gaming machines
The gaming machine integrates synchronized vibration and image display to enhance player engagement and increase jackpot game execution likelihood, addressing the lack of distinctive vibration means in conventional machines.
Patent Information
- Application Number
- JP2022023887
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-02-18
- Publication Date
- 2025-08-15
- Estimated Expiration
- 2041-01-27
AI Technical Summary
Conventional gaming machines lack distinctive vibration means that enhance player engagement and increase the likelihood of executing jackpot games.
A gaming machine equipped with a first vibration means that performs synchronized vibration motions and displays associated images at specific timings, including varying display patterns and icons, to enhance player interaction and increase the probability of jackpot games.
The integration of synchronized vibration and image display enhances player engagement and increases the likelihood of executing jackpot games, providing a more immersive and rewarding gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine represented by a pinball gaming machine (pachinko machine), an enclosed gaming machine, or a reel gaming machine (slot machine). [Background technology]
[0002] Conventionally, pachinko machines and slot machines are known as gaming machines. Pachinko machines generally have obstacles in the playing area of the game board that change the direction in which the game ball falls, as well as prize holes, starting holes, variable prize holes, and the like into which the game ball can enter. When a game ball enters these holes, a bonus is given to the player, such as the payout of a prize ball (for example, Patent Document 1).
[0003] Some of these gaming machines are equipped with vibration means. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-200302 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is room for improvement in the vibration means of conventional gaming machines.
[0006] In view of the above circumstances, an object of the present invention is to provide a gaming machine having a distinctive vibration means. [Means for solving the problem]
[0007] The gaming machine of the present invention that solves the above object is: a first vibration means capable of performing a first vibration motion; a display means capable of displaying a first image associated with the first vibration means at a certain timing; A gaming machine equipped with The display means is capable of displaying a changing display of decorative patterns, the display means is capable of displaying a first reach effect, the display means is capable of displaying a second reach effect having a higher expectation of a jackpot game being executed than the first reach effect, The display means is capable of displaying a variable icon, the first vibration means is capable of starting to execute the first vibration action after the first image is displayed; The display means is capable of displaying an image relating to a pass / fail determination result after displaying the first image, There are a first case in which the first vibration action is executed at a first timing after the display of the first image is started at the certain timing, a second case in which the first vibration action is executed at a second timing after the display of the first image is started at the certain timing but later than the first timing, and a third case in which the first vibration action is not executed during the execution of the second reach performance even if the display of the first image is started, the display means displays the certain image after starting to display the first image in the first case, and also displays the certain image after starting to display the first image in the second case, the first vibration means ends the first vibration operation before the end of display of the certain image in either the first case or the second case, an execution period of the first vibration operation in the second case overlaps with a part of a display period of the certain image, the first timing is a timing during execution of the second reach effect, the second timing is a timing during execution of the second reach effect, The jackpot game is more likely to be executed in the first case than in the third case, The jackpot game is more likely to be executed in the second case than in the third case, The first image is not an image showing the variable icon, The above one of When the execution of the first vibration operation is started at the timing The second timing When the first vibration operation is not started at the timingThe first timing There is no case where the execution of the first vibration operation is started. , It is characterized by: [Effects of the Invention]
[0008] According to the gaming machine of the present invention, it is possible to provide a gaming machine having a distinctive vibration means. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a perspective view of the appearance of a pachinko machine 100 according to the present embodiment, as seen from the front side (player side). [Figure 2] 1 is a rear view of the pachinko machine 100 seen from the back side. [Figure 3] FIG. 2 is a schematic front view of the game board 200 as seen from the front side (player side). [Figure 4] FIG. 1 is a functional block diagram of a pachinko machine 100. [Figure 5] These are examples of display patterns for a pachinko machine 100, where (a) shows an example of a stop display pattern for special pattern 1, (b) shows an example of a stop display pattern for special pattern 2, (c) shows an example of a decorative pattern, and (d) shows an example of a stop display pattern for a normal pattern. [Figure 6] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 7] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 8] A flowchart showing the processing flow in the first sub-control unit 400 of the pachinko machine 100, where (a) is a flowchart of the first sub-control unit main processing, (b) is a flowchart of the first sub-control unit command reception interrupt processing, and (c) is a flowchart of the first sub-control unit timer interrupt processing. [Figure 9]A flowchart showing the processing flow in the second sub-control unit 500 of the pachinko machine 100, where (a) is a flowchart of the second sub-control unit main processing, (b) is a flowchart of the second sub-control unit command reception interrupt processing, (c) is a flowchart of the second sub-control unit timer interrupt processing, and (d) is a flowchart of the second sub-control unit image control processing. [Figure 10] 1A is a diagram showing an example of a specific configuration of a role ratio / setting