B, the variation patterns are determined from PB1-1 (variation pattern of normal reach jackpot), PB1-2 (variation pattern of normal reach pseudo continuous performance 1-time jackpot), PB1-3 (variation pattern of normal reach pseudo continuous performance 2-time jackpot), and PB1-4 (variation pattern of normal reach pseudo continuous performance 3-time jackpot).
[0273] As shown in FIG. 10-9, the jackpot fluctuation pattern determination table A and the jackpot fluctuation pattern determination table B have different determination rates for PB1-1 to PB1-4. Specifically, in the jackpot fluctuation pattern determination table A, PB1-1 is determined at a rate of 30%, PB1-2 at a rate of 45%, PB1-3 at a rate of 20%, and PB1-4 at a rate of 5%. On the other hand, in the jackpot fluctuation pattern determination table B, PB1-1 is determined at a rate of 5%, PB1-2 at a rate of 20%, PB1-3 at a rate of 30%, and PB1-4 at a rate of 45%. In other words, in this feature unit 135SG, when the variable display result is a probability variable jackpot, the variable display result is determined to be a super reach fluctuation pattern at a higher rate than when the variable display result is a non-probability variable jackpot. Furthermore, when paying attention to the number of times the pseudo consecutive effects are executed, when the variable display result is a probability variable jackpot, it is easier for more pseudo consecutive effects to be executed during the variable display than when the variable display result is a non-probability variable jackpot. For this reason, this feature unit 135SG makes it possible to draw the player's attention to the change pattern in the variable display and the number of times the pseudo consecutive effects are executed.
[0274] Also, if the variable display result is a small win, the special win fluctuation pattern determination table is selected, and the fluctuation pattern is determined to be PC1-1 (special win fluctuation pattern) using the special win fluctuation pattern determination table.
[0275] Also, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is two or less, the miss fluctuation pattern determination table A is selected, and the miss fluctuation pattern determination table A is used to determine the fluctuation pattern from PA1-1 (non-reach miss fluctuation pattern), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (normal reach pseudo consecutive performance one miss fluctuation pattern), PA2-3 (super reach pseudo consecutive performance two miss fluctuation pattern), and PA2-4 (super reach pseudo consecutive performance three miss fluctuation pattern).
[0276] Also, when the variable display result is "loss" in the normal game state (low base state) and the number of stored memories in the variable special figure is 3, the variable pattern determination table B for loss is selected, and using this variable pattern determination table B, the variable pattern is determined from PA1-2 (shortened variable pattern of non-reach loss), PA2-1 (variable pattern of normal reach loss), PA2-2 (variable pattern of normal reach pseudo-continuous performance 1 time loss), PA2-3 (variable pattern of super reach pseudo-continuous performance 2 times loss), and PA2-4 (variable pattern of super reach pseudo-continuous performance 3 times loss).
[0277] Also, when the variable display result is "loss" in the normal game state (low base state) and the number of stored memories in the variable special figure is 3, the variable pattern determination table B for loss is selected, and using this variable pattern determination table B, the variable pattern is determined from PA1-2 (shortened variable pattern of non-reach loss), PA2-1 (variable pattern of normal reach loss), PA2-2 (variable pattern of normal reach pseudo-continuous performance 1 time loss), PA2-3 (variable pattern of super reach pseudo-continuous performance 2 times loss), and PA2-4 (variable pattern of super reach pseudo-continuous performance 3 times loss).
[0278] Also, when the variable display result is "loss" in the normal game state (low base state) and the number of stored memories in the variable special figure is 4, the variable pattern determination table C for loss is selected, and using this variable pattern determination table C, the variable pattern is determined from PA1-3 (shortened variable pattern of non-reach loss), PA2-1 (variable pattern of normal reach loss), PA2-2 (variable pattern of normal reach pseudo-continuous performance 1 time loss), PA2-3 (variable pattern of super reach pseudo-continuous performance 2 times loss), and PA2-4 (variable pattern of super reach pseudo-continuous performance 3 times loss).
