gaming machines
By using light-emitting mechanisms and moving pseudo displays, the gaming machine enhances player recognition and engagement by making light emission effects more noticeable, improving the chances of achieving advantageous game states.
Patent Information
- Application Number
- JP2020041575
- 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 difficulties in ensuring that players can easily recognize specific displays that are the target of light emission effects, leading to potential confusion and reduced engagement.
The gaming machine employs a light-emitting mechanism that emits light before the completion of the specific display, uses multiple light-emitting means with varying brightness and patterns, and incorporates moving pseudo displays to enhance recognition and interest.
This approach significantly improves player recognition of specific displays and enhances gaming engagement by making light emission effects more prominent and attention-grabbing, thereby increasing the likelihood of achieving advantageous game states.
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 start 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 the variable display based on the establishment of the predetermined condition is controlled to an advantageous state from before the start of the variable display can be executed.
[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 at which the display of the specific display is started and the timing at which the specific light emission effect is started, 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-emitting 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-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, 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, and a suggestion image suggesting the execution of the special effect can be displayed in a display area including the second display position, 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, the above-mentioned The specific light-emitting effect is an effect in which the light-emitting means emits light in a predetermined manner corresponding to the specific light-emitting effect in a first period from the start of the specific light-emitting 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-emitting 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 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. It is characterized by this. Furthermore, the gaming machine of means 1 is a gaming machine (for example, pachinko gaming machine 1) that can execute variable display and can be controlled to an advantageous state (for example, jackpot gaming state) advantageous to the player, a light emitting means (for example, main lamp 9a, frame lamp 9b, attacker lamp 9c, movable body lamp 9d, winning flash lamp 135SG009F) that can emit light, a display means (for example, image display device 5) that can display a specific display (for example, hold display and active display) corresponding to the variable display, Based on the establishment of a predetermined condition (for example, the occurrence of a start winning), a specific display effect (for example, a part that displays the hold display or the active display in any of display patterns α to γ) for displaying the specific display, and a specific light emission effect (for example, winning flash effect) for causing the light emitting means to emit light, and an effect execution means (for example, effect control CPU 120) that can execute the above, is provided with The effect execution means executes the specific light emission effect so that the light emission of the light emitting means can be recognized by 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), FIGS. 10-49(A) to 10-50(D), a part that lights 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 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 (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 emission effect during a first period (for example, the period from the start of the previous winning flash effect to the end timing of the previous winning flash effect) from the start of the specific light emission effect to a predetermined timing and during a second period (for example, the period from the start of the later winning flash effect to the reach effect start timing of the variable display that is the target of the winning flash effect) from the predetermined timing to the specific timing of the variable display that is the target of the specific light emission effect (for example, as shown in FIG. 10-28, the winning flash lamp 135SG009F blinks at a brightness C1 and a period T1 during the execution period of the previous winning flash effect and blinks at a brightness C2 and a period T2 during the execution period of the later winning flash effect). The second light emitting means emits light in a manner corresponding to the specific light emission 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, the movable body lamp 9d blink at a brightness C1 and a period T1 during the execution period of the previous winning flash effect and blink at a brightness C2 and a period T0 during the execution period of the later winning flash effect). The specific display effect includes an appearance effect part where the appearance effect of the specific display is executed (for example, as shown in FIGS. 10-15, FIGS. 10-30(D) to FIGS. 10-32(H), FIGS. 10-49(B) to FIGS. 10-50(D), the part where an appearance animation in which a reserved display or an active display gradually appears from the bottom to the top is displayed by the effect control CPU 120 executing a specific display start effect execution process), and a periodic effect part where a periodic effect in which the display mode of the specific display periodically changes at a predetermined position after the appearance effect is executed (for example, as shown in FIGS. 10-15, FIGS. 10-30(D) to FIGS. 10-32(H), FIGS. 10-49(B) to FIGS. 10-50(D), the part where a reserved display or an active display is displayed as a rotation animation by the effect control CPU 120 executing a specific display rotation display effect execution process), and is composed of Furthermore, The display means can move and display a pseudo-movable body display from a first display position to a second display position different from the first display position. A movable body movable from a first position to a second position different from the first position, Effect execution means capable of executing an effect, and is provided with The effect execution means A pseudo-movable body display effect 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, and is capable of executing 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 in a 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, 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, in 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, making it possible to make the specific light-emitting effect more prominent. As a result, it becomes even easier for the player to recognize the specific display that is the target of the specific light-emitting effect. Furthermore, the player can be made to pay attention to the execution of the movable body effect and the pseudo-movable body display effect.
[0008] In addition, the embodiments for implementing the invention described below include the invention related to the following gaming machine (A). Conventionally, in gaming machines, there have been those that can execute an effect using an operable movable body as shown in Japanese Patent Application Laid-Open No. 2019-92949, and can execute an effect similar to the effect of moving a movable body as a structure by moving a pseudo-movable body display. However, in such gaming machines, there is a problem that only the pseudo-movable body is moved and displayed in the same way as the movable body, and the interest of the effect cannot be enhanced. In view of this point, there is a demand for providing a gaming machine that can enhance the interest of the pseudo-movable body display.
[0009] The gaming machine according to means (A) is a gaming machine that can be controlled to a favorable state advantageous to the player, display means capable of moving and displaying a pseudo-movable body display from a first display position to a second display position different from the first display position, a movable body movable 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 is capable of executing a pseudo-movable body display effect of moving and displaying the pseudo-movable body display from the first display position to the second display position, and a movable body effect of moving the movable body from the first position to the second position, and is capable of executing When the movable body performance and the pseudo-movable body display performance are executed by the performance execution means within a predetermined period, the ratio of being controlled in the advantageous state is higher than when the pseudo-movable body display performance is executed without the movable body performance being executed by the performance execution means within the predetermined period. It is characterized by this. According to this feature, it is possible to draw the player's attention to the execution of the movable body performance and the pseudo-movable body display performance.
[0010] Note that this invention may have only the invention specific matters described in the claims of this invention, or may have configurations other than the invention specific matters together with the invention specific matters described in the claims of this invention.
Brief Explanation of Drawings
[0011]
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Mode 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 gaming machine of Form 1 is a gaming machine (e.g., the pachinko game machine 1) capable of executing variable display and controllable to an advantageous state (e.g., jackpot game state) advantageous to the player, 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), display means capable of displaying a specific display (e.g., hold display and active display) corresponding to the variable display (e.g., image display device 5), 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, specific display start effect) for displaying the specific display based on the establishment of a predetermined condition (e.g., occurrence of a start winning), and a specific light emission 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, and includes The effect execution means executes the specific light-emitting effect so that the light emitted by the light-emitting means can be recognized by the player before the display of the specific display is completed in the specific display effect (for example, as shown in Figures 10-28, 10-29(A) to 10-32(H), and 10-49(A) to 10-50(D), a part that lights up the winning flash lamp 135SG009F before the display of the hold display is completed), The probability of being controlled to an advantageous state is higher when the specific light-emitting effect is executed than when the specific light-emitting effect is not executed (for example, as shown in FIG. 10-24, when the flash effect at the time of winning is executed, the probability of being controlled to a jackpot game state is higher than when the flash effect at the time of winning is not executed), The light emitting means includes a first light emitting means (for example, a winning flash lamp 135SG009F) and a second light emitting means different from the first light emitting means (for example, a main lamp 9a, a frame lamp 9b, an attack lamp 9c, and a 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 early-stage winning flash effect to the end timing of the early-stage winning flash effect) and 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 late-stage winning flash effect to the start timing of the reach effect of the variable display that is the target of the winning flash effect). (For example, as shown in FIG. 10-28, the winning flash lamp 135SG009F flashes at a brightness C1 and a cycle T1 during the execution period of the early-stage winning flash effect, and flashes at a brightness C2 and a cycle T2 during the execution period of the late-stage winning flash effect). 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 a brightness C1 and a period T1 during the execution period of the previous winning flash effect, and blink at a brightness C2 and a period T0 during the execution period of the later winning flash effect), @ which 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, making the specific light-emitting effect 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 effect includes an appearance effect unit where the appearance effect of the specific display is executed (for example, as shown in FIGS. 10-15, FIGS. 10-30(D) to FIGS. 10-32(H), FIGS. 10-49(B) to FIGS. 10-50(D), the appearance animation where the hold display and the active display gradually appear from the bottom to the top is displayed when the production control CPU 120 executes the specific display start effect execution process), and a periodic effect unit where the display mode of the specific display periodically changes at a predetermined position after the appearance effect (for example, as shown in FIGS. 10-15, FIGS. 10-30(D) to FIGS. 10-32(H), FIGS. 10-49(B) to FIGS. 10-50(D), the hold display and the active display are displayed as a rotation animation when the production control CPU 120 executes the specific display rotation display effect execution process), and The timing when the display of the specific display is completed is the start timing of the periodic effect (for example, as shown in FIGS. 10-19 and FIGS. 10-20, from the timing when the appearance animation of the hold display and the active display is completed, the rotation animation of these hold displays and active displays starts). It is characterized by the following. According to this feature, the attention of the player 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, and the effect execution means can start the specific light emission effect before the start of the specific display effect (for example, when executing the specific display start effect B, as shown in FIGS. 10-29(A) to 10-32(H), from a timing before the start of the hold display or the active display, the winning flash lamp 135SG009F as the winning flash effect, the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, and the movable body lamp 9d emit light). It is characterized by the following. According to this feature, since the specific light emission effect is started before the start of the specific display effect, the specific light emission effect can be made more prominent.
[0016] The gaming machine of Form 4 is the 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, the specific display start effect A that only executes an appearance animation in which the hold display and the active display gradually appear from the bottom to the top, and the specific display start effect B that executes an appearance animation in which the hold display and the active display gradually appear from the bottom to the top after the character A acts on the first hold 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-emitting effect starts before the end timing of the shortest appearance effect (for example, as shown in Figures 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). It is characterized by the following. According to this feature, regardless of the display mode of the specific display, the specific light emitting effect can be started before the appearance effect ends, so that the player can reliably recognize the specific display that is the target of the specific light emitting effect.
[0017] A gaming machine of aspect 5 is a gaming machine according to any one of aspects 1 to 4, The effect execution means controls the first light-emitting means and the second light-emitting means to a low brightness state, and then starts the specific light-emitting effect (for example, as shown in Figures 10-28, 10-29(A), 10-29(B), 10-49(A), and 10-49(B), when it is determined to execute a flash effect at the time of winning based on the start winning, the flash lamp 135SG009F at the time of winning, the main lamp 9a, the frame lamp 9b, the attacca lamp 9c, and the movable body lamp 9d are temporarily turned off). It is characterized by the following. 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. Furthermore, the "poor visibility state" in the present invention includes not only a state where the brightness of the display means decreases but also a state where the visibility of the display decreases by a method other than the decrease in brightness of the display means, as long as the visibility of the display means is lower than that in the immediately preceding state.