display, and FIG. 1B is a diagram showing an example of a specific configuration of a dip switch board. [Figure 11] 1. (a) is a table summarizing the types of jackpots and the game status after the jackpot game, and (b) is a diagram showing the game flow of the pachinko machine 100 shown in FIG. [Figure 12] FIG. 10 is a diagram showing an example of a stepwise transition from the normal stage to the rear stage. [Figure 13] 13A to 13C are diagrams showing a step-by-step continuation of the example shown in FIG. 12. [Figure 14] This is a diagram showing an example of the steps from entering the sea zone to the sky zone until hitting the jackpot. [Figure 15] 15A to 15C are diagrams showing a step-by-step continuation of the example shown in FIG. 14. [Figure 16] This is a diagram showing an example in which power is interrupted during the final display of a decorative pattern but is immediately restored. [Figure 17] FIG. 10 is a diagram showing an example of event look-ahead prediction in stages. [Figure 18] 18A to 18C are diagrams showing a step-by-step continuation of the example shown in FIG. 17. [Figure 19] 19A to 19C are diagrams showing a step-by-step continuation of the example shown in FIG. 18. [Figure 20] FIG. 10 is a diagram showing a modified example of event pre-reading advance notice in stages. [Figure 21] 10A is a diagram showing a table relating to the reel vibration effect A, and FIG. 10B is a diagram showing a table relating to the reel vibration effect B. FIG. [Figure 22] This is a diagram showing the stages when the reel vibration effect A is performed and when it is not performed. [Figure 23]22(3) is a diagram showing another example in stages, continuing from FIG. 22(3). [Figure 24] 10 is a diagram showing another example in which the reel vibration effect B is performed in stages. FIG. [Figure 25] FIG. 10 is a diagram showing a table relating to button vibration effects. [Figure 26] 10A to 10C are diagrams showing an example of button vibration effects in stages. [Figure 27] 10A is a diagram showing a table relating to background effects, and FIG. 10B is a diagram showing a table relating to mini character effects. [Figure 28] FIG. 10 is a diagram showing an example of mini character presentation in stages. [Figure 29] This is a diagram showing an example of the reel vibration effect B and mini character effect being performed in stages. [Figure 30] FIG. 10 is a diagram showing a step-by-step example of the time-shortened game state ending and transitioning to a non-time-shortened game state shortly before the time-shortened game state ends. [Figure 31] 31A to 31C are diagrams showing a step-by-step continuation of the example shown in FIG. 30. [Figure 32] 32 is a diagram showing, in stages, an example in which the length of the pullback period is different from the example shown in FIG. 31. FIG. [Figure 33] 33A to 33C are diagrams showing a step-by-step continuation of the example shown in FIG. 32. [Figure 34] FIG. 10 is a diagram showing a step-by-step example of a case where there is no pullback period. [Figure 35] FIG. 10A is a diagram showing a list of songs that can be selected when a predetermined condition is not met, and FIG. 10B is a diagram showing a list of songs that can be selected when a predetermined condition is met. [Figure 36] FIG. 10 is a diagram showing a list of songs that are selected after a predetermined condition is met at least once. [Figure 37] 30(h) is a diagram showing an example different from the example shown in FIG. 30 in stages. [Figure 38] This figure shows in stages an example in which the first reserve icon h21 among the reserve icons of special chart 2 is displayed in gold at the time when the pattern change display of the last special chart that can maintain the time-saving game state has ended. [Figure 39] 10A to 10C are diagrams showing an example of operating the operation key unit 190 in a stepwise manner while the music selection display MC is displayed. [Figure 40] This is a diagram showing a step-by-step example of operating the operation key unit 190 during a jackpot game that has started without a predetermined condition being met. [Figure 41] 1 is a perspective view of the appearance of a slot machine applicable to the present invention, seen from the front side (player side). [Figure 42] 1 is an external perspective view of a pachinko machine according to an embodiment of the present invention, seen from the front side (player side). [Figure 43] This is a rear view of the pachinko machine. [Figure 44] (a) is a simplified front view of the game board as seen from the front (player's side), and (b) is an enlarged view of the various lamps mounted on the main control lamp board located on the game board. [Figure 45] FIG. 1 is a functional block diagram of a pachinko machine. [Figure 46] These are examples of display patterns on a pachinko machine, where (a) shows an example of a stop display pattern for special pattern 1, (b) shows an example of a stop display pattern for special pattern 2, (c) shows an example of a decorative pattern, and (d) shows an example of a stop display pattern for a normal pattern. [Figure 47] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 48] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 49] (a) is a diagram showing an example of the contents of the table for determining whether a regular drawing is correct, (b) is a diagram showing an example of the contents of the table for determining whether special drawings 1 and 2 are correct, and (c) is a diagram showing an example of the contents of the allocation table for determining special drawings. [Figure 50] These are flowcharts showing the processing flow in the first sub-control unit of a pachinko machine, where (a) is a flowchart of the first sub-control unit main processing, (b) is a flowchart of the first sub-control unit command reception interrupt processing, and (c) is a flowchart of the first sub-control unit timer interrupt processing. [Figure 51]A flowchart showing the processing flow in the second sub-control unit of a pachinko machine, where (a) is a flowchart of the second sub-control unit main processing, (b) is a flowchart of the second sub-control unit command reception interrupt processing, (c) is a flowchart of the second sub-control unit timer interrupt processing, and (d) is a flowchart of the second sub-control unit image control processing. [Figure 52] 1A is a diagram showing an example of a specific configuration of a role ratio / setting display, and FIG. 1B is a diagram showing an example of a specific configuration of a dip switch board. [Figure 53] 43 is a diagram showing, in stages, an example of a presentation centered on the decorative symbol display device 208 of