[0279] Also, when the variable display result is "miss" in the time-saving state (high base state), the miss variable pattern determination table D is selected, and using this miss variable pattern determination table D, the variable patterns are determined from PA1-4 (the shortened variable pattern for time-saving in the case of non-reach miss), PA2-1 (the variable pattern for normal reach miss), PA2-2 (the variable pattern for normal reach pseudo continuous performance miss once), PA2-3 (the variable pattern for super reach pseudo continuous performance miss twice), and PA2-4 (the variable pattern for super reach pseudo continuous performance miss three times).
[0280] That is, when the variable display result in this feature section 135SG is "miss", based on the fact that the number of reserved memories in the variable display figure is 3, 4, etc., or that it is in the time-saving state, the ratio of variable display being executed by the shortened variable patterns (PA1-2, PA1-3, PA1-4) that are shorter than the variable pattern (PA1-1) of normal non-reach miss in terms of the variable display time of the special figure becomes high. Thus, while preventing the game from being prolonged, it is possible to shorten the period until the next variable display result becomes a big win.
[0281] In the RAM 102 in this feature section 135SG, as an area for holding various data used for controlling the progress of the game in the pachinko game machine 1, for example, a game control data holding area 135SG150 as shown in FIG. 10-10 is provided. The game control data holding area 135SG150 shown in FIG. 10-10 includes a first special figure reserved memory section 135SG151A, a second special figure reserved memory section 135SG151B, a general figure reserved memory section 135SG151C, a game control flag setting section 135SG152, a game control timer setting section 135SG153, a game control counter setting section 135SG154, and a game control buffer setting section 135SG155.
[0282] The first special symbol reserve memory unit 135SG151A stores reserved data of a special symbol game (a special symbol game using a first special symbol in the first special symbol display device 4A) that has not yet started, but in which a game ball has passed (entered) through the first start winning port formed by the winning ball device 6A, resulting in a start winning (first start winning). As an example, the first special symbol reserve memory unit 135SG151A associates reserved numbers with the order of winning (the order of detection of game balls) into the first start winning port, and stores, as reserved data, random number values MR1 for determining the special symbol display result, random number values MR2 for determining the jackpot type, and numerical data indicating random number values MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the first start condition when the game ball passes (enters), until the number of stored data reaches a predetermined upper limit (for example, "4"). In this way, the reserved data stored in the first special chart reserved memory unit 135SG151A indicates that the execution of the special chart game using the first special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.
[0283] The second special symbol reserve memory unit 135SG151B stores reserved data of a special symbol game (a special symbol game using a second special symbol in the second special symbol display device 4B) that has not yet started, but in which a game ball has passed (entered) through the second start winning port formed by the variable winning ball device 6B and a start winning (second start winning) has occurred. As an example, the second special symbol reserve memory unit 135SG151B associates reserved numbers with the order of winning (the order of detection of game balls) into the second start winning port, and stores, as reserved data, numerical data indicating a random number value MR1 for determining the special symbol display result, a random number value MR2 for determining the type of jackpot, and a random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the second start condition when the game ball passes (enters), until the number reaches a predetermined upper limit (for example, "4"). In this way, the reserved data stored in the second special chart reserved memory unit 135SG151B indicates that the execution of a special chart game using the second special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.
[0284] Further, reservation information (first reservation information) based on the establishment of the first start condition due to a game ball passing through (entering) the first start winning opening and reservation information (second reservation information) based on the establishment of the second start winning due to a game ball passing through (entering) the second start winning opening may be stored in a common reservation memory unit in association with a reservation number. In this case, start opening data indicating which of the first start winning opening and the second start winning opening the game ball has passed through (entered) may be included in the reservation information and stored in association with the reservation number.
[0285] The general pattern reservation memory unit 135SG151C stores reservation information for a general pattern game that has not yet been started by the general pattern display 20 even though a game ball passing through the passing gate 41 has been detected by the gate switch 21. For example, the general pattern reservation memory unit 135SG151C stores, in association with a reservation number in the order in which game balls pass through the passing gate 41, numerical data indicating a random number value MR4 for determining a general pattern display result extracted from a random number circuit 104 or the like by the CPU 103 based on the passage of the game ball as reservation data until the number reaches a predetermined upper limit value (for example, "4").
[0286] The game control flag setting unit 135SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 135SG152 stores data indicating the value of each of the plurality of types of flags and data indicating an on state or an off state for each of the plurality of types of flags.