[0019] The gaming machine of Form 7 is a gaming machine according to any one of Forms 1 to 6, the effect execution means is capable of executing a suggestive effect (for example, a preview effect) that suggests being controlled to an advantageous state during the execution of the variable display, and is capable of executing the specific light emission effect when executing the suggestive effect and when not executing the suggestive effect (for example, as shown in FIGS. 10-29(A) to 10-48(n), FIGS. 10-49(A) to 10-68(n), a part where the winning flash effect can be executed when the preview effect is being executed and when it is not being executed), sound output means (for example, speakers 8L, 8R) capable of outputting a variable display corresponding sound (the variable display corresponding sound shown in FIG. 10-28), a suggestive effect corresponding sound (the preview effect corresponding sound shown in FIG. 10-29(A)) corresponding to the suggestive effect, and a specific light emission effect corresponding sound (the winning flash effect corresponding sound shown in FIG. 10-29(B)) corresponding to the specific light emission effect, the sound output means, when the specific light emission effect is executed while the variable display corresponding sound is being output, is capable of outputting the specific light emission effect corresponding sound with priority over the variable display corresponding sound being output (for example, as shown in FIG. 10-29(B), when the winning flash effect is executed during the execution of the variable display, while outputting the variable display corresponding sound from the speakers 8L, 8R at volume V2, outputting the winning flash effect corresponding sound at volume V1 (V1 > V2)), When the specific light emission effect is executed while the suggestive effect corresponding sound is being output, it is possible to output the specific light emission effect corresponding sound with priority over the suggestive effect corresponding sound being output (for example, as shown in FIG. 10-29(B), when the winning flash effect is executed during the execution of the preview effect, while the preview effect corresponding sound is being output from speakers 8L and 8R at volume V2, the winning flash effect corresponding sound is output from speakers 8L and 8R at volume V1 (V1 > V2)). It is characterized by this. According to this feature, even when the variable display corresponding sound or the suggestive effect corresponding sound is being output, it becomes easier to hear the specific light emission effect corresponding sound, and it becomes easier for the player to recognize the execution of the specific light emission effect by the output of the specific light emission effect corresponding sound.
[0020] The gaming machine of Mode 8 is the gaming machine according to any one of Modes 1 to 7, and includes sound output means (for example, speakers 8L and 8R) capable of outputting sound, In the specific light emission effect, the effect execution means outputs the specific light emission effect corresponding sound from the sound output means prior to either the completion of the display of the specific display or the light emission of the light emission means (for example, as shown in FIGS. 10-28, 10-29(A) to 10-32(H), 10-49(A) to 10-50(D), when it is determined to execute the winning flash effect in response to a start win, the output of the winning flash effect corresponding sound from speakers 8L and 8R is started, and then the blinking of the winning flash lamp 135SG009F starts, and at the same time, the appearance animation of the hold display and the active display is completed). It is characterized by this. According to this feature, by outputting the specific light emission effect corresponding sound, it is possible to quickly make the player recognize the establishment of a predetermined condition, so the gaming interest can be improved.
[0021] The gaming machine of Mode 9 is the gaming machine according to any one of Modes 1 to 7, and includes sound output means (for example, speakers 8L and 8R) capable of outputting sound, In the specific light emission effect, the effect execution means 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, thereby interfering with other effects and reducing 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] The gaming machine of Form 11 is the gaming machine described in Form 10, and 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 (for example, as shown in FIG. 10-28, the execution period of the late winning flash effect includes a period in which a variable display prior to the variable display that is the target of the winning flash effect is executed and a period during the execution of the variable display that is the target of the winning flash effect). It is characterized by this. According to this feature, since the first light emitting means emits light in a specific mode before and after the start of the variable display that is the target of the specific light emission effect, it becomes easier for the player to recognize that it is the variable display that is the target, so the gaming interest can be improved.
[0024] The gaming machine of Form 12 is the gaming machine described in Form 10 or Form 11, and when the variable display that is the target of the specific light emission effect is started, the first light emitting means emits light in the predetermined mode (for example, as shown in Modification Example 135SG-13, when the variable display that is the target of the winning flash effect is started, the winning flash lamp 135SG009F is blinked with a luminance C1 and a period T1). It is characterized by this. According to this feature, it becomes easier for the player to recognize that it is the variable display that is the target of the specific light emission effect, and the gaming interest can be improved.
[0025] The gaming machine of Form 13 is the gaming machine described in any one of Forms 1 to 12, and the display means displays a specific light emission effect corresponding image corresponding to the specific light emission effect in a first display mode in the first period, 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 FIG. 10-28, during the execution period of the early winning flash effect, the effect image 135SG005E is displayed on the image display device 5, and during the execution period of the late winning flash effect, the silhouette image 135SG005S is displayed on the image display device 5). It is characterized by the following. According to this feature, in the first period, the display means can cause the player to recognize the start of the specific light emission effect by displaying the specific light emission effect corresponding image in the first display mode. In the second period, by displaying the specific light emission effect corresponding image in the second display mode by the display means, it is possible to suppress the decrease in the game interest caused by the obstacle of other displays due to the continuous display of the specific light emission effect corresponding image in the first display mode by the display means.
[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 starts, the display means displays the specific light emission effect corresponding image in the first display mode (for example, as shown in Modification Example 135SG-13, when the variable display that is the target of the winning flash effect starts, the part where the effect image 135SG005E is displayed on the image display device 5), It is characterized by the following. 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 game 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 emission effect corresponding sound in the first output mode in the first period, and does not output the specific light emission effect corresponding sound or outputs it in a second output mode with a lower intensity degree than the first output mode in the second period (for example, as shown in FIG. 10-28, during the execution period of the previous winning flash effect, the winning flash effect corresponding sound is output from the speakers 8L, 8R at volume V1, and during the execution period of the later winning flash effect, the winning flash effect corresponding sound is output from the speakers 8l, 8R at volume V2 (V1>V2)), It is characterized by the following. According to this feature, by outputting the specific light emission effect corresponding sound in the first output mode, it becomes possible to easily let the player recognize that the specific light emission effect has started. During the execution of the specific light emission effect, by not outputting the specific light emission effect corresponding sound or outputting it in the second output mode, it is possible to suppress a decrease in the amusement interest due to other effects being inhibited by the specific light emission effect corresponding sound.
[0028] The gaming machine of form 16 is the gaming machine described in form 15, when the variable display that is the target of the specific light emission effect starts, the sound output means outputs the specific light emission effect corresponding sound in the first output mode (for example, as shown in modification example 135SG-13, when the variable display that is the target of the winning flash effect starts, the part that outputs the winning flash effect corresponding sound from speakers 8L and 8R at volume V1), and is characterized by this. According to this feature, it becomes easy for the player to recognize that it is a variable display that is the target of the specific light emission effect, and the amusement interest can be improved.
[0029] The gaming machine of form 17 is the gaming machine described in any one of forms 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 at luminance C2 and period T2, and from the start timing of the reach effect of super reach, the winning flash lamp 135SG009F is lit at luminance 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 performance start image corresponding to the start of the specific performance when the specific performance 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 displayed in white (whiteout)). When the display of the display means switches to the specific performance start image, the first light emitting means becomes in a low brightness state, and after becoming in the low brightness state, it emits light in a manner corresponding to the specific performance (for example, as shown in FIG. 10-90, during the whiteout period, the winning flash lamp 135SG009F is turned off, and from the reach performance 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 performance 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, and includes a movable body (for example, the movable body 32). As the specific performance, the performance execution means can execute an action performance (for example, the movable body action performance shown in FIG. 10-90) for operating the movable body at the start of the specific performance and an action suggestion performance (for example, the movable body action suggestion performance shown in FIG. 10-90) for suggesting the execution of the action performance. When the action suggestion performance is executed, the first light emitting means becomes in a low brightness state, and after becoming in the low brightness state, it emits light in a manner corresponding to the action performance which is a manner corresponding to the specific performance (for example, as shown in FIG. 10-90, during the execution period of the movable body action suggestion performance which is during the whiteout period, the winning flash lamp 135SG009F is turned off, and from the reach performance 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, the light emission mode of the first light-emitting means changes between low brightness states associated with the execution of suggestive effects, thereby preventing the player from feeling uncomfortable due to these changes in light emission mode, thereby increasing the player's interest in the game.
[0038] A gaming machine of aspect 26 is the gaming machine according to any one of aspects 1 to 25, The first light emitting means is When a special effect different from the specific light-emitting effect is executed by the effect execution means, the special effect can be illuminated in a manner corresponding to the special effect (for example, as shown in FIG. 10-108(A) as modified example 135SG-3, when a step-up effect is executed during a variable display in which a flash effect at the time of winning is not being executed, the flash lamp 135SG009F at the time of winning can be illuminated in a manner corresponding to the step-up effect), When the specific light-emitting effect is started while the special effect is being executed, the light is emitted in a manner corresponding to the specific light-emitting effect, taking priority over the manner corresponding to the special effect (for example, as shown in FIG. 10-108(B) as modified example 135SG-3, when a step-up effect is executed during a variable display in which a flash effect is being executed when a win is made, the winning flash lamp 135SG009F continues to light up (blink) in a manner corresponding to the flash effect when a win is made). It is characterized by the following. This feature makes it possible to prevent light emission in a manner corresponding to a specific light emission effect from starting at an inappropriate timing, such as the end of a special effect.
[0039] A gaming machine of aspect 27 is a gaming machine according to any one of aspects 1 to 26, The light emission in the mode corresponding to the specific light emission effect of the first light emission means 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 moving 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 in the mode corresponding to the specific light emission effect of the first light emission means is controlled in an advantageous state when the light emission in the mode corresponding to the specific light emission effect of the first light emission means ends at the first timing and when the light emission in the mode corresponding to the specific light emission effect of the first light emission means ends at the second timing is different (for example, as shown in FIG. 10-119(C) as Modification Example 135SG-4, when the light emission mode of the winning flash lamp 135SG009F is changed from the light emission mode corresponding to the winning flash effect to the light emission mode corresponding to the moving body operation effect starting from the start timing of the moving body operation effect and to 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 the mode 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 the mode corresponding to the specific light emission effect ends at the first timing and when the light emission in the mode corresponding to the specific light emission effect 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 moving 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). is characterized by. According to this feature, when the light emission mode of the first light emission means changes, the player can be made to pay attention to the effect being executed, so the gaming interest can be improved.