the pachinko machine shown in FIG. 42. [Figure 54] A figure showing the display mode of the hold icon displayed in the pachinko machine 100 shown in Figure 42. [Figure 55] A diagram showing the decorative body provided on the second performance movable body 8. [Figure 56] This is a diagram showing, in stages, an example of a presentation in which the display mode of the variable icon and the display mode of the background when displaying a reach title are related. [Figure 57] 10A and 10B are diagrams showing an example of a zone effect in which animation is displayed on the sub LCD display device in stages. [Figure 58] This is a diagram showing an example of a super reach effect in which the display mode of the hold icon and the light emission mode of the star-shaped effect lamp 206 are related to each other. [Figure 59] This is a diagram showing in stages an example of a presentation in which the display mode of the hold icon and the display mode of the decorative body provided on the second presentation movable body 8 are related. [Figure 60] This is a diagram showing, in stages, an example of a performance similar to the performance in which the second performance movable body 8 shown in Figure 59 moves. [Figure 61] 10A is a diagram showing a reach title background color determination table, FIG. 10B is a diagram showing a light emission color determination table for the light emitting unit 71, and FIG. 10C is a diagram showing a lord's kimono color determination table. [Figure 62] 1 is a perspective view of the appearance of a slot machine to which the present invention can be applied, seen from the front side (player side). DETAILED DESCRIPTION OF THE INVENTION
[0010] 1 to 41, a gaming machine to which the present invention can be applied (for example, a pinball gaming machine such as a pachinko machine or a reel gaming machine such as a slot machine 100) will be described in detail below. Note that the reference numerals shown in FIGS. 1 to 41 will be used in principle only in the description using FIGS. 1 to 41, and even if duplicate reference numerals are shown in other drawings, the reference numerals shown in FIGS. 1 to 41 will take precedence in the description using FIGS.
[0011] <Overall structure> First, the overall configuration of a pachinko machine 100 according to a first embodiment of the present invention will be described with reference to Fig. 1. Fig. 1 is an external perspective view of the pachinko machine 100 as seen from the front side (player side).
[0012] The pachinko machine 100 is a gaming machine that allows players to win profits when certain conditions are met, and is equipped with an outer frame 102, a main body 104, a front frame door 106, a door 108 with a ball storage tray, a launching device 110, and a gaming board 200 on its front side (player side).
[0013] The outer frame 102 is a vertically rectangular wooden frame member for fixing to an installation location (island equipment, etc.) provided in a gaming machine installation store.
[0014] The main body 104 is provided inside the outer frame 102, and is a door member that has a locking function and serves as the base body of the gaming machine, having a vertically rectangular shape and that is rotatably attached to the outer frame 102 via a hinge portion 112. The main body 104 is formed in a frame shape, and has a space portion 114 inside. A staff member at the store (game store) where this pachinko machine 100 is installed can open and close this main body 104, and a main body opening sensor 104S is provided to detect when the main body 104 is opened.
[0015] The front frame door 106 is a door element that is equipped with a locking function and is attached to the front of the main body 104, which is the front side of the pachinko machine 100, via a hinge portion 112 so that it can be opened and closed freely. It is frame-shaped and has an opening 116 on the inside. A store employee can also open and close the front frame door 106, and a front frame door sensor 106S is also provided to detect when the front frame door 106 is opened. The front frame door 106 is provided with a transparent plate member 118 made of glass or resin at the opening 116, and a speaker 120 and a frame lamp 122 are attached to the front side. The rear surface of the front frame door 106 and the front surface of the game board 200 define a space in which a play area 124 is provided. In this embodiment, LED light sources are also referred to as lamps.
[0016] Ball storage tray door 108 is a door member with a locking function that is attached to the underside of main body 104 on the front of pachinko machine 100 so that it can be opened and closed freely. This ball storage tray door 108 is opened by pressing an opening lever 1080 that can be operated with front frame door 106 open. In addition, a ball storage tray door sensor 1082 is also provided to detect when ball storage tray door 108 is open. The ball storage tray door 108 comprises an upper tray 126 capable of storing multiple game balls (hereinafter sometimes simply referred to as "balls") and having a passageway for guiding the game balls to the launching device 110, a lower tray 128 for storing game balls that cannot be stored in the upper tray 126, a ball removal button 130 operated by the player to discharge the game balls stored in the upper tray 126 into the lower tray 128, a ball discharge lever 132 operated by the player to discharge the game balls stored in the lower tray 128 into a game ball collection container (commonly known as a cash box), and a ball ejection lever 132 for ejecting the game balls guided to the launching device 110 by the player. The pachinko machine 100 shown in FIG. 1 is equipped with a ball launching handle 134 that launches balls into the game area 124 of the game board, an effect button 136 that changes the effect mode of various effect devices 2 to 4 (see FIG. 3) when operated by the player, a button lamp 138 that is built into the effect button 136 and causes the effect button 136 to light up, a ball lending operation button 140 that issues a ball lending instruction to a card unit (CR unit) installed in the gaming parlor, a return operation button 142 that issues an instruction to return the player's balance to the card unit, and a ball lending display unit 144 that displays the player's balance and the status of the card unit. The pachinko machine 100 shown in FIG. 1 is also equipped with a lower tray full detection sensor (not shown) that detects when the lower tray 128 is full with game balls. Furthermore, the operation key unit 190 is equipped with a decision button 1903 between an upper button 1901 and a lower button 1902, and this decision button 1903 may function as a second effect button.