[0287] The game control timer setting unit 135SG153 is provided with various timers used to control the progress of the game in the pachinko game machine 1. For example, the game control timer setting unit 135SG153 stores data indicating the timer value for each of the plurality of types of timers.
[0288] The game control counter setting unit 135SG154 is provided with a plurality of types of counters for counting count values used for controlling the progress of the game in the pachinko game machine 1. For example, data indicating the count values in each of the plurality of types of counters is stored in the game control counter setting unit 135SG154. Here, the game control counter setting unit 135SG154 may be provided with a random counter for the CPU 103 to count some or all of the game random numbers in a software-updatable manner.
[0289] In the random counter of the game control counter setting unit 135SG154, numerical data indicating random number values that are not generated by the random number circuit 104, for example, the random number values MR2 to MR4, is stored as the random count value, and in response to the execution of software by the CPU 103, the numerical data indicating each random number value is updated periodically or irregularly. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be for updating the random count value by performing predetermined processing such as scrambling processing or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.
[0290] The game control buffer setting unit 135SG155 is provided with various buffers for temporarily storing data used for controlling the progress of the game in the pachinko game machine 1. For example, data indicating the buffer values in each of the plurality of types of buffers is stored in the game control buffer setting unit 135SG155.
[0291] In the RAM 122 mounted on the performance control board 12, there is provided a performance control data holding area 135SG190 as shown in FIG. 10-11(A) for holding various data used to control the performance operation. The performance control data holding area 135SG190 shown in FIG. 10-11(A) includes a performance control flag setting unit 135SG191, a performance control timer setting unit 135SG192, a performance control counter setting unit 135SG193, and a performance control buffer setting unit 135SG194.
[0292] The performance control flag setting unit 135SG191 is provided with a plurality of types of flags whose states can be updated according to performance operation states such as the display state of the performance image on the screen of the image display device 5 and performance control commands transmitted from the main board 11. For example, for each of the plurality of types of flags in the performance control flag setting unit 135SG191, data indicating the value of the flag and data indicating the on state or off state are stored.
[0293] The performance control timer setting unit 135SG192 is provided with a plurality of types of timers used to control the progress of various performance operations such as the display operation of the performance image on the screen of the image display device 5. For example, in the performance control timer setting unit 135SG192, data indicating the timer values for each of the plurality of types of timers are stored.
[0294] The performance control counter setting unit 135SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, in the performance control counter setting unit 135SG193, data indicating the count values for each of the plurality of types of counters are stored.
[0295] The performance control buffer setting unit 135SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, in the performance control buffer setting unit 135SG194, data indicating the buffer values for each of the plurality of types of buffers are stored.
[0296] In the feature unit 135SG, data constituting the reception command buffer 135SG194A at the time of start winning as shown in FIGS. 10-11(B) is stored in a predetermined area of the effect control buffer setting unit 135SG194. In the reception command buffer 135SG194A at the time of start winning, storage areas (areas corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total number of reserved memories in the first special figure reserved memory (for example, "4") are provided. Further, in the reception command buffer 135SG194A at the time of start winning, storage areas (areas corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total number of reserved memories in the second special figure reserved memory (for example, "4") are provided. When there is a start winning at the first start winning port or the second start winning port, four commands, namely, a start winning port winning designation command (the first start winning port winning designation command or the second start winning port winning designation command), a symbol designation command, a variation category designation command, and a reserved memory number notification command (the first reserved memory number notification command or the second reserved memory number notification command), are transmitted as a set from the main board 11 to the effect control board 12. The storage areas corresponding to the first special figure reserved memory and the second special figure reserved memory in the reception command buffer 135SG194A at the time of start winning are areas for storing these start winning port winning designation commands, areas for storing symbol designation commands, areas for storing variation category designation commands, areas for storing reserved memory number notification commands, areas for storing reserved display flags, and areas for storing winning flash effect target flags indicating whether or not it is a target of the winning flash effect described later. Storage areas (entries) are secured for storing them separately in the first special figure reserved memory and the second special figure reserved memory in association with the number of reserved memories.