[0042] The gaming machine of form 30 is a gaming machine described in any of forms 1 to 28, comprises a movable body (for example, movable body 32), The effect execution means can execute an action effect (for example, movable body action effect) for operating the movable body, an action suggestion effect (for example, movable body action suggestion effect) for suggesting the execution of the action effect, and a specific effect (for example, reach effect of super reach) for suggesting that it is controlled in an advantageous state. The first light emission means, During the variable display that is the target of the specific light emission effect, it can change from the light emission in the mode corresponding to the specific light emission effect to the mode corresponding to the action suggestion effect along with the execution of the action suggestion effect (for example, as shown in modification example 135SG-4, the light emission mode of the winning flash lamp 135SG009F is changed from the light emission mode corresponding to the winning flash effect to the light emission mode corresponding to the movable body action suggestion effect from the start timing of the movable body action suggestion effect). During the variable display that is the target of the specific light emission effect, it can change from the light emission in the mode corresponding to the specific light emission effect to the light emission in the mode corresponding to the specific effect along with the execution of the specific effect (for example, as shown in modification example 135SG-4, the light emission mode of the winning flash lamp 135SG009F is changed from the light emission mode corresponding to the winning flash effect to the light emission mode corresponding to the super reach reach effect from the start timing of the super reach 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 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 presented in the special mode, the ratio of execution of the specific light emission effect is higher than when it is presented in the special mode (for example, as shown in FIGS. 10-120 as Modification Example 135SG-5, when the hold display or the active display is presented in display pattern δ or display pattern ε, the ratio of execution of the winning flash effect is higher than when the hold display or the active display is presented in display pattern β or display pattern γ). It is characterized by this. According to this feature, when the specific display is presented 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, 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, blue or red as shown in FIG. 10-17), 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 the active display is presented in display pattern δ or display pattern ε, the ratio of change of the display pattern of the specific display to display pattern β or display pattern γ differs depending on whether or not the winning flash effect is being executed). It 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 presented, 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 rate at which the specific light emitting effect is executed is higher than when the specific display is displayed in the first special mode (for example, when the specific display is displayed in display pattern ε, the rate at which the flash effect is executed when winning is higher than when the specific display is displayed in display pattern δ). It is characterized by the following. According to this feature, it is possible to draw the player's attention to whether the specific display is displayed in the first special mode or the second special mode, and since the specific light-emitting effect is executed at a high rate when the second special mode is in a mode with a high probability of changing to a special mode, the execution of the specific light-emitting effect can increase the player's anticipation for the specific display to be displayed in the second special mode.
[0047] A gaming machine of aspect 35 is a gaming machine according to any one of aspects 1 to 34, The display means is capable of displaying a specific light-emitting effect corresponding display that corresponds to the specific light-emitting effect during the specific light-emitting effect so as to overlap with a specific display that corresponds to a variable display that is the target of the specific light-emitting effect (for example, as shown in modified example 135SG-7, a portion that can display silhouette image 135SG005S that is displayed on image display device 5 as a flash effect when a prize is won so as to overlap with an active display in active display area 135SG005A). It is characterized by the following. According to this feature, it is possible for the player to easily recognize the specific display corresponding to the specific light-emitting effect, and the specific display is hidden by the display corresponding to the specific light-emitting effect, which gives the player an element of surprise and increases his interest in the game.
[0048] A gaming machine of aspect 36 is the gaming machine according to aspect 35, The display means is capable of displaying a plurality of different types of specific light-emitting effect corresponding displays (for example, as shown in modified example 135SG-7, a portion on the image display device 5 that can display silhouette images 135SG005S of different sizes as a flash effect when a prize is won), The overlapping mode for the specific display varies according to the type of the specific light emission effect corresponding display (for example, as shown in FIGS. 10-129(L) and 10-130(N) as Modification Example 135SG-7, etc., the overlapping mode between the silhouette image 135SG005S and the active display area 135SG005A varies according to the size of the displayed silhouette image 135SG005S). It is characterized by this. According to this feature, a plurality of specific light emission effect corresponding displays are displayed, and the overlapping mode for the specific display changes depending on the specific light emission effect corresponding display being displayed, so the gaming interest can be improved.
[0049] The gaming machine of Form 37 is the gaming machine described in Form 35 or Form 36, and the specific display includes a first specific display (for example, a reserved display) corresponding to a variable display that has not yet been executed, and a second variable display (for example, an active display) corresponding to a variable display being executed, the display means can display the specific light emission effect corresponding display so as to overlap with the first specific display corresponding to the specific light emission effect before the variable display that is the target of the specific light emission effect is started, and can display it so as to overlap with the second specific display corresponding to the specific light emission effect during the variable display that is the target of the specific light emission effect (for example, as shown in Modification Example 135SG-7, before the variable display that is the target of the winning flash effect is started, the silhouette image 135SG005S is displayed so as to overlap with the reserved display that is the target of the winning flash effect displayed in the first reserved memory display area 135SG005D, and during the execution of the variable display that is the target of the winning flash effect, the silhouette image 135SG005S is displayed so as to overlap with the active display that is the target of the winning flash effect displayed in the active display area 135SG005A). It is characterized by this. This feature makes it easier for players to recognize the first and second specific displays corresponding to the specific light-emitting effects, and since not only the first specific display but also the second specific display are hidden by the display corresponding to the specific light-emitting effects, it adds an extra element of surprise to the player and increases their interest in the game.
[0050] A gaming machine of aspect 38 is a gaming machine according to any one of aspects 1 to 37, 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 display means is capable of displaying a re-variable related display relating to the re-variable display performance, and is also capable of displaying a specific light-emitting performance corresponding to the specific light-emitting performance during the specific light-emitting performance, superimposed on the re-variable related display (for example, in the case where a pseudo consecutive performance is executed in the variable display during the execution of a winning flash performance, a silhouette image 135SG005S as a winning flash performance can be displayed superimposed on a special pattern (see Figure 10-40, etc.) that stops in the "middle" decorative pattern display area 5C when the decorative pattern temporarily stops), It is characterized by the following. According to this feature, the re-variable related display is hidden by the specific light emitting effect corresponding display, which gives the player an element of surprise and increases his / her interest in the game.
[0051] A gaming machine of aspect 39 is a gaming machine according to any one of aspects 35 to 38, The display means is capable of displaying the specific light-emitting effect corresponding display even during the variable display that is the target of the specific light-emitting effect (for example, as shown in Figures 10-28 and 10-42(a) to 10-47(l), the part where the silhouette image 135SG005S is displayed on the image display device 5 even during 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, it becomes easier for the player to recognize that the variable display is the target of the specific light-emitting effect, and the interest in the variable display that is the target of the specific light-emitting effect can also be increased.
[0052] The gaming machine of aspect 40 is the gaming machine according to any one of aspects 1 to 39, The performance execution means It is possible to control the performance so that the first light-emitting means continues to emit light in a manner corresponding to the specific light-emitting performance even during the variable display corresponding to the specific light-emitting performance, and the light emission ends at a predetermined end timing before the variable display corresponding to the specific light-emitting performance ends (for example, as shown in Figure 10-28, during the variable display that is the target of the win flash performance, the win flash lamp 135SG009F is flashed at brightness C2 and cycle T2 before the start of the reach performance, and the win flash lamp 135SG009F is turned off at the start timing of the reach performance), If the light emission of the first light-emitting means in a manner corresponding to the specific light-emitting effect is not terminated at the specified termination timing due to the occurrence of a specified event, special termination control is performed to terminate the light emission of the first light-emitting means at a specific termination timing after the specified termination timing (for example, as shown in FIG. 10-22, if the effect control CPU 120 is unable to 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, etc., the late win flash effect, including the blinking of the win flash lamp 135SG009F, is terminated again at the end timing of the variable display (the timing at which the pattern determination command is received), which is the timing after the start timing of the reach effect). It is characterized by the following. This feature reduces the sense of discomfort that may be felt when the light emission corresponding to a specific light emission effect does not end normally.
[0053] A gaming machine of aspect 41 is the gaming machine according to aspect 40, A game control means (e.g., CPU 103) capable of controlling the progress of a game is provided, The game control means is capable of transmitting variable display end information notifying the end of the variable display to the effect execution means when the variable display has ended (for example, as shown in FIG. 10-4(A), a portion in which the CPU 103 can transmit a symbol determination command specifying the end of the variable display of the decorative symbol); The effect execution means performs the specific end control based on the reception of the variable display end information as the specific end timing (for example, as shown in FIG. 10-22, the effect control CPU 120 ends the flash effect at the time of late winning based on the reception of a symbol determination command). It is characterized by the following. This feature further reduces the sense of incongruity felt when ending the light emission in a manner corresponding to a specific light emission effect.
[0054] A gaming machine of aspect 42 is a gaming machine according to any one of aspects 39 to 41, The predetermined end timing includes a first predetermined end timing and a second predetermined end timing (for example, as shown in the modified example 135SG-4, the blinking of the winning flash lamp 135SG009F can be ended at the start timing of the movable body operation suggestion effect and the start timing of the reach effect effect), The specific end timing is a timing later than the predetermined end timing and the second predetermined end timing (for example, as shown in variant example 135SG-4, if the performance control CPU 120 is unable to stop the flashing of the winning flash lamp 135SG009F due to the generation of static electricity or the like, the late winning flash performance, including the flashing of the winning flash lamp 135SG009F, is ended at the end timing of the variable display, which is a timing later than the start timing of the movable body operation suggestion performance and the start timing of the reach performance). It is characterized by the following. According to this feature, even if the light emission 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 form 43 is a gaming machine described in any one of forms 1 to 42, and the effect execution means is capable of executing a specific effect (for example, a reach effect of a super reach) that suggests being controlled in an advantageous state, and when the predetermined condition is satisfied while the specific effect is being executed, the specific light emission effect is not executed (for example, as shown in FIGS. 10-21, when a start winning prize occurs at the first start opening during the execution of the reach effect of the super reach, the part where the execution of the winning flash effect is not determined), which is characterized in that. According to this feature, it is possible to prevent a decrease in the gaming interest due to a decrease in attention to the specific effect.
[0056] The gaming machine of form 44 is a gaming machine described in any one of forms 1 to 43, and the effect execution means does not execute the specific light emission effect when the predetermined condition is satisfied 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 emission effect when the predetermined condition is satisfied when the remaining period of the variable display is longer than the predetermined period (for example, as shown in Modification Example 135SG-8, when a start winning prize occurs at the first start opening during the execution of the variable display, the remaining period of the variable display is specified, and if the specified period is equal to or less than the execution period of the previous winning flash effect, the part where the execution of the winning flash effect is not determined), which is characterized in that. According to this feature, it is possible to prevent the specific display targeted by the specific light emission effect from becoming difficult to understand due to the execution of the specific light emission effect when the remaining period of the variable display is short.
[0057] The gaming machine of form 45 is a gaming machine described in any one of forms 1 to 44, and the effect 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 or not (for example, as shown in Figure 10-28, when it is decided to display in display pattern β or display pattern γ, the start gate lamp 135SG009S is the part that 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 light-emitting mode of the win flash lamp 135SG009F flashing as a win flash effect or the game effect lamp 9, etc.). It is characterized by the following. According to this feature, the display mode of the specific display can be recognized by the light emission mode of the specific light emitting means provided around the specific area, thereby increasing the interest in the game.
[0059] A gaming machine of aspect 47 is the gaming machine according to aspect 46, The number of light emitting modes that the specific light emitting means can emit is greater than the number of light emitting modes that the first light emitting means can emit in the specific light emitting performance (for example, as shown in variant example 135SG-9, the number of light emitting modes of the start gate lamp 135SG009S in the start gate lamp light emitting performance is greater than the number of light emitting modes of the winning flash lamp 135SG009F in the winning flash performance), It is characterized by the following. According to this feature, the light emission variations of the specific light emitting means are increased, which can increase the interest in the game.