[0017] The launching device 110 is attached to the lower part of the main body 104 and comprises a launching rod 146 that rotates when the ball launching handle 134 is operated by the player, and a launching hammer 148 that strikes the game ball with the tip of the launching rod 146. While the ball launching handle 134 is continuously operated by the player, the launching device 110 launches the game ball toward the play area 124 of the game board every predetermined launch period (for example, 0.6 seconds), and corresponds to an example of a launching means.
[0018] The game board 200 has a game area 124 on the front side, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. The game area 124 can be observed through the opening 116 after the game board 200 is attached to the main body 104. Note that the specific configuration of the game area 124 is not shown in FIG. 1, and its specific configuration is shown in FIG. 3.
[0019] FIG. 2 is a rear view of the pachinko machine 100 of FIG. 1 as seen from the back side.
[0020] At the top of the back of the pachinko machine 100, there is provided a ball tank 150 with an opening that opens upward for temporarily storing game balls, and a tank rail 154 located below the ball tank 150 for guiding balls that fall through a communication hole formed at the bottom of the ball tank 150 to a payout device 152 located on the right side of the back.
[0021] The dispensing device 152 is made of a cylindrical member, and is equipped with a dispensing motor, a sprocket, and a dispensing sensor (not shown) inside. The dispensing device 152 is detachable, and when attached to a predetermined position, it connects to the downstream end of the tank rail 154.
[0022] The sprocket is configured to be rotatable by the payout motor, and temporarily retains game balls that have passed through the tank rail 154 and flowed down into the payout device 152, and by driving the payout motor to rotate it by a predetermined angle, sends out the temporarily retained game balls one by one below the payout device 152. In other words, the payout device 152 is a type of ball feeding device that applies driving force to the game balls to transport them.
[0023] The payout sensor is a sensor for detecting the passage of a gaming ball sent out by the sprocket, and outputs either a high or low signal when a gaming ball is passing, and the other signal, either a high or low, when a gaming ball is not passing, to the payout control unit 600 (see FIG. 4). The gaming ball that has passed this payout sensor is configured to pass through a ball rail (not shown) and reach the upper tray 126 arranged on the front side of the pachinko machine 100, and when a predetermined award condition is met, the pachinko machine 100 awards (pays out) to the player an amount of gaming value (gaming balls) according to the award condition through this configuration.
[0024] On the left side of the figure of the payout device 152 are a main board case 158 that houses a main board 156 that constitutes the main control unit 300 (see Figure 4) that performs control processing for the overall game, a first sub-board case 162 that houses a first sub-board 160 that constitutes the first sub-control unit 400 (see Figure 4) that performs control processing related to presentation based on processing information generated by the main control unit 300, a second sub-board case 166 that houses a second sub-board 164 that constitutes the second sub-control unit 500 (see Figure 4) that performs control processing related to presentation based on processing information generated by the first sub-control unit 400, and an error reset switch 168 that constitutes the payout control unit 600 (see Figure 4) that performs control processing related to the payout of game balls and resets errors by operation by a gaming store employee. a launch board case 176 that houses a launch board 174 that constitutes a launch control unit 630 (see Figure 4) that performs control processing related to the launch of gaming balls; a power supply board case 184 that houses a power supply board 182 that constitutes a power supply control unit 660 (see Figure 4) that supplies power to various electrical gaming machines and is equipped with a power switch 178 that turns the power on and off by operation of an amusement store clerk and a RAM clear switch 180 that outputs a RAM clear signal to the main control unit 300 when operated when the power is turned on; and a CR interface unit 606 that sends and receives signals between the payout control unit 600 and the card unit.
[0025] In this embodiment, a setting change key 192, a setting change button 194, and a bonus ratio / setting display 196 are provided on the main board 156. In this embodiment, when the setting change key 192 is operated on the condition that the RAM clear switch 180 is pressed when the power is turned on, the machine can transition to a setting change mode in which the machine can be set to one of multiple settings with at least different jackpot probabilities. In the setting change mode, the current setting is displayed on the bonus ratio / setting display 196, and the store clerk can change the setting by pressing the setting change button 194 while checking this. Note that the machine may be configured so that the setting can be changed when the setting change key 192 is operated when the power is turned on, even if the RAM clear switch 180 is not pressed.