[0297] When the start condition is satisfied and the variable display of the topmost hold memory (buffer number "1-1" or buffer number "2-1") starts, the stored content (data) of the hold memory for which the start condition is satisfied is copied to the active display buffer 135SG194B in Fig. 10-11(C), and the copied content of the hold memory itself is deleted from the start winning reception command buffer 135SG194A. Then, the stored content of the storage area lower than the deleted hold memory is shifted one by one to the upper storage area.
[0298] As described above, when the variable display of the hold memory (buffer number "1-1" or "2-1") starts, the stored content (data) of the hold memory for which the start condition is satisfied is copied to the active display buffer 135SG194B. Therefore, as shown in Fig. 10-11(C), a storage area similar to the start winning reception command buffer 135SG194A is provided. That is, an area for storing the start winning entrance designation command, an area for storing the symbol designation command, an area for storing the variable category command, an area for storing the hold memory number notification command, an area for storing the hold display flag, and an area for storing the winning flash effect target flag indicating whether it is a target of the winning flash effect described later are provided.
[0299] In this feature section 135SG, when a start winning occurs when variable display is not being executed and there is no hold memory, the start winning entrance designation command, symbol designation command, variable category command, and hold memory number notification command based on the start winning are stored in the active display buffer 135SG194B without passing through the start winning reception command buffer 135SG194A. The hold display flag is set when the production control CPU 120 executes the look-ahead setting process (S161) described later.
[0300] The stored content of the active display buffer 135SG194B is cleared (deleted) in the waiting process per special figure executed when ending the variable display.
[0301] The hold display flag is a flag indicating the display mode of the active display corresponding to the hold display or the variable display during execution. Although details will be described later, in this feature section 135SG, it is possible to suggest the ratio of being controlled to the big win gaming state according to the display modes (values of the hold display flag) of these hold displays and active displays.
[0302] Next, the start winning determination process of this feature section 135SG executed in step S101 of FIG. 6 will be described based on FIGS. 10 - 12. In the start winning determination process, first, the CPU 103 determines whether the first start port switch 22A is in the on state based on the detection signal from the first start port switch 22A provided corresponding to the first start winning port formed by the winning ball device 6A (step 135SGS101a). At this time, if the first start port switch 22A is in the on state (step 135SGS101a; Y), it is determined whether the first special figure hold memory number, which is the hold memory number of the special figure game using the first special figure, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 135SGS102). The CPU 103 can identify the first special figure hold memory number, for example, by reading the stored value of the first hold memory number counter provided in the game control counter setting unit 135SG154. When the first special figure hold memory number is not the upper limit value in step 135SGS102 (step 135SGS102; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 135SG155 is set to "1" (step 135SGS103).
[0303] When the first start port switch 22A is off at step 135SGS101a (step 135SGS101; N), or when the number of reserved special figures using the second special figure reaches the upper limit value at step 135SGS102 (step 135SGS102; Y), based on the detection signal from the second start port switch 22B provided corresponding to the second start winning port formed by the variable winning ball device 6B, it is determined whether the second start port switch 22B is in the on state (step 135SGS101b). At this time, if the second start port switch 22B is in the on state (step 135SGS101b; Y), it is determined whether the number of reserved special figures for the special figure game using the second special figure, that is, the second special figure reserved memory number, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 135SGS105). The CPU 103 may identify the second special figure reserved memory number by, for example, reading the stored value of the second reserved memory number counter provided in the game control counter setting unit 135SG154, the second reserved memory number count value. When the second special figure reserved memory number is not the upper limit value at step 135SGS105 (step 135SGS105; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 135SG155 is set to "2" (step 135SGS106).
[0304] After executing either the process of step 135SGS103 or step 135SGS106, update to add 1 to the special figure retention count corresponding to the start port buffer value which is the stored value in the start port buffer (step 135SGS107). For example, when the start port buffer value is "1", add 1 to the first retention count value, while when the start port buffer value is "2", add 1 to the second retention count value. In this way, the first retention count value is updated to increase by 1 when the game ball passes through (enters) the first start winning port and the first start condition corresponding to the special figure game using the first special figure is satisfied. Also, the second retention count value is updated to increase by 1 when the game ball passes through (enters) the second start winning port and the second start condition corresponding to the special figure game using the second special figure is satisfied. At this time, update to add 1 to the total retention count as well (step 135SGS108). For example, the total retention count value which is the stored value in the total retention count counter provided in the game control counter setting unit 135SG154 may be updated to add 1.