[0060] A gaming machine of aspect 48 is the gaming machine according to aspect 46 or aspect 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 modified example 135SG-10, the light emitting area where the winning flash lamp 135SG009F emits light as a winning flash effect is larger than the light emitting area where the starting gate lamp 135SG009S emits light as a starting gate lamp light emitting effect), Based on the fulfillment of the predetermined conditions of 1, the period during which the specific light-emitting means emits light according to the display mode of the specific display is longer than the period during which the first light-emitting means emits light according to the specific light-emitting effect based on the fulfillment of the predetermined conditions (in the case where the execution of both the winning flash effect and the hold display preview effect is determined based on a start winning, the winning flash lamp 135SG009F emits light from the occurrence of the start winning until the start timing of the reach effect of the variable display that is the target of the start winning flash effect, while the start port lamp 135SG009S emits light from the occurrence of the start winning until the end of the variable display (the variable display that is the target of the winning flash effect) that is the target of the hold display preview effect), It is characterized by this. According to this feature, while preventing a decrease in the gaming interest due to the light emission according to the specific light-emitting effect by the first light-emitting means being executed for an excessively long time, the player's sense of anticipation for becoming an advantageous state by the light-emitting mode of the specific light-emitting means can be maintained for a long time.
[0061] The gaming machine of form 49 is the gaming machine according to any one of forms 46 to 48, Both the first light-emitting means and the specific light-emitting means are capable of flashing light emission (for example, as shown in FIG. 10-28, the part where the winning flash lamp 135SG009F can flash, and as shown in the modified example 135SG-10, the part where the start port lamp 135SG009S can flash), The flashing cycle of the first light-emitting means is different from the flashing cycle of the specific light-emitting means (for example, as shown in the modified example 135SG-10, the part where the flashing cycle of the start port lamp 135SG009S is made different from the flashing cycle of the winning flash lamp 135SG009F as the winning flash effect), It is characterized by this. According to this feature, since the flashing cycles are different, the player can be made to pay attention to both the first light-emitting means and the specific light-emitting means, so the gaming interest can be improved.
[0062] (Configuration, etc. of Pachinko gaming 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 figure game and the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbol (such as a symbol indicating a number, etc.) is performed. Here, in synchronization with the first special figure game or the second special figure game, the decorative symbols are variably displayed (for example, scroll display or update display in the vertical direction) in the respective decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right". Note that the special figure game and the variable display of the decorative symbols executed in synchronization are collectively referred to simply as variable display.
[0067] On the screen of the image display device 5, a display area for displaying a hold display corresponding to the variable display whose execution is on hold and an active display corresponding to the variable display in execution may be provided. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.
[0068] The number of variable displays on hold is also referred to as the hold memory number. The hold memory number corresponding to the first special figure game is also referred to as the first hold memory number, and the hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. The sum of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.
[0069] At a predetermined position of the game board 2, a first hold display 25A and a second hold display 25B each including a plurality of LEDs are provided. The first hold display 25A displays the first hold memory number by the number of lit LEDs. The second hold display 25B displays the second hold memory number 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 on the right side of the winning ball device 6A.
[0071] The winning ball device 6A forms a first starting winning opening that is always kept in a certain open state where game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first starting winning opening, a predetermined number (for example, three) of prize balls are paid out, and the first special figure game can be started.
[0072] The variable winning ball device 6B (ordinary electric accessory) forms a second starting winning opening that changes between a closed state and an open state by a solenoid 81 (see FIG. 3). The variable winning ball device 6B includes, for example, an electric tulip type accessory having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in the vertical position, so that the tips of the movable wing pieces approach the winning ball device 6A and the second starting winning opening is in a closed state where game balls cannot enter (it is also said that the second starting winning opening is in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable wing pieces are in the tilted position, so that the second starting winning opening is in an open state where game balls can enter (it is also said that the second starting winning opening is in the open state). When a game ball enters the second starting winning opening, a predetermined number (for example, three) of prize balls are paid out, and the second special figure game can be started. Note that the variable winning ball device 6B only needs to be able to change between a closed state and an open state, and is not limited to the one equipped with an electric tulip type accessory.
[0073] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations in the lower left of the game area and one location above the variable winning ball device 6B), a general winning opening 10 that is always kept in a certain open state by a predetermined ball receiving member is provided. In this case, when a game ball enters any of the general winning openings 10, a predetermined number (for example, ten) of game 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 big winning opening is provided. The special variable winning ball device 7 includes a big winning opening door that is driven to open and close by a solenoid 82 (see FIG. 3), and forms a big winning opening as a specific area that changes between an open state and a closed state by the big winning opening door.
[0075] As an example, in the special variable winning ball device 7, when the solenoid 82 for the big winning port door (for special electric accessory) is in the off state, the big winning port door closes the big winning port, and the game balls cannot enter (pass through) the big winning port. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the big winning port door is in the on state, the big winning port door opens the big winning port, and the game balls can easily enter the big winning port.
[0076] When game balls enter the big winning port, a predetermined number (for example, 14) of game balls are paid out as prize balls. When game balls enter the big winning port, more prize balls are paid out than when game balls enter, for example, the first start winning port, the second start winning port, or the general winning port 10.
[0077] When game balls enter each winning port including the general winning port 10, it is also called "winning a prize". In particular, winning a prize at the start ports (the first start winning port and the second start winning port) is also called a start winning prize.
[0078] A normal symbol display 20 is provided at a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left of the game area). As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and variably displays normal symbols as a plurality of types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all the LEDs are turned off. Such variable display of the normal symbols is also called a normal symbol game.
[0079] A passing gate 41 through which game balls can pass is provided to the right of the image display device 5. Based on the game balls passing through the passing gate 41, a normal symbol game is executed.
[0080] A normal symbol hold display 25C is provided below the normal symbol display 20. The normal symbol hold display 25C includes, for example, 4 LEDs, and displays the number of normal symbol hold memories, which is the number of normal symbol games whose execution is on hold, 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 win ratio, winning combination ratio, and base. The consecutive win ratio is the proportion of the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The winning combination ratio is the proportion of the number of winning balls that have entered the second start winning slot (electric chute) and the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The base is the proportion of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display setting values in the pachinko gaming machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 only needs to be able to display setting values, etc. that are to be changed or confirmed.
[0092] When the gaming machine frame 3 is closed, the setting key 51 and setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in 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, which is formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 50A covers the right side of the circuit board case 201, which includes the setting keys 51 and setting changeover switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.
[0094] (Outline of game progress) When a player rotates the hitting operation handle 30 provided in the pachinko gaming machine 1, a game ball is launched toward the game area. When the game ball passes through the passage gate 41, a normal symbol game by the normal symbol display 20 is started. If the game ball passes through the passage gate 41 during the period of execution of the previous normal symbol game or the like (when the game ball passes through the passage gate 41 but the normal symbol game based on the passage cannot be immediately executed), the normal symbol game based on the passage is held until a predetermined upper limit number (for example, 4).
[0095] In this normal symbol game, if a specific normal symbol (normal symbol winning symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol win". On the other hand, as a determined normal symbol, if a normal symbol other than the normal symbol winning symbol (normal symbol losing symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol loss". When it is "normal symbol win", opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).
[0096] When a game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A is started.
[0097] When a game ball enters the second start winning opening formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B is started.
[0098] If a game ball enters (wins) the start winning opening during the period of execution of the special symbol game or during the period controlled to be in a big win gaming state or a small win gaming state described later (when a start win occurs but the special symbol game based on the start win cannot be immediately executed), the execution of the special symbol game based on the entry is held until a predetermined 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] In addition, a jackpot type is set for the "big win". For example, multiple types are prepared for the opening mode of the big winning opening (number of rounds and opening upper limit period) and the game state after the big win game state (normal state, time-saving state, probability variation state, etc.), and the jackpot type is set according to these. As the jackpot type, there may be provided a jackpot type that can obtain a large number of prize balls, a jackpot type with few prize balls, or a jackpot type that can hardly obtain any prize balls.
[0104] In the small win game state, the big winning opening formed by the special variable winning ball device 7 is opened in a predetermined opening mode. For example, in the small win game state, the opening mode is the same as that in the big win game state for some jackpot types (the number of openings of the big winning opening is the same as the above-mentioned number of rounds, and the closing timing of the big winning opening is also the same, etc.), and the big winning opening is in an open state. Note that, similar to the jackpot type, a small win type may also be provided for the "small win".
[0105] After the big win game state ends, it may be controlled to a time-saving state or a probability variation state according to the above-mentioned jackpot type.
[0106] In the time-saving state, control (time-saving control) is executed to shorten the average special figure variation time (the period for varying the special figure) 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 opening, for example, by shortening the average normal figure variation time (the period for varying the normal figure) compared to the normal state or by improving the probability of "normal figure win" in the normal figure game compared to the normal state. Since the time-saving state is a state where the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.
[0107] In the probability variation state (probability variation state), in addition to the time-saving control, probability variation control is executed to increase the probability that the display result becomes a "big win" compared to the normal state. Since the probability variation state is a state where the variation efficiency of the special symbol is improved and it is easy to get a "big win" in addition, it is an even more advantageous state for the player.
[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. A situation where the execution of a specific figure game a predetermined number of times serves as the end condition is also referred to as "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 that is advantageous to the player, special states such as the time-saving state and the probability-variable state. In the normal state, the pachinko gaming machine 1, such as the probability that the display result in the normal figure game is "normal figure win" and the probability that the display result in the specific figure game is "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when no predetermined return process is executed after power-on as in the case of a system reset).
[0110] The state in which the probability-variable control is being executed is also referred to as the high-probability state, and the state in which the probability-variable control is not being executed is also referred to as the low-probability state. The state in which the time-saving control is being executed is also referred to as the high-base state, and the state in which the time-saving control is not being executed is also referred to as the low-base state. Combining these, the time-saving state is also said to be the low-probability high-base state, the probability-variable state is the high-probability high-base state, the normal state is the low-probability low-base state, etc. The high-probability state and the low-base state are also referred to as the high-probability low-base state.
[0111] After the small jackpot game state ends, the game state is not changed, and the game is continuously controlled in the game state before the display result of the specific figure game becomes "small jackpot" (however, if 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 will naturally be 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 fact that the game ball has passed through a specific area (for example, a specific area within the big winning opening) 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. (Advancement of the performance, etc.)
[0113] In the pachinko gaming machine 1, various effects (effects for notifying the progress of the game or livening up the game) are executed according to the progress of the game. The said effects will be described below. Note that the said effects are performed by displaying various effect images on the image display device 5. In addition to or instead of the said display, effects may also be performed using audio output from the speakers 8L and 8R, lighting and extinguishing of the game effect lamp 9, operation of the movable body 32, or any effect device including some or all of these.
[0114] As an effect executed according to the progress of the game, in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5, variable display of the decorative symbols is started corresponding to the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as the determined special symbol) in the first special figure game or the second special figure game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols), which is the display result of the variable display of the decorative symbols, is also stopped and displayed (derived).