[0026] The bonus feature ratio / setting display 196 is a 7-segment LED board mounted on the main board 156 and located inside the main board case 158, and is attached in a manner that is visible to store staff. As shown in FIG. 10(A), the bonus feature ratio / setting display 196 has two 7-segment LEDs arranged above and below, with a single 7-segment LED modularized on the right side. The bonus feature ratio monitor is an indicator that notifies the bonus feature ratio (YH) and the consecutive bonus feature ratio (RY), and the setting monitor is a monitor for checking the current setting. The bonus feature ratio / setting display 196 is composed of, for example, a single-color red LED, but may also be capable of emitting light in three colors: red, green, and orange, or may be a full-color LED. At least a portion of the bonus feature ratio / setting display 196 may be provided on the game board 200, for example, so that it is visible to the player.
[0027] In this embodiment, a dip switch board 198 is disposed on the rear surface of the first sub-board case 162. Details of the dip switch board 198 will be described later.
[0028] FIG. 3 is a simplified front view of the game board 200. Here, arrows d1 to d3 indicate the directions when the pachinko machine 100 is fixed in place. Arrow d1 indicates the depth direction (sometimes called the front-to-back direction) of the pachinko machine 100, with the near side sometimes called the front or front and the far side sometimes called the back or rear. Arrow d2 indicates the width direction (sometimes called the left-to-right direction) of the pachinko machine 100, with the left hand sometimes called the left and the right hand sometimes called the right when viewed from the front. Arrow d3 indicates the height direction (sometimes called the up-down direction) of the pachinko machine 100, with the higher side sometimes called the top and the lower side sometimes called the bottom.
[0029] The game board 200 has a game area 124 on the front side, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. The game area 124 can be observed through the opening 116 after the game board 200 is attached to the main body 104.
[0030] Various structures can be adopted for the mounting structure of the game board 200 to the main body 104, but for example, a structure can be adopted in which the left side portion 200a of the game board 200 as seen from the front is inserted into the left side of the main body 104 as seen from the front (the hinge portion 112 side), and the game board 200 is rotated around this as the rotation center while the right side portion 200b of the game board 200 as seen from the front is pressed against the main body 104 to set it in place, and such a structure may improve workability.
[0031] The game board 200 is a unit in which various parts are attached to a plate-shaped main body 201. The main body 201 is formed, for example, from resin, and its surface (front) constitutes a decorative surface displaying characters and the like of the pachinko machine 100. The decorative surface may be formed, for example, by attaching a sheet on which characters and the like of the pachinko machine 100 are printed. A vibration sensor SR3 is disposed on the lower right of the main body 201. When a vibration is detected by the vibration sensor SR3, error processing (for example, an alert using an image or sound, or stopping the game to make it impossible to continue playing) can be performed. The vibration sensor SR3 may be another fraud detection sensor, such as a magnetic sensor.
[0032] An outer rail 202 and an inner rail 204 are arranged on the game board 200, and a game area 124 in which the game ball can roll is defined. A part of the outer rail 202 is formed by a rail member 209 that is detachable from the main body 104. Within the game area 124, the area between the outer rail 202 and the inner rail 204 forms a guide area 201a that guides the launched game ball.
[0033] Areas of the game board 200 other than the game area 124 may be referred to as non-game areas. The game area 124 and non-game areas can be distinguished by the outer rail 202 as a boundary. Furthermore, at least the area inside the area through which game balls pass when the game ball launch strength is at its maximum may be referred to as the game area 124. The game area 124 may include areas through which game balls do not pass due to the presence of a performance device or the like within the game area 124. The game area 124 may be referred to as a flow-down area because game balls flow down during play, and the non-game area may be referred to as a non-flow-down area because game balls do not flow down during play except during maintenance or accidents. The entire game area 124 may be referred to as a flow-down area, but areas through which game balls do not flow down due to the presence of a performance device or the like may also be referred to as non-flow-down areas.
[0034] A decorative symbol display device 208 is disposed approximately in the center of the play area 124. Below the play area 124, there are disposed a normal symbol display device 210, a first special symbol display device 212, a second special symbol display device 214, a normal symbol reserve lamp 216, a first special symbol reserve lamp 218, and a second special symbol reserve lamp 220. Note that, hereinafter, normal symbols may be referred to as "normal symbols" and special symbols may be referred to as "special symbols."
[0035] The decorative symbol display device 208 is a display device for displaying various decorative symbols and effects, and in this embodiment is configured as a liquid crystal display (LCD). This decorative symbol display device 208 is divided into four display areas: a left symbol display area 208a, a center symbol display area 208b, a right symbol display area 208c, and an effect display area 208d. The left symbol display area 208a, the center symbol display area 208b, and the right symbol display area 208c each display a different decorative symbol, and the effect display area 208d displays an image used in the effect. Furthermore, the position and size of each display area 208a, 208b, 208c, and 208d can be freely changed within the display screen of the decorative symbol display device 208. Although a liquid crystal display device is used as the decorative pattern display device 208, it is not limited to a liquid crystal display device as long as it is configured to be able to display various effects and various game information, and other display devices may be used, including, for example, a dot matrix display device, a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) type display device, a leaf type display device, a plasma display, and a projector.