[0305] After executing the process of step 135SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for special figure display result determination, the random number value MR2 for jackpot type determination, and the random number value MR3 for variation pattern determination from among the numerical data updated by the random number circuit 104 and the random counters of the game control counter setting unit 135SG154 (step 135SGS109). The numerical data indicating each random number value thus extracted is stored by being set as retention information at the head of the empty entry in the special figure retention unit corresponding to the start port buffer value (step 135SGS110). For example, when the start port buffer value is "1", numerical data indicating the random number values MR1 to MR3 is stored in the first special figure retention unit 135SG151A, while when the start port buffer value is "2", numerical data indicating the random number values MR1 to MR3 is stored in the second special figure retention unit 135SG151B.
[0306] Numerical data indicating the random value MR1 for special figure display result determination and the random value MR2 for jackpot type determination is used to determine whether the variable display result of the special symbol or the decorative symbol is a "jackpot", and further to determine the jackpot type when the variable display result is a "jackpot". The random value MR3 for variation pattern determination is used to determine the variation pattern including the variable display time of the special symbol or the decorative symbol. By executing the process of step 135SGS109, the CPU103 extracts numerical data indicating all of the random values used for determining the variable display mode including the variable display result and the variable display time of the special symbol or the decorative symbol.
[0307] Following the process of step 135SGS110, transmission settings for the start port winning designation command according to the start port buffer value are performed (step 135SGS111). For example, when the start port buffer value is "1", the storage address of the first start port winning designation command table in the ROM101 is stored in the buffer area specified by the transmission command pointer in the transmission command buffer, etc., to perform settings for transmitting the first start port winning designation command to the effect control board 12. On the other hand, when the start port buffer value is "2", the storage address of the second start port winning designation command table in the ROM101 is stored in the buffer area of the transmission command buffer, etc., to perform settings for transmitting the second start port winning designation command to the effect control board 12. The start port winning designation command thus set is transmitted from the main board 11 to the effect control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.
[0308] Following the process of step 135SGS111, a winning random number value determination process is executed (step 135SGS112). Thereafter, settings are made to transmit a pending storage number notification command to the effect control board 12, for example, by storing the storage address of the pending storage number notification command table in the ROM101 in the buffer area specified by the transmission command pointer in the transmission command buffer (step 135SGS113). The pending storage number notification command thus set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process is completed and the command control process of step S27 shown in FIG. 5 is executed.
[0309] After executing the process of step 135SGS113, it is determined whether the start port buffer value is "1" (step 135SGS114). At this time, if the start port buffer value is "1" (step 135SGS114; Y), the start port buffer is cleared, its stored value is initialized to "0" (step 135SGS115), and then the process proceeds to step 135SGS104. On the other hand, when the start port buffer value is "2" (step 135SGS114; N), the start port buffer is cleared, its stored value is initialized to "0" (step 135SGS116), and then the start winning process is terminated. Thereby, even when both the first start port switch 22A and the second start port switch 22B detect a valid start winning of a game ball at the same time, the process based on the detection of both valid start winnings can be surely completed.
[0310] FIG. 10-13(A) is a flowchart showing an example of the process executed in step 135SGS112 of FIG. 10-12 as the winning random number value determination process. In this feature part 135SG, when the variable display of the special symbol or the decorative symbol is started, it is determined whether to control the special symbol normal process (step S110 in FIG. 6) to the big win game state with the special symbol display result (the variable display result of the special symbol) as "big win". Also, in the variable pattern setting process (step S111 in FIG. 6), a determination of the variable pattern that specifically defines the variable display mode of the decorative symbol is made.
[0311] On the other hand, separately from these determinations, at the timing when a game ball is detected at the start winning opening (the first start winning opening or the second start winning opening), the CPU 103 executes the winning random value determination process of step 135SGS112 to determine whether or not it is determined that a big win symbol is stopped and displayed as the special symbol display result, or to determine whether or not the variable display mode of the decoration symbol becomes a predetermined display mode accompanied by a super reach. As a result, before the variable display of the special symbol or the decoration symbol based on the detection of the game ball that has entered the start winning opening is started, that is, before it is determined whether or not to be a big win at the start of the variable display, it is determined whether or not the special symbol display result becomes "big win", or what category of variable display mode the variable display mode of the decoration symbol becomes. Based on this determination result, as will be described later, a pre-announcement effect such as a pre-announcement effect is executed by the effect control CPU 120 or the like.