[0115] During the period from the start to the end of the variable display of the decorative symbols, the mode of the variable display of the decorative symbols may become a predetermined reach mode (reach is established). Here, the reach mode means a mode in which the variable display continues for the decorative symbols that have not yet been stopped and displayed when the decorative symbols stopped and displayed on the screen of the image display device 5 form part of the jackpot combination described later.
[0116] In addition, a reach effect is executed corresponding to the reach mode being achieved during the variable display of the decorative symbols. In the pachinko gaming machine 1, multiple types of reach effects are executed in which the ratio (also called jackpot reliability or jackpot expectancy) of the display result (display result of the special figure game or display result of the variable display of the decorative symbols) becoming a "jackpot" varies according to the effect mode. Examples of the reach effects include a normal reach and a super reach with a higher jackpot reliability than the 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.) stops and is displayed aligned 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.) stop and are displayed aligned, 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 stop and be displayed aligned. 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 stop and are displayed on a predetermined effective line in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right". Note that when the display result of the special figure game becomes 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 becomes a "small win", a common determined decorative pattern may be derived and displayed.
[0120] When the display result of the special figure game is "a 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 confirmed 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 "a 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 confirmed 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 that previews the jackpot reliability is executed during the variable display of the decorative pattern. The preview effect includes a preview effect that previews the jackpot reliability in the variable display being executed and a preview effect that previews the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the preview effect, an effect that changes 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 can be executed by temporarily stopping the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display.
[0123] Even during a jackpot gaming state, a jackpot in-play effect that notifies of the jackpot gaming state is executed. As the jackpot in-play effect, an effect that notifies the number of rounds or a promotion effect indicating that the value of the jackpot gaming state is improving may be executed. Also, even during a minor win gaming state, a minor win in-play effect that notifies of the minor win gaming state is executed. Note that by executing a common effect during the minor win gaming state and during the jackpot gaming state of some jackpot types (jackpot types in the same mode as the minor win gaming state, for example, jackpot types that set the subsequent gaming state to a high-probability state), the player may not be able to tell whether the current state is the minor win gaming state or the jackpot gaming state. In such a case, by executing a common effect after the end of the minor win gaming state and after the end of the jackpot gaming state, the player may not be able 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 effect 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 AC100V in an external power source like a commercial power supply can be supplied by the power supply board 17 to electrical components including various control boards such as the main board 11 and the effect control board 12. The power supply board 17 is provided with, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (such as DC12V or DC5V), and the like.
[0127] The main board 11 is a main-side control board and has a function of controlling the progress of the above-mentioned games in the pachinko gaming machine 1 (execution of special figure games (including management of holds), execution of general figure games (including management of holds), jackpot gaming state, small win gaming state, gaming state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, and the like.
[0128] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0129] The CPU 103 performs processing for controlling the progress of the game (processing for realizing the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as variable patterns described later, effect control commands described later, various tables referred to when making various determinations described later) are used, and the RAM 102 is used as the main memory. A part or all of the RAM 102 is a backup RAM whose stored content is preserved for a predetermined period even when the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.
[0130] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0131] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0132] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed through or entered.
[0133] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing 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 the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for a normal electric accessory or the solenoid 82 for the big winning opening door.
[0135] A display monitor 29, a display changeover switch 31, setting keys 51, a setting changeover switch 52, and a door open sensor 90 are connected to the main board 11. 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 specifying (notifying) the progress status of the game, etc.) to the effect control board 12 as part of the control of the progress of the game 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 variable pattern used when executing the special figure game (details will be described later)), the status of the game (for example, the start and end of variable display, the opening status of the big winning opening, the occurrence of a win, the number of reserved memories, the game state), commands for specifying the occurrence of an error, 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] 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 are mounted on the effect control board 12.
[0139] The dedicated CPU 120 for performance executes, by executing the program stored in the ROM 121, processes for executing a performance together with the display control unit 123 (processes for realizing the above functions of the performance control board 12, including determination of the performance to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0140] The dedicated CPU 120 for performance may also instruct the display control unit 123 to execute a performance based on detection signals (signals output when an operation by a player is detected, and signals appropriately indicating the operation content) from the controller sensor unit 35A or the push sensor 35B.
[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 an instruction to execute a performance from the dedicated CPU 120 for performance.
[0142] The display control unit 123 supplies a video signal corresponding to the performance to be executed to the image display device 5 based on an instruction to execute a performance from the dedicated CPU 120 for performance, thereby displaying a performance 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 lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform voice output synchronized with the display of the performance image and lighting / extinguishing of the game effect lamp 9. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or the drive circuit driving the movable body 32.
[0143] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and outputs the sound designated by the sound designation signal from the speakers 8L and 8R.
[0144] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0145] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0146] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0147] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0148] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0149] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0150] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 4 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0151] 4, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.
[0152] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.
[0153] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.
[0154] If the recovery condition is not satisfied (step S3; No), after executing the initialization process (step S6), the setting change process (step S7) is executed. The initialization process in step S6 includes a clearing process for clearing the flags, counters, and buffers stored in the RAM 102, and initial values are set in the work area by executing the clearing process.
[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 recovery 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 gaming 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 gaming 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 performance control board 12 side, 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 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 to the setting change state. If the clear switch is off, the recovery process in step S4 is executed, but the control is not performed to 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 setting of the register of the CTC built in the game control microcomputer 100 is performed so that a timer interrupt occurs periodically every predetermined time (for example, 2 ms) (step S9), and the interrupt is 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 execute the timer interrupt process periodically.
[0164] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 5. When the game control timer interrupt process shown in Fig. 5 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been 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). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1 and, if necessary, issue a warning based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).
[0165] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, and the like.
[0166] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.
[0167] After executing the normal symbol process, as part of the game control timer interrupt process, processes such as the process when a power failure occurs and the process for paying out prize balls may be performed. Thereafter, the CPU 103 executes command control processing (step S27). The CPU 103 may transmit and set an effect control command in each of the above processes. In the command control processing of step S27, a process is performed to transmit the transmitted and set effect control command to a sub-control board such as the effect control board 12. After executing the command control processing, interrupts are permitted and then the game control timer interrupt process is terminated.
[0168] FIG. 6 is a flowchart showing an example of the process executed in step S25 shown in FIG. 5 as the special symbol process. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0169] In the start winning determination process, a process of detecting the occurrence of a start winning, storing hold information in a predetermined area of the RAM 102, and updating the hold memory count is executed. When a start winning occurs, a random number value for determining a display result (including the jackpot type) and a variation pattern is extracted and stored as hold information. Further, a process of pre-reading and determining the display result and the variation pattern based on the extracted random number value may be executed. After storing the hold information and the hold memory count, transmission settings are made for transmitting an effect control command for designating the determination results such as the occurrence of a start winning, the hold memory count, and the pre-reading determination to the effect control board 12. The effect control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process ends and the command control process of step S27 shown in FIG. 4 is executed.
[0170] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.
[0171] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of pending information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" or a "small jackpot," and if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").
[0172] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.
[0173] The variable pattern setting process in step S111 is executed when the value of the special figure process flag is "1". This variable pattern setting process includes processes such as determining one of multiple types of variable patterns using a random number value for determining the variable pattern based on a preliminary determination result of whether the display result is a "big win" or a "small win", etc. In the variable pattern setting process, when the variable pattern is determined, the value of the special figure process flag is updated to "2", and the variable pattern setting process ends.
[0174] The variable pattern specifies the execution time of the special figure game (special figure variable time) (which is also the execution time of the variable display of the decorative symbol), the mode of the variable display of the decorative symbol (such as the presence or absence of a reach), the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called the variable display pattern.
[0175] The special symbol variable process in step S112 is executed when the value of the special figure process flag is "2". This special symbol variable process includes processes such as setting for varying the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, and measuring the elapsed time since the start of the variation of the special symbol. Also, a determination is made as to whether the measured elapsed time has reached the special figure variable time corresponding to the variable pattern. When the elapsed time since the start of the variation of the special symbol reaches the special figure variable time, the value of the special figure process flag is updated to "3", and the special symbol variable 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 release in - progress process in step S115 is executed when the value of the special drawing process flag is "5". This jackpot release in - progress process includes a process of measuring the elapsed time since the big winning opening is opened, and a process of determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the count switch 23, etc. When returning the big winning opening to the closed state, after executing a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, etc., the value of the special drawing process flag is updated to "6", and the jackpot release in - progress process ends.
[0179] The post - jackpot release process in step S116 is executed when the value of the special drawing process flag is "6". This post - jackpot release process includes a process of determining whether the number of executed rounds in which the big winning opening is in the open state has reached the set upper limit number of executions, and a process of making settings for ending the jackpot game state when the upper limit number of executions is reached, etc. When the number of executed rounds has not reached the upper limit number of executions, the value of the special drawing process flag is updated to "5", while when the number of executed rounds has reached the upper limit number of executions, the value of the special drawing process flag is updated to "7". When the value of the special drawing process flag is updated, the post - jackpot release process ends.
[0180] The jackpot end process in step S117 is executed when the value of the special drawing process flag is "7". This jackpot end process includes a process of waiting until the waiting time corresponding to the period during which the ending effect as an effect operation for notifying the end of the jackpot game state is executed elapses, and a process of making various settings for starting the probability - variable control and time - shortening control corresponding to the end of the jackpot game state, etc. When such settings are made, the value of the special drawing process flag is updated to "0", and the jackpot end process ends.
[0181] The pre-small-win-opening process in step S118 is executed when the value of the special figure process flag is "8". This pre-small-win-opening process includes processes such as setting the big winning opening to the open state in the small-win gaming state based on the display result being "small win". At this time, the value of the special figure process flag is updated to "9", and the pre-small-win-opening process ends.
[0182] The small-win-opening process in step S119 is executed when the value of the special figure process flag is "9". This small-win-opening process includes processes such as measuring the elapsed time since the big winning opening was set to the open state, and determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time. When the big winning opening is returned to the closed state and it is time to end the small-win gaming state, the value of the special figure process flag is updated to "10", and the small-win-opening process ends.
[0183] The small-win-ending process in step S120 is executed when the value of the special figure process flag is "10". This small-win-ending process includes processes such as waiting until the waiting time corresponding to the period during which the production operation notifying the end of the small-win gaming state is executed has elapsed. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it entered the small-win gaming state is continued. When the waiting time at the end of the small-win gaming state has elapsed, the value of the special figure process flag is updated to "0", and the small-win-ending process ends.
[0184] The pachinko gaming machine 1 is configured so that the probability of winning a jackpot and the payout rate change according to the setting value. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate change by using a display result determination table (winning probability) according to the setting value. For example, the setting value has six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, a setting value of 6 provides the highest advantage to the player, and the advantage decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes according to the setting value, the payout rate may also change according to the setting value. While the probability of winning a jackpot remains constant regardless of the setting value, the number of rounds in a jackpot game state may change according to the setting value. The pachinko gaming machine 1 may be configured to be able to set one of multiple setting values that provide different advantages to the player. The setting value set in the pachinko gaming machine 1 is notified by sending a setting value designation command from the main board 11 to the performance control board 12.