[0036] The general map display device 210 is a display device for displaying general maps, and in this embodiment is configured with a 7-segment LED. The first special map display device 212 and the second special map display device 214 are display devices for displaying special maps, and in this embodiment are configured with a 7-segment LED.
[0037] The normal symbol reservation lamp 216 is a lamp for indicating the number of reserved normal symbol variable games (details will be described later), and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of normal symbol variable games. The first special symbol reservation lamp 218 is a lamp for indicating the number of reserved special symbol variable games, and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of special symbol variable games. In addition, the second special symbol reservation lamp 220 is a lamp for indicating the number of reserved special symbol variable games, and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of special symbol variable games.
[0038] In addition, there is also a time-saving lamp TL, a right-hit indicator lamp RL, and a high-probability lamp HL. The time-saving lamp TL is a lamp that indicates that the game is in a time-saving game state, in which the normal map variation display time is shortened and the blade members 232a of the electric tulip (electric chute), which will be described later, are likely to open for a long time. The right-hit indicator lamp RL is a lamp that indicates that the game is in a jackpot game state or a time-saving game state, in which the player can benefit by hitting the right. The high-probability lamp HL is a lamp that indicates that the game state is in a high-probability state in which a jackpot is likely to occur, or that it will become a high-probability state.
[0039] Around the decorative symbol display device 208, predetermined ball entrance openings, such as general winning openings 226a, 226b, a general symbol start opening 228, a first special symbol start opening 230, a second special symbol start opening 232, and a variable winning opening 234, are arranged.
[0040] One or more general winning openings 226a, 226b are provided on each of the left and right sides of the gaming area 124. Here, the general winning opening arranged on the left side of the gaming area 124 is referred to as the general winning opening 226a, and the general winning opening arranged on the right side of the gaming area 124 is referred to as the general winning opening 226b. When a ball enters the general winning opening 226a, a predetermined ball detection sensor (not shown) detects it, and as a winning entry into the general winning opening 226a, the payout device 152 is activated and a predetermined number of balls (e.g., 10 balls) are dispensed onto the upper tray 126 as prize balls. When a ball enters the general winning opening 226b, a predetermined ball detection sensor (not shown) detects it, and as a winning entry into the general winning opening 226b, the payout device 152 is activated and a predetermined number of balls (e.g., 1 ball) are dispensed onto the upper tray 126 as prize balls. The balls discharged into the upper tray 126 can be freely removed by the player, and these configurations allow prize balls to be paid out to the player based on the winning result. In this embodiment, game balls that enter the general prize opening 226a and game balls that enter the general prize opening 226b are detected by separate ball detection sensors. Furthermore, if multiple general prize openings 226a are provided on the left side of the play area 124, the ball paths that guide the game balls that enter may be merged and detected by a single common ball detection sensor, or each may be detected by a separate ball detection sensor. Furthermore, if multiple general prize openings 226b are provided on the right side of the play area 124, the ball paths that guide the game balls that enter may be merged and detected by a single common ball detection sensor, or each may be detected by a separate ball detection sensor. Balls that enter the general winning holes 226a and 226b are guided to the back side of the pachinko machine 100 and then discharged to the game island side.
[0041] The normal map start port 228 is composed of a device called a gate or through chucker, which is used to determine whether a ball has passed through a predetermined area of the play area 124, and in this embodiment, one is provided on the right side of the play board 200. Unlike balls that enter the normal winning ports 226a and 226b, balls that pass through the normal map start port 228 are not discharged to the play island side. When a predetermined ball detection sensor detects that a ball has passed through the normal map start port 228, the pachinko machine 100 starts a normal map variable game using the normal map display device 210.
[0042] In this embodiment, only one first special symbol start opening 230 is provided at the bottom center of the game board 200. When a predetermined ball detection sensor detects a ball entering this first special symbol start opening 230, the payout device 152 (described later) is activated, a predetermined number of balls (e.g., three) are discharged as prize balls onto the upper tray 126, and a special symbol variable game is initiated by the first special symbol display device 212. The ball that enters the first special symbol start opening 230 is guided to the back side of the pachinko machine 100 and then discharged to the game island side. In this embodiment, due to the location of the first special symbol start opening 230, it is difficult for a game ball to enter the first special symbol start opening 230 when hit from the right. In this embodiment, the game machine is designed to start displaying the variable display of special symbol 2 in priority to special symbol 1 (a pachinko machine with such a design is sometimes called a "special symbol 2 priority variable machine").
[0043] The second special symbol start opening 232 is composed of an electric tulip (electric chute) and is located below the first special symbol start opening 230. It has blade members 232a that can be opened and closed left and right. When the blade members 232a are closed, balls cannot enter the normal symbol variable game. When a player wins the normal symbol variable game and the normal symbol display device 210 displays a winning symbol, the blade members 232a open and close at predetermined time intervals and a predetermined number of times. When a predetermined ball detection sensor detects a ball entering the second special symbol start opening 232, the payout device 152 is driven, and a predetermined number of balls (e.g., three) are discharged as prize balls onto the upper tray 126, and the special symbol variable game is initiated by the second special symbol display device 214. The ball that enters the second special symbol start opening 232 is guided to the back of the pachinko machine 100 and then discharged to the game island side. In this embodiment, due to the arrangement of the normal starting hole 228 (due to a game pin not shown), it is difficult for a game ball to enter the normal starting hole 228 when hitting from the left. Therefore, during left hitting, it is not possible to win the normal variable game, and therefore the blade member 232a does not open or close, as a general rule. On the other hand, when hitting from the right, it is possible to expect a game ball to enter the normal starting hole 228, and the blade member 232a may open or close when winning the normal variable game. In other words, it can be said that there is almost no possibility of winning the second special starting hole 232 during left hitting, but there is a possibility of winning the second special starting hole 232 during right hitting.