[0312] In the winning random value determination process shown in FIGS. 10-13(A), the CPU 103 first identifies the current game state in the pachinko game machine 1 by, for example, checking the states of the time shortening flag and the probability variation flag provided in the game control flag setting unit 135SG152 or the like (step 135SGS121). When the probability variation flag is in the on state, the CPU 103 identifies that it is in the probability variation state. When the probability variation flag is off and the time shortening flag is in the on state, the CPU 103 identifies that it is in the time shortening state. When both the probability variation flag and the time shortening flag are off, the CPU 103 may identify that it is in the normal state.
[0313] Following the processing of step 135SGS121, the special figure display result determination table 1 shown in FIG. 10-6 is selected and set (step 135SGS122). Then, it is determined whether the numerical data indicating the random number value MR1 for special figure display result determination extracted in step 135SGS109 of FIG. 10-12 is within a predetermined jackpot determination range (step 135SGS123). In the jackpot determination range, the individual determination values assigned to the "jackpot" special figure display results in the special figure display result determination table 1 selected by the processing of step 135SGS122 are set, and the CPU 103 only needs to compare the random number value MR1 with each determination value one by one to determine whether there is a determination value that matches the random number value MR1. Alternatively, numerical values indicating the minimum value (lower limit value) and the maximum value (upper limit value) of the determination values included in the jackpot determination range are set, and the CPU 103 only needs to compare the random number value MR1 with the minimum value or the maximum value of the jackpot determination range to determine whether the random number value MR1 is within the range of the jackpot determination range. At this time, if it is determined that the random number value MR1 is within the range of the jackpot determination range, it can be determined that the variable display result based on the hold data including the random number value MR1 is determined to be "jackpot".
[0314] If it is determined in step 135SGS123 that it is not within the jackpot determination range, that is, if it is determined that it will not be a jackpot in the variable display (step 135SGS123; N), the special figure display result determination table 2 shown in FIG. 10-6 is selected and set (step 135SGS124). Then, it is determined whether the numerical data indicating the random number value MR1 for special figure display result determination extracted in step 135SGS109 of FIG. 10-12 is within a predetermined minor win determination range (step 135SGS125).
[0315] When the numerical data indicating the random value MR1 is within a predetermined small win determination range, that is, when it is determined that a small win occurs in the variable display (step 135SGS125; Y), the transmission setting of the 6th symbol designation command, which is a symbol designation command corresponding to the variable display result being "small win", is executed (step 135SGS126), and the variable pattern determination table for special wins is selected and set (step 135SGS127), and then it proceeds to step 135SGS138.
[0316] When the numerical data indicating the random value MR1 is not within the predetermined small win determination range, that is, when the variable display result is "loss" in the variable display, the transmission setting of the 1st symbol designation command, which is a symbol designation command corresponding to the variable display result being "loss", is executed (step 135SGS128), and it is determined whether the time-saving flag is in the on state, that is, whether the current game state is a time-saving state (step 135SGS129). When the time-saving flag is off (step 135SGS129; N), the variable pattern determination table A for losses is selected and set, and when the time-saving flag is in the on state (step 135SGS129; Y), the variable pattern determination table D for losses is selected and set (step 135SGS131). Incidentally, the variable pattern determination table A for losses is a variable pattern determination table for losses used when the number of reserved memories is 2 or less. Also, the variable pattern determination table D for losses is a variable pattern determination table for losses used when the game state is a high base state in which time-saving control is being executed.