[0185] Fig. 7 shows an example of the configuration of the display result determination table. Fig. 7(A) shows an example of the configuration of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and Fig. 7(B) shows an example of the configuration of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, a win determination value compared with a random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is updated randomly within the range of 0 to 65535. 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 gaming state is a probability variable state (high probability state), more determination values are assigned to the special chart display result of "jackpot" than when it is in a normal state or a time-saving state (low probability state). As a result, when the pachinko gaming machine 1 is in a high probability state such as a probability variable state in which probability variable control is performed, the probability of determining that it will be controlled to a jackpot gaming state is higher than when it is in a low probability state such as a normal state or a time-saving state.
[0187] In the first special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same regardless of the gaming state or setting value. In the second special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same value different from that in the first special symbol display result determination table, regardless of the gaming state or setting value. Note that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be different depending on the setting value. The probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be the same regardless of the variable special symbol.
[0188] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is normal or time-saving, the range of 1020 to 1237 among the hit determination values is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the setting value. When the setting value is 1, 1020 to 1237 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the setting value is 2 to 6, the numerical range corresponding to each setting value from 1238 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.
[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 settable values for the pachinko gaming machine 1 may be 5 or less or 7 or more. The smaller the set value set for 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 for the pachinko gaming machine 1. For example, when the set value set for the pachinko gaming machine 1 is 1, the jackpot probability in the normal state is 1 / 320, and the gaming performance is such that the probability variation state loops at a rate of 65% (so-called probability variation loop type). When the set value set for the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and during the jackpot game, based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7, the gaming state after the end of the jackpot game is controlled to the probability variation state, while the rate at which the game ball passes through the predetermined switch during the jackpot game varies according to the variable special figure (so-called V probability variation type). When the set value set for 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 is such that 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). It may be a so-called type 1 and type 2 mixed type). When the set value set for the pachinko gaming machine 1 is any one of 1 to 3, the gaming performance is the same, but a setting may be provided 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 small (for example, when the set value set for the pachinko gaming machine 1 is any one of 4 to 6). When changing the gaming performance according to the set value, a common switch may be used for different purposes. Specifically, when the set value is 1 to 3, the predetermined switch provided 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 jackpot type may be determined at different rates according to the set value based on the assignment of determination values in the jackpot type determination table. Alternatively, the jackpot type may be determined at a common rate regardless of the set value. The variation pattern may be determined at different rates according to the set value based on the assignment of determination values in the variation pattern determination table. Alternatively, the variation pattern may be determined at a common rate regardless of the set value. By having different execution rates of normal reach and super reach according to the set value, the set value may be suggested by the frequency at which normal reach and super reach are executed. Alternatively, the execution rates of normal reach and super reach may be common regardless of the set value. Additionally, according to the set value, arbitrary setting suggestion effects may be made executable at different rates.
[0196] (Main Operations of the Effect Control Board 12) Next, the main operations of the effect control board 12 will be described. In the effect control board 12, when receiving the supply of the power voltage from the power supply board or the like, the effect control CPU 120 is activated and executes the effect control main process as shown in the flowchart of FIG. 8. When starting the effect control main process shown in FIG. 8, the effect control CPU 120 first executes a predetermined initialization process (step S71), such as clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the effect control board 12. Also, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing the initial operations of the movable body 32, such as controlling to drive the movable body 32 back to the initial position and performing a predetermined operation confirmation, are executed.
[0197] Thereafter, it is determined whether the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (e.g., 2 milliseconds) elapses based on, for example, the register settings of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the system waits.
[0198] On the side of the production control board 12, in addition to the timer interrupt that occurs every time a predetermined time elapses, an interrupt for receiving a production control command from the main board 11 occurs. 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 emit 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 caused by the production control INT signal becoming 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 production control commands 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 production control commands, 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, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.
[0201] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0202] Fig. 9 is a flowchart showing an example of the processing executed in step S76 of Fig. 8 as the performance control process. In the performance control process shown in Fig. 9, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing the pre-reading notice performance are made based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.
[0203] After executing the process of step S161, the performance control CPU 120 selects and executes one of the following processes of steps S170 to S177 according to the value of a performance process flag provided in the RAM 122, for example.
[0204] The variable display start waiting process in step S170 is a process executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0205] The variable display start setting process in step S171 is a process executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various effects such as reach effects and various preview effects, the mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the execution of the effect to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set effect control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the effect process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 by instructing the start of the execution of the variable display of the decorative pattern.
[0206] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.
[0207] The special symbol win waiting process of step S173 is executed when the value of the presentation process flag is "3." In this special symbol win waiting process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit game state or a small hit game state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit game state or a small hit game state is received, if the command specifies the start of a big hit game state, the value of the presentation process flag is updated to "6." On the other hand, if the command specifies the start of a small hit game state, the value of the presentation process flag is updated to "4," which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit game state or a small hit game state has not been received and the waiting time for receiving the command has elapsed, the display result in the special symbol game is determined to be a "miss," and the value of the presentation process flag is updated to its initial value of "0." When the value of the performance process flag is updated, the special winning waiting process is terminated.
[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 distributed and provided by a detachable recording medium to a computer device or the like included in the pachinko game machine 1, and may be distributed in a form installed in advance in a storage device of a computer device or the like. Further, the program and data for implementing the present invention may be distributed by downloading from other devices on a network connected via a communication line or the like by providing a communication processing unit.
[0217] And the execution form of the game is not limited to the one executed by attaching a detachable recording medium, but may be a form 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 a form that directly executes using the hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, it can also be a form in which the game is executed 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 (expressions such as "high", "low", "make different") may include the case where one ratio is "0%". For example, it also includes the case where one ratio is "0%" and the other ratio is "100%" or less than "100%".
[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 game machine 1 in this feature part 135SG. As shown in FIG. 10-1, in the pachinko game 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] In the center of the first display area 135SG005F among these, decorative symbol display areas 5L, 5C, and 5R for "left", "center", and "right" are arranged, and variable display of decorative symbols can be executed. Also, at the left end of the first display area 135SG005F, a small symbol 135SG005M smaller in size than each decorative symbol is displayed. The small symbols are vertically arranged in parallel with the symbols 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, respectively. Also, the small symbol 135SG005M is a symbol that is always displayed within the first display area 135SG005F of the image display device 5 without being made non-displayed during variable display.
[0225] In addition, in this feature section 135SG, as shown in FIG. 10-3, decorative symbols are arranged in the center of the first display area 135SG005F of the image display device 5, and the small symbol 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 symbols. For this reason, the visibility of the small symbol 135SG005M is lower than that of the decorative symbols.
[0226] Furthermore, at the lower center of the first display area 135SG005F in this feature section 135SG, an active display area 135SG005A is provided for displaying a hold display corresponding to the currently-executed variable display as an active display.
[0227] Hereinafter, in this feature section 135SG, the hold display and the active display may be collectively referred to as a 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 unit 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 form shown in FIG. 10-4(A) is an example, and other command forms may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be 1, or may be a plurality of three or more.
[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 specification command for specifying a variable pattern (variation time (variable display time)) of decorative symbols (also referred to as effect symbols) variably displayed in the left, middle, and right decorative symbol display areas 5L, 5C, 5R in the image display device 5 corresponding to the variable display of the special symbol in the special symbol game. Here, XXH indicates that it is an unspecified hexadecimal number, and it may be any value set according to the instruction content by the effect control command. Note that in the variable pattern specification command, different EXT data is set according to the specified variable pattern and the like.
[0230] Command 8CXXH is a variable display result specification command and is an effect control command for specifying variable display results such as special symbols and decorative symbols. In the variable display result specification command, for example, as shown in FIG. 10-4(B), the determination result (pre-determined result) as to whether the variable display result (also referred to as the variable display result) is "a loss" or "a big win" or "a small win", or the determination result (big win type determination result) as to which of multiple types the big win type is when the variable display result is "a big win", different EXT data is set accordingly.
[0231] In the variable display result specification command, for example, as shown in FIG. 10-4(B), Command 8C00H is the first variable display result specification command indicating the pre-determined result that the variable display result is "a loss". Command 8C01H is the second variable display result specification command notifying the pre-determined result and the big win type determination result that the variable display result is "a big win" and the big win type is "certain big win A". Command 8C02H is the third variable display result specification command notifying the pre-determined result and the big win type determination result that the variable display result is "a big win" and the big win type is "certain big win B". Command 8C03H is the fourth variable display result specification command notifying the pre-determined result and the big win type determination result that the variable display result is "a big win" and the big win type is "certain big win C". Command 8C04H is the fifth variable display result specification command notifying the pre-determined result and the big win type determination result that the variable display result is "a big win" and the big win type is "non-certain big win". Command 8C05H is the sixth variable display result specification command notifying the pre-determined result that the variable display result is "a small win".
[0232] Command 8F00H is a symbol determination command that specifies the stop (confirmation) of symbol variation in each of the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5. Command 95XXH is a game state specification command that specifies the current game state in the pachinko machine 1. In the game state specification command, for example, different EXT data is set according to the current game state in the pachinko machine 1. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state (low probability low base state, normal state) where neither time shortening control nor probability variation control is performed, and command 9501H is set as the second game state specification command corresponding to a game state (low probability high base state, time shortening state) where time shortening control is performed while probability variation control is not performed. Also, command 9502H is set as the third game state specification command corresponding to a game state (high probability low base state, probability variation state without time shortening) where probability variation control is performed while time shortening control is not performed, and command 9503H is set as the fourth game state specification command corresponding to a game state (high probability high base state, probability variation state with time shortening) where both time shortening control and probability variation control are performed.
[0233] Command A0XXH is a winning start specification command (also referred to as a "fanfare command") that specifies the display of a production image indicating the start of a big win game or a small win game. Command A1XXH is a big winning opening notification command that notifies that it is a period during which the big winning opening is in an open state in the big win game state. Command A2XXH is a big winning opening post-notification command that notifies that it is a period during which the big winning opening changes from an open state to a closed state in the big win game state. Command A3XXH is a winning end specification command that specifies the display of a production image at the end of a big win game or a small win game.
[0234] In the winning start designation command or the winning end designation command, for example, different EXT data may be set according to the pre-determined result or the jackpot type determination result, such as by setting EXT data similar to the variable display result designation command. Alternatively, in the winning start designation command or the winning end designation 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 designation command. In the big winning opening notification command and the big winning opening after notification command, for example, different EXT data are set corresponding to the number of times of execution of the round in the jackpot state described later (for example, from "1" to "10").
[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) occurs. 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) occurs.
[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 is also possible not to have some of these commands, or to use different commands instead of these commands, or to add commands different from these commands. 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 a game ball has passed through the passage gate 41, a notification command for notifying the remaining number of times when probability variation 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 part 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 controlled to be countable. Incidentally, in order to enhance the game effect, random values other than these may be used. The random numbers used to control the progress of such games are also called game random numbers.
[0241] The random number circuit 104 may be any that counts numerical data indicating some or all of these random values MR1 to MR4. The CPU 103 may use a random counter different from the random number circuit 104, such as the random counter provided in the game control counter setting part 135SG154 shown in FIG. 10-10, and update various numerical data by software to count the numerical data indicating some of the random values MR1 to MR4.