[0044] The variable winning opening 234 is called a jackpot opening or an attacca, and in this embodiment, only one is provided on the lower right side of the game board 200. This variable winning opening 234 is equipped with a door member 234a that can be opened and closed. Balls cannot enter the opening while the door member 234a is closed. When a player wins the special symbol variable game and the special symbol display device displays a jackpot symbol, the door member 234a opens and closes at predetermined time intervals (e.g., an opening time of 29 seconds and a closing time of 1.5 seconds) and a predetermined number of times (e.g., two, three, or ten times). When a predetermined ball detection sensor detects a ball entering the variable winning opening 234, the payout device 152 is activated, and a predetermined number of balls (e.g., 15) are dispensed into the upper tray 126 as prize balls.
[0045] In this embodiment, the variable winning opening 234 and the general winning opening 226b are integrally formed with the ball entry unit U1 and can be detachably attached to the main body 201 of the game board 200. The ball entry unit U1 is further provided with a V-shutter VS and a V-passing switch VC. The V-passing switch VC opens upward, allowing game balls to pass from top to bottom. This V-passing switch VC detects game balls passing through. The V-shutter VS is located above the V-passing switch VC and is moved back and forth by a solenoid. This solenoid is included in the various solenoids 332 described above and is driven by a drive circuit 334. When the V-shutter VS is advanced (corresponding to a closed state), game balls cannot pass through the V-passing switch VC. When the V-shutter VS is retracted (corresponding to an open state), game balls can pass through the V-passing switch VC. A gaming ball that enters the variable winning opening 234 and passes through a ball detection sensor (not shown) is guided to the front, then rolls to the V shutter VS, and may pass through the V passing switch VC, or may not be able to pass through and be guided to the back of the pachinko machine 100. The V passing switch VS is included in the various sensors 320 (see FIG. 4), and is configured so that a detection signal is input to the sensor circuit 322. In this embodiment, when the CPU 304 of the main control unit 300 detects that a gaming ball has passed through the V passing switch VC, it determines that a V winning has occurred.
[0046] In this embodiment, the V shutter VS remains closed (advance) from the start of the jackpot game until a specific round (for example, the final round), and in the specific round the V shutter VS opens (retracts), making it possible to win a V prize. If a V prize can be won, the control state transitions to a special prize high probability state after the jackpot game ends, and if a V prize cannot be won, the control state remains in a special prize low probability state after the jackpot game ends. In other words, in the pachinko machine 100 of this embodiment, the transition to the special prize high probability state is determined by the game ball passing through the V passage switch VS.
[0047] Furthermore, in the game area 124, a disk-shaped ball direction changing member 236 called a windmill and a plurality of game nails are arranged, and at the bottom of the inner rail 204, an outlet 240 is provided for guiding balls that have not entered any of the winning holes or starting holes to the back side of the pachinko machine 100 and then discharging them to the game island side.
[0048] In this pachinko machine 100, the player supplies the balls stored in the upper tray 126 to the launch position of the launch rail, drives the launch motor with a strength corresponding to the amount of operation of the operating handle by the player, and uses the launch rod and launch hammer to pass the balls through the outer rail 202 and inner rail 204 and launch them into the play area 124. Then, the balls that reach the top of the play area 124 flow downward while changing their direction of travel using a ball direction changing member 236, a play pin, etc., and either win in a winning hole (general winning hole 226a, 226b, variable winning hole 234) or a starting hole (first special starting hole 230, second special starting hole 232), or reach the outlet 240 without winning in any winning hole or starting hole, or by only passing through the normal starting hole 228. In this embodiment, a discharged ball receiving port (not shown) that receives all game balls discharged from the game board 200 is formed at the lower side of the space 114 of the main body 104 so as to open upward, and an out ball detection sensor SWout that detects the passage of game balls received in the discharged ball receiving port is provided at a predetermined position on the main body 104. The out ball detection sensor SWout may be provided on the game board 200 side. All game balls discharged from the game board 200 (including game balls discharged from the out port 240 and game balls that have won in various winning ports) are received in this discharged ball receiving port and are configured to be discharged to the outside of the pachinko machine 100 via a predetermined discharge passage.
[0049] In addition, an upper performance device 2 is disposed at the top of the game area 124, a lower performance device 3 is disposed at the bottom, and side performance devices 4 are disposed on the left and right sides. In this embodiment, these performance devices 2 to 4 are supported by the main body 104.