[0317] In the present feature unit 135SG, in addition to the deviation variable pattern determination table A and the deviation variable pattern determination table D, there are prepared in advance a deviation variable pattern determination table B used when the number of reserved memories is 3 and a deviation variable pattern determination table C used when the number of reserved memories is 4. As shown in FIG. 10-9, among these deviation variable pattern determination tables A to C, in the deviation variable pattern determination table A, 600 determination values from 0 to 599 are assigned out of the range in which the random number value MR3 for variation pattern determination can be taken for non-reach variation patterns. In the deviation variable pattern determination table B, 700 determination values from 0 to 699 are assigned out of the range in which the random number value MR3 for variation pattern determination can be taken for non-reach variation patterns. In the deviation variable pattern determination table C, 800 determination values from 0 to 799 are assigned out of the range in which the random number value MR3 for variation pattern determination can be taken for non-reach variation patterns. On the other hand, in the deviation variable pattern determination tables A to C, 97 determination values from 901 to 997 are assigned out of the range in which the random number value MR3 for variation pattern determination can be taken for super-reach variation patterns.
[0318] Therefore, in step 135SGS126, by determining the variation pattern using the deviation variable pattern determination table A, the determination of non-reach and super-reach will always result in a non-reach or super-reach variation pattern even if the number of reserved memories changes after the determination. Thus, in the determination at the start winning, the determination is made using the deviation variable pattern determination table A.
[0319] Also, when it is determined in step 135SGS123 that it is within the jackpot determination range, that is, when it is determined that it will be a jackpot during variable display (step 135SGS123; Y), as shown in FIG. 10-13(A), the jackpot type is determined based on the random number value MR2 for jackpot type determination (step 135SGS132). At this time, the CPU 103 selects the jackpot type determination table data for jackpot type determination from the table data constituting the jackpot type determination table according to the variable feature diagram specified corresponding to the start port buffer value (the "first feature diagram" corresponding to "1" or the "second feature diagram" corresponding to "2"). Then, by referring to the selected jackpot type determination table data, it is determined which of the multiple types the jackpot type is determined to be.
[0320] Also, the symbol designation command corresponding to the determined jackpot type, that is, the second symbol designation command when it is a certain-variable jackpot A, the third symbol designation command when it is a certain-variable jackpot B, the fourth symbol designation command when it is a certain-variable jackpot C, and the fifth symbol designation command when it is a non-variable jackpot, is transmitted and set (step 135SGS133). Then, it is determined whether the determined jackpot type is a non-certain-variable jackpot (step 135SGS134). If the determined jackpot type is a non-certain-variable jackpot (step 135SGS134; Y), the variable pattern determination table A for jackpot is selected and set as the table for determining the jackpot variable pattern (step 135SGS135), and the process proceeds to step 135SGS138.
[0321] If the determined jackpot type is a certain-variable jackpot (step 135SGS134; N), the variable pattern determination table B for jackpot is selected and set (step 135SGS136), and the process proceeds to step 135SGS138.
[0322] After executing any one of the processes of step 135SGS127, step 135SGS130, step 135SGS131, step 135SGS135, and step 135SGS136, using each variation pattern determination table set in each of these steps and the numerical data indicating the random number value MR3 for variation pattern determination, a variation category corresponding to the range of determination values including the random number value MR3 is determined (step 135SGS138). In this feature section 135SG, as shown in FIG. 10-13(B), at least when the variable display result is "off-target", regardless of the total number of pending storage, there are a variation category that commonly becomes a "non-reach" variable display mode, a variation category that becomes a "super reach" variable display mode, and a "non-reach" and "super reach" other than the variable display mode (for example, normal reach) "other" variation category, and it is only necessary to determine whether it is determined to be such a variation category based on the random number value MR3.
[0323] Thereafter, after setting to transmit a variation category designation command corresponding to the determination result by the process of step 135SGS138 to the effect control board 12 (step 135SGS139), the winning random number value determination process is terminated.
[0324] FIG. 10-14 is a flowchart showing an example of the process executed in step S75 of FIG. 8 as command analysis processing. In the command analysis processing shown in FIG. 10-14, the effect control CPU 120 first determines whether there is a reception command from the main board 11 transmitted via the relay board 15 by checking the stored content of the buffer for receiving effect control commands (step 135SGS221). At this time, if there is no reception command (step 135SGS221; N), the command analysis process is terminated.
[0325] If there is a reception command in step 135SGS221 (step 135SGS221; Y), it is determined whether the reception command is a first start port winning designation command by checking, for example, the MODE data of the reception command (step 135SGS222).
[0326] If the received command at step 135SGS222 is not the first start port winning designation command (step 135SGS222; N), it is determined whether the received command is the second start port winning designation command (step 135SGS224).