[0242] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the game state to a jackpot by treating the variable display result of a special symbol or the like in a special symbol game as a "jackpot," and takes a value in the range of, for example, "1" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type when the variable display result is a "jackpot" as either "Probable jackpot A," "Probable jackpot B," "Probable jackpot C," or "Non-probable jackpot," and takes a value in the range of, for example, "1" to "100."
[0243] The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns as one of several types prepared in advance, and takes a value in the range of "1" to "997", for example.
[0244] The random number value MR4 for determining the normal symbol display result is a random number value used to determine whether the variable display result in the normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.
[0245] 10-6(A) shows an example of the configuration of the special chart display result determination table 1 stored in the ROM 101. In this feature unit 135SG, a common special chart display result determination table is used for the first special chart and the second special chart as the special chart display result determination table, but the present invention is not limited to this, and individual special chart display result determination tables may be used for the first special chart and the second special chart.
[0246] The special symbol display result determination table 1 is a table that is referenced to determine, based on a random number value MR1 for determining the special symbol display result, whether or not to control the variable display result into a jackpot game state as a "jackpot" before a confirmed special symbol that is a variable display result is derived and displayed in a special symbol game using a first special symbol by the first special symbol display device 4A or a special symbol game using a second special symbol by the second special symbol display device 4B.
[0247] In the special drawing display result determination table 1 in the feature unit 135SG, according to whether the game state in the pachinko gaming machine 1 is in the normal state or the time-limited state (low probability state), or the probability-variable state (high probability state), the numerical value (determination value) compared with the random number value MR1 for special drawing display result determination is assigned to the special drawing display results of "big win" or "loss".
[0248] In the special drawing display result determination table 1, the table data indicating the determination value compared with the random number value MR1 for special drawing display result determination is the determination data assigned to the determination result of whether to control the big win game state with the special drawing display result as "big win". In the special drawing display result determination table 1 in the feature unit 135SG, when the game state is in the probability-variable state (high probability state), more determination values are assigned to the special drawing display result of "big win" than when it is in the normal state or the time-limited state (low probability state). As a result, in the probability-variable state (high probability state) where probability-variable control is performed in the pachinko gaming machine 1, compared with the probability (about 1 / 300 in this feature unit 135SG) of determining to control the special drawing display result as "big win" and entering the big win game state when it is in the normal state or the time-limited state (low probability state), the probability of determining to control the special drawing display result as "big win" and entering the big win game state becomes higher (about 1 / 30 in this feature unit 135SG). That is, in the special drawing display result determination table 1, the determination data is assigned to the determination result of whether to control the big win game state so that the probability of determining to control the big win game state is higher when the game state in the pachinko gaming machine 1 is in the probability-variable state (high probability state) than when it is in the normal state or the time-limited state.
[0249] Also, FIG. 10-6(B) shows a configuration example of the special drawing display result determination table 2 stored in the ROM 101. The special drawing display result determination table 2 is a table referred to for determining whether to control the variable display result as a "small win" and enter the small win game state based on the random number value MR1 for special drawing display result determination before the determined special symbol, which is the variable display result, is derived and displayed in the special drawing game using the first special symbol by the first special symbol display device 4A or the special drawing game using the second special symbol by the second special symbol display device 4B.
[0250] In the special chart display result determination table 2 in this characteristic part 135SG, regardless of whether the game state in the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability change state (high probability state), 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 "small hit".
[0251] In the special symbol display result determination table 2, the 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 decision result of whether or not to control the special symbol display result to a small hit game state as a "small hit." In the special symbol display result determination table 2 in this feature unit 135SG, the number of determination values assigned to a "small hit" differs between the first special symbol game and the second special symbol game. Specifically, in the case of the first special symbol game, a determination value is assigned to a "small hit," but in the case of the second special symbol game, no determination value is assigned to a "small hit." Therefore, as will be described later, in a high base state where the variable display of the second special chart is executed with priority over the variable display of the first special chart, and where time-saving control is executed, resulting in a win in the second start winning port formed by the variable winning ball device 6B and causing the variable display of the second special chart to be executed frequently, ``small wins'' almost never occur, and in a high base state where game balls are likely to enter the second start winning port formed by the variable winning ball device 6B, the occurrence of small wins which do not result in many game balls being obtained can be avoided, thereby preventing a decrease in interest in the game.
[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, according to whether the special symbol that has undergone variable display (fluctuating display) in the special figure game is the first special figure (the special figure game by the first special symbol display device 4A) or the second special figure (the special figure game by the second special symbol display device 4B), the numerical value (determination value) 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, explaining with reference 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 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 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 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 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 jackpot gaming state in this feature part 135SG, the special variable winning ball device 7 is changed to the first state advantageous to the player twice, and the opening time is 0.1 seconds. Incidentally, after the end of the small jackpot gaming, the gaming state immediately before the small jackpot 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 are continuously 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 short-time control executed after the end of the jackpot game state due to "non-probabilistic jackpot" ends when a predetermined number of special figure games (100 times in this feature section 135SG) are executed, or when a jackpot game state is entered before the execution of the predetermined number of special figure games.
[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 the determination values for the jackpot types of "probabilistic jackpot A", "probabilistic jackpot B", "probabilistic jackpot C", and "non-probabilistic jackpot" is different. That is, when the variably displayed special figure is the first special figure, the determination values within a predetermined range (values in the range of "81" to "100") are allocated to the jackpot types of "probabilistic jackpot B" and "probabilistic jackpot C" with fewer rounds, while when the variably displayed special figure is the second special figure, no determination values are allocated to the jackpot types of "probabilistic jackpot B" and "probabilistic 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 "probabilistic jackpot B" or "probabilistic 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 "probabilistic jackpot B" or "probabilistic 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 open control associated with the short-time control, it is possible to prevent the frequent occurrence of a 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-probability variation" 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 becoming a non-probability variation jackpot and the probability of becoming a probability variation 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 "probability variation jackpot B" or "probability variation 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 "probability variation jackpot A" also differs depending on whether it is the special figure game of the first special figure or the second special figure. For "probability variation 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 "probability variation jackpot B" or "probability variation 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 "probability variation jackpot B" or "probability variation 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 patterns in the feature unit 135SG. In the feature unit 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 design 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 design is "non-reach" is called a non-reach variation pattern (also referred to as "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 design is "reach" is called a reach variation pattern (also referred to as "reach miss variation pattern"). Also, 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 called a big win variation pattern.
[0263] Among the big win variation patterns and the reach variation patterns, 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 feature unit 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 feature unit 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 winning 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 "certain-variation big win C".
[0265] As shown in FIG. 10-8, the variable display time of the special drawing variable display in 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 that performs a temporary stop and re-variable display of the decorative symbol during variable display, and a variation pattern that executes the pseudo continuous effect once during variable display. Note that, 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 drawing 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. Note that, 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 drawing variation time than the variation pattern that executes the pseudo continuous effect three times during variable display.
[0268] Note that, 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 drawing 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 unit 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 unit 135SG. In this feature unit 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 big win, the big win variation pattern determination table A is selected, and using this big win variation pattern determination table A, the variation patterns are determined from PB1-1 (variation pattern of normal reach big win), PB1-2 (variation pattern of normal reach pseudo continuous performance 1 big win), PB1-3 (variation pattern of super reach pseudo continuous performance 2 big wins), and PB1-4 (variation pattern of super reach pseudo continuous performance 3 big wins). Also, when the variable display result is a probabilistic big win, the big win variation pattern determination table B is selected, and using this big win variation pattern determination table B, the variation patterns are determined from PB1-1 (variation pattern of normal reach big win), PB1-2 (variation pattern of normal reach pseudo continuous performance 1 big win), PB1-3 (variation pattern of normal reach pseudo continuous performance 2 big wins), and PB1-4 (variation pattern of normal reach pseudo continuous performance 3 big wins).
[0273] Still, as shown in FIG. 10-9, in the big win variable pattern determination table A and the big win variable pattern determination table B, the determination ratios for PB1-1 to PB1-4 are different. Specifically, in the big win variable pattern determination table A, PB1-1 is determined at a ratio of 30%, PB1-2 is determined at a ratio of 45%, PB1-3 is determined at a ratio of 20%, and PB1-4 is determined at a ratio of 5%. On the other hand, in the big win variable pattern determination table B, PB1-1 is determined at a ratio of 5%, PB1-2 is determined at a ratio of 20%, PB1-3 is determined at a ratio of 30%, and PB1-4 is determined at a ratio of 45%. That is, in this feature unit 135SG, when the variable display result is a sure win big win, it is determined to be in the super reach variable pattern at a higher ratio than when the variable display result is a non-sure win big win. Furthermore, paying attention to the number of times of executing the pseudo continuous effect, when the variable display result is a sure win big win, more pseudo continuous effects are likely to be executed during the variable display than when the variable display result is a non-sure win big win. For this reason, in this feature unit 135SG, it is possible to draw the player's attention to the variable pattern and the number of times of executing the pseudo continuous effect in the variable display.
[0274] Also, when the variable display result is a small win, the variable pattern determination table for special wins is selected, and the variable pattern is determined to be PC1-1 (the variable pattern of special wins) using the variable pattern determination table for special wins.
[0275] Also, when the variable display result is "a miss" in the normal game state (low base state) and the number of reserved memories of the variable special figure is 2 or less, the miss variable pattern determination table A is selected, and the variable pattern is determined from PA1-1 (the variable pattern of non-reach miss), PA2-1 (the variable pattern of normal reach miss), PA2-2 (the variable pattern of normal reach pseudo continuous effect 1 time miss), PA2-3 (the variable pattern of super reach pseudo continuous effect 2 times miss), PA2-4 (the variable pattern of super reach pseudo continuous effect 3 times miss) using the miss variable pattern determination table A.
[0276] Also, when the variable display result is "loss" in the normal game state (low base state) and the number of reserved memories in the variable special figure is 3, the variable pattern determination table B for loss is selected, and the variable pattern is determined from PA1-2 (shortened variable pattern for non-reach loss), PA2-1 (variable pattern for normal reach loss), PA2-2 (variable pattern for normal reach pseudo continuous performance 1 time loss), PA2-3 (variable pattern for super reach pseudo continuous performance 2 times loss), PA2-4 (variable pattern for super reach pseudo continuous performance 3 times loss) using the variable pattern determination table B for loss.
[0277] Also, when the variable display result is "loss" in the normal game state (low base state) and the number of reserved memories in the variable special figure is 3, the variable pattern determination table B for loss is selected, and the variable pattern is determined from PA1-2 (shortened variable pattern for non-reach loss), PA2-1 (variable pattern for normal reach loss), PA2-2 (variable pattern for normal reach pseudo continuous performance 1 time loss), PA2-3 (variable pattern for super reach pseudo continuous performance 2 times loss), PA2-4 (variable pattern for super reach pseudo continuous performance 3 times loss) using the variable pattern determination table B for loss.
[0278] Also, when the variable display result is "loss" in the normal game state (low base state) and the number of reserved memories in the variable special figure is 4, the variable pattern determination table C for loss is selected, and the variable pattern is determined from PA1-3 (shortened variable pattern for non-reach loss), PA2-1 (variable pattern for normal reach loss), PA2-2 (variable pattern for normal reach pseudo continuous performance 1 time loss), PA2-3 (variable pattern for super reach pseudo continuous performance 2 times loss), PA2-4 (variable pattern for super reach pseudo continuous performance 3 times loss) using the variable pattern determination table C for loss.
[0279] Also, when the variable display result is "off" in the time-saving state (high base state), select the off-variable pattern determination table D, and use the off-variable pattern determination table D to determine the variable patterns as PA1-4 (shortened variable pattern for time-saving with non-reach off), PA2-1 (variable pattern for normal reach off), PA2-2 (variable pattern for normal reach pseudo-continuous performance 1 time off), PA2-3 (variable pattern for super reach pseudo-continuous performance 2 times off), and PA2-4 (variable pattern for super reach pseudo-continuous performance 3 times off).
[0280] That is, when the variable display result in this feature section 135SG is "off", 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 variable display time of the special figure is shorter than the variable pattern of normal non-reach off (PA1-1), so the ratio of variable display executed by the shortened variable patterns (PA1-2, PA1-3, PA1-4) is higher. Thus, it is possible to prevent the game from being prolonged and 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 to control 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 figure hold memory unit 135SG151A stores hold data for a special figure game (a special figure game using the first special figure in the first special symbol display device 4A) that has not yet started although a start winning (first start winning) has occurred when a game ball has passed through (entered) the first start winning opening formed by the winning ball device 6A. As an example, the first special figure hold memory unit 135SG151A associates a hold number with the order of winning at the first start winning opening (the detection order of game balls), and based on the establishment of the first start condition when the game ball passes through (enters), numerical data such as 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 extracted from the random number circuit 104 etc. by the CPU 103 is used as hold data, and is stored until the number of stored data reaches a predetermined upper limit value (for example, "4"). In this way, the hold data stored in the first special figure hold memory unit 135SG151A indicates that the execution of the special figure game using the first special figure is on hold, and becomes hold information that enables determination of whether it becomes a jackpot etc. based on the variable display result (special figure display result) in this special figure game.
[0283] The second special figure hold memory unit 135SG151B stores hold data for a special figure game (a special figure game using the second special figure in the second special symbol display device 4B) that has not yet started although a start winning (second start winning) has occurred when a game ball has passed through (entered) the second start winning opening formed by the variable winning ball device 6B. As an example, the second special figure hold memory unit 135SG151B associates a hold number with the order of winning at the second start winning opening (the detection order of game balls), and based on the establishment of the second start condition when the game ball passes through (enters), numerical data such as 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 extracted from the random number circuit 104 etc. by the CPU 103 is used as hold data, and is stored until the number reaches a predetermined upper limit value (for example, "4"). In this way, the hold data stored in the second special figure hold memory unit 135SG151B indicates that the execution of the special figure game using the second special figure is on hold, and becomes hold information that enables determination of whether it becomes a jackpot etc. based on the variable display result (special figure display result) in this special figure 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 through 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 device 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 the 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 to control 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 part 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 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 processes 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 to control 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 production control board 12, there is provided an effect control data holding area 135SG190 as shown in FIG. 10-11(A) for holding various data used to control the effect operation. The effect control data holding area 135SG190 shown in FIG. 10-11(A) includes an effect control flag setting unit 135SG191, an effect control timer setting unit 135SG192, an effect control counter setting unit 135SG193, and an effect control buffer setting unit 135SG194.
[0292] The effect control flag setting unit 135SG191 is provided with a plurality of types of flags whose states can be updated according to the effect operation states such as the display state of the effect image on the screen of the image display device 5 and the effect control commands transmitted from the main board 11. For example, for each of the plurality of types of flags in the effect 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 effect control timer setting unit 135SG192 is provided with a plurality of types of timers used to control the progress of various effect operations such as the display operation of the effect image on the screen of the image display device 5. For example, in the effect control timer setting unit 135SG192, data indicating the timer values for each of the plurality of types of timers are stored.
[0294] The effect control counter setting unit 135SG193 is provided with a plurality of types of counters used to control the progress of various effect operations. For example, in the effect control counter setting unit 135SG193, data indicating the count values for each of the plurality of types of counters are stored.
[0295] The effect control buffer setting unit 135SG194 is provided with various buffers for temporarily storing data used to control the progress of various effect operations. For example, in the effect 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 start winning reception command buffer 135SG194A as shown in FIGS. 10-11(B) is stored in a predetermined area of the effect control buffer setting unit 135SG194. The start winning reception command buffer 135SG194A is provided with 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"). Further, the start winning reception command buffer 135SG194A is provided with 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"). 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 start winning reception command buffer 135SG194A 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 storage content of these storage areas (entries) is such that when the start condition is satisfied and the variable display of the topmost suspended storage (buffer number "1-1" or buffer number "2-1") starts, the content (data) of the suspended storage for which the start condition is satisfied is copied to the active display buffer 135SG194B in FIG. 10-11(C), and the content itself of the copied suspended storage is deleted from the start winning reception command buffer 135SG194A. And the storage content of the storage area lower than the deleted suspended storage is shifted one by one to the upper storage area.
[0298] As described above, when the variable display of the suspended storage (buffer number "1-1" or "2-1") starts, the content (data) of the suspended storage 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 designated command, an area for storing the symbol designated command, an area for storing the variable category command, an area for storing the suspended storage number notification command, an area for storing the suspended 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 unit 135SG, when a start winning occurs when variable display is not being executed and there is no suspended storage, the start winning designated command, symbol designated command, variable category command, and suspended storage 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. Incidentally, the suspended display flag is set when the production control CPU 120 executes the pre-announcement setting process (S161) described later.
[0300] And the storage 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 or not the first start port switch 22A is in an 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 an on state (step 135SGS101a; Y), it is determined whether or not the first special drawing hold memory number, which is the hold memory number of the special drawing game using the first special drawing, 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 drawing 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 drawing 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 first special figure reserved memory number 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 second special figure reserved memory number, which is the reserved memory number of the special figure game using the second special figure, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 135SGS105). The CPU 103 may identify the second special figure reserved memory number, for example, by reading the second reserved memory number count value, which is the stored value of the second reserved memory number counter provided in the game control counter setting unit 135SG154. 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 so as 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 so as 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 so as 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 so as to also add 1 to the total retention count (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 so as 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 counter 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 symbol 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, 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 setting of a start port winning designation command according to the start port buffer value is 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 designated by the transmission command pointer in the transmission command buffer, etc., to perform setting 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 setting for transmitting the second start port winning designation command to the effect control board 12. The start port winning designation command set in this way is transmitted from the main board 11 to the effect control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.
[0308] Following the processing of step 135SGS111, a winning random number value determination process is executed (step 135SGS112). Thereafter, for example, by storing the storage address of the pending storage number notification command table in the ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer, settings are made to transmit a pending storage number notification command to the effect control board 12 (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 processing 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", and then (step 135SGS115), 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", and then (step 135SGS116), the start winning process is terminated. Thus, even when both the first start port switch 22A and the second start port switch 22B detect a valid start winning of a game ball simultaneously, the 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 section 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 enter 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), the determination of the variable pattern that specifically defines the variable display mode of the decorative symbol is performed.
[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 number value determination process of step 135SGS112, thereby determining whether or not it is determined that a big win symbol is stopped and displayed as a special figure display result, and determining 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 figure 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 figure display result becomes "big win", and what category of variable display mode the variable display mode of the decoration symbol becomes, and 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 number value determination process shown in FIG. 10-13(A), the CPU 103 first identifies the current game state in the pachinko game machine 1 by, for example, checking the state of the time shortening flag or 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). Thereafter, 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, 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 be able to determine the presence or absence of a determination value that matches the random number value MR1 by comparing the random number value MR1 with each determination value one by one. 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 be able to determine whether the random number value MR1 is within the range of the jackpot determination range by comparing the random number value MR1 with the minimum value or the maximum value 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). Thereafter, 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 small 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), the special win variable pattern determination table is selected and set (step 135SGS127), and the process 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 shortening flag is in the ON state, that is, whether the current game state is a time shortening state (step 135SGS129). When the time shortening flag is OFF (step 135SGS129; N), the loss variable pattern determination table A is selected and set. When the time shortening flag is in the ON state (step 135SGS129; Y), the loss variable pattern determination table D is selected and set (step 135SGS131). Incidentally, the loss variable pattern determination table A is a loss variable pattern determination table used when the number of reserved memories is 2 or less. Also, the loss variable pattern determination table D is a loss variable pattern determination table used when the game state is a high base state in which time shortening control is being executed.
[0317] In the present feature section 135SG, in addition to the deviation variable pattern determination table A and the deviation variable pattern determination table D for these deviation cases, there are also prepared in advance a deviation variable pattern determination table B used when the number of stored memories is 3 and a deviation variable pattern determination table C used when the number of stored 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 variable pattern determination can be taken for non-reach variable 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 variable pattern determination can be taken for non-reach variable 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 variable pattern determination can be taken for non-reach variable 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 variable pattern determination can be taken for super-reach variable patterns.
[0318] Therefore, in step 135SGS126, by determining the variable 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 variable pattern even if the number of stored 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 FIGS. 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, execute the transmission setting of 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 (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), select and set the variable pattern determination table A for jackpot as the table for determining the jackpot variable pattern (step 135SGS135), and proceed to step 135SGS138.
[0321] Also, if the determined jackpot type is a certain-variable jackpot (step 135SGS134; N), select and set the variable pattern determination table B for jackpot (step 135SGS136), and proceed to step 135SGS138.
[0322] After executing any of the processes of step 135SGS127, step 135SGS130, step 135SGS131, step 135SGS135, and step 135SGS136, a variation category corresponding to the range of determination values including the random number value MR3 is determined 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 (step 135SGS138). In this feature section 135SG, as shown in FIG. 10-13(B), at least when the variable display result is "off", regardless of the total number of holds in memory, there are a variation category that commonly becomes a variable display mode of "non-reach", a variation category that becomes a variable display mode of "super reach", and a variation category of "others" that becomes a variable display mode other than "non-reach" and "super reach" (for example, normal reach). Based on the random number value MR3, it is only necessary to determine whether it is determined to be such a variation category.
[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, for example, 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 processing 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, for example, by checking 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 variable category command (step 135SGS227). If the received command at step 135SGS227 is not the variable category command (step 135SGS227; N), it is determined whether the received command is the first hold memory number notification command (step 135SGS228).
[0328] If the received command at step 135SGS228 is not the first hold memory number notification command (step 135SGS228; N), it is determined whether the received command is the second hold 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 pending memory number notification command (135SGS228; Y), or in step 135SGS230, if the received command is the second pending memory 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 the active display buffer 135SG194B (step 135SGS233), and the process returns to step 135SGS221.
[0330] In ste...
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, The pseudo moving body display can be moved and displayed in the specific effect, When the pseudo moving body display is moved and displayed 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, and a suggestive image suggesting the execution of the special effect can be displayed in a display area including 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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