[0327] If the received command at step 135SGS224 is not the second start port winning designation command (step 135SGS224; N), it is determined whether the received command is a symbol designation command (step 135SGS226). If the received command at step 135SGS226 is not the symbol designation command (step 135SGS226; N), it is determined whether the received command is a variation category command (step 135SGS227). If the received command at step 135SGS227 is not the variation category command (step 135SGS227; N), it is determined whether the received command is the first saved memory number notification command (step 135SGS228).
[0328] If the received command at step 135SGS228 is not the first saved memory number notification command (step 135SGS228; N), it is determined whether the received command is the second saved memory number notification command (step 135SGS230).
[0329] In step 135SGS222, if the received command is the first start port winning designation command (step 135SGS222; Y), or in step 135SGS224, if the received command is the second start port winning designation command (step 135SGS224; Y), in step 135SGS226, if the received command is the symbol designation command (step 135SGS226; Y), in step 135SGS227, if the received command is the variable category command (step 135SGS227; Y), in step 135SGS228, if the received command is the first stored number notification command (135SGS228; Y), or in step 135SGS230, if the received command is the second stored number notification command (step 135SGS230; Y), the received command is stored at the head of the free area in the start winning reception command buffer 135SG194A shown in FIGS. 10-11 or in the active display buffer 135SG194B (step 135SGS233), and the process returns to step 135SGS221.
[0330] Specifically, in step 135SGS233, if there is no stored memory and variable display is not being executed, the received command is stored in the active display buffer 135SG194B. If there is stored memory or variable display is being executed, the received command may be stored at the head of the free area in the start winning reception command buffer 135SG194A.
[0331] In addition, when receiving a stored number notification command (first stored number notification command or second stored number notification command) together with a variable display start command (first variable display start command or second variable display start command), the stored number notification command may not be stored in the start winning reception command buffer 135SG194A. That is, it is sufficient that the production control commands received in response to the occurrence of the start winning can be sequentially stored from the head of the free area in the start winning reception command buffer 135SG194A.
[0332] If the received command at step 135SGS230 is not the second pending memory number notification command (step 135SGS230; N), perform settings according to other received commands (step 135SGS234), and return to the process of step 135SGS221.
[0333] In addition, in the command analysis process of this feature unit 135SG, when the received command is any one of the start port winning designation command, symbol designation command, variable category command, and pending memory number notification command, the form of sequentially storing the received command from the head of the free area of the start winning time received command buffer 135S...
Claims
【Claim 1】 A gaming machine capable of executing variable display and controllable to an advantageous state advantageous to a player, Light-emitting means capable of emitting light, Display means capable of displaying a specific display corresponding to the variable display and capable of moving and displaying a pseudo moving body display from a first display position to a second display position different from the first display position, An effect execution means capable of executing a specific display effect for displaying the specific display and a specific light emission effect for causing the light-emitting means to emit light based on the establishment of a start condition, The effect execution means, Executes the specific light emission effect so that the light emission of the light-emitting means becomes recognizable to the player before the display of the specific display is completed in the specific display effect, Is capable of executing a special effect for notifying that it is controlled to the advantageous state, Is capable of executing a specific effect before the special effect is executed, The display means, Is capable of moving and displaying the pseudo moving body display in the specific effect, When moving and displaying the pseudo moving body display in the specific effect, after moving and displaying the pseudo moving body display from the first display position to the second display position, it is possible to make it non-display without moving and displaying from the second display position, The ratio of being controlled to the advantageous state is higher when the specific light emission effect is executed than when the specific light emission effect is not executed, The specific light emission effect is an effect in which the light-emitting means emits light in a predetermined manner corresponding to the specific light emission effect in a first period from the start of the specific light emission effect to a predetermined timing, and the light-emitting means emits light in a specific manner with a lower degree of emphasis than the predetermined manner in a second period from the predetermined timing to a specific timing of the variable display that is the target of the specific light emission effect, The second period includes a period before the variable display that is the target of the specific light emission effect is executed and a period during the execution of the variable display that is the target of the specific light emission effect, The specific timing is a timing earlier than the timing at which the variable display result in the variable display that is the target of the specific light emission effect is derived. A gaming machine.
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