[0050] Next, the circuit configuration of the control unit of this pachinko machine 100 will be explained in detail using Figure 4. Note that this figure is a functional block diagram of the control unit. The control unit of the pachinko machine 100 is broadly divided into a main control unit 300 that controls the core of the game, a first sub-control unit 400 that mainly controls the presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400, a payout control unit 600 that mainly controls the payout of game balls in response to commands sent by the main control unit 300, a launch control unit 630 that controls the launch of game balls, and a power control unit 660 that controls the power supplied to the pachinko machine 100.
[0051] First, the main control unit 300 of the pachinko machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 for storing control programs and various data, a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time and number of times, a WDT 314 for monitoring program processing abnormalities, and a random number generation circuit (counter circuit) 318 (which has two built-in counters). Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below. The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 316b as a system clock. Furthermore, the random number generation circuit 318 is used as a hardware random number counter that varies the value within the range of 0 to 65535 every time it receives a clock signal output by the crystal oscillator 316a. Although the random number generation circuit 318 is assumed to be built into the basic circuit 302, it may also be connected to the basic circuit 302.
[0052] The basic circuit 302 also includes a sensor circuit 322 for receiving signals output by various sensors 320, including predetermined ball detection sensors, for example, sensors for detecting game balls passing through each start port, winning port, and variable winning port, and a lower tray full sensor, and outputting the amplification results and the comparison results with a reference voltage to the CPU 304 and random number generation circuit 318 in the basic circuit 302; a drive circuit 324 for controlling the display of predetermined symbol display devices, for example, the first special symbol display device 212 and the second special symbol display device 214; A drive circuit 326 for display control, a drive circuit 330 for display control of various status display units 328 (for example, normal symbol hold lamp 216, special symbol 1 hold lamp 218, special symbol 2 hold lamp 220, high probability lamp, etc.), and a drive circuit 334 for controlling various solenoids 332 including predetermined movable members, for example, a drive means for driving the blade member 232a of the second special symbol start port 232 as a normal electric role, a door member 234a of the variable winning port 234 as a special electric role, and a drive means for driving the V shutter VS are connected. In this example, the crystal oscillator 316a and the random number generation circuit 318 are provided separately, but the crystal oscillator 316a may be included in the random number generation circuit 318.
[0053] When the ball detection sensor 320 detects that a ball has entered the first special symbol start hole 230, the sensor circuit 322 outputs a signal indicating that a ball has been detected to the random number generation circuit 318 in the basic circuit 302. The random number generation circuit 318, which has received this signal, latches the value of the counter corresponding to the first special symbol start hole 230 at that timing, and stores the latched value in a built-in counter value storage register corresponding to the first special symbol start hole 230. Similarly, when the random number generation circuit 318 receives a signal indicating that a ball has entered the second special symbol start hole 232, it latches the value of the counter corresponding to the second special symbol start hole 232 at that timing, and stores the latched value in a built-in counter value storage register corresponding to the second special symbol start hole 232.
[0054] Furthermore, an information output circuit 336 is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., game status) of the pachinko machine 100 via this information output circuit 336 and an external terminal board (not shown) to an information input circuit 350 provided in an external hall computer (not shown) or the like.
[0055] The main control unit 300 is also provided with a voltage monitoring circuit 338 that monitors the voltage value of the power supply supplied from the power supply control unit 660 to the main control unit 300, and this voltage monitoring circuit 338 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9 V in this example).
[0056] In addition, the main control unit 300 is provided with a start-up signal output circuit (reset signal output circuit) 340 that outputs a start-up signal (reset signal) when power is turned on, and when the CPU 304 receives a start-up signal from this start-up signal output circuit 340, it starts game control (starts the main processing of the main control unit, which will be described later).
[0057] The main control unit 300 also has an output interface for sending commands to the first sub-control unit 400 and an output interface for sending commands to the dispensing control unit 600, and this configuration enables communication between the first sub-control unit 400 and the dispensing control unit 600. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, while information communication between the main control unit 300 and the dispensing control unit 600 is two-way communication. The main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured not to be able to send signals such as commands from the first sub-control unit 400 to the main control unit 300. However, information communication between the main control unit 300 and the first sub-control unit 400 may be configured to be two-way communication. The dispensing control unit 600 is configured to be able to send signals such as commands to the main control unit 300, but may be configured not to be able to send signals such as commands from the dispensing control unit 600 to the main control unit 300.
[0058] Next, the first sub-control unit 400 of the pachinko machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 mainly based on commands sent by the main control unit 300. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling input and output of various devices, a counter timer 412 for measuring time, number of times, and the like, and a serial communication control circuit 424. The CPU 404 of this basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The basic circuit 402 is also connected to a ROM 406 for storing a control program and various effect data. Note that the control program and various effect data may be stored in separate ROMs. Alternatively, the ROM 406 may be provided in the basic circuit 402. The serial communication control circuit 424 connects a game board lamp driving circuit 440 for controlling the game board lamp 442 and a game table frame lamp driving circuit 450 for controlling the game table frame lamp 452, and controls lighting via serial communication between the game board lamp driving circuit 440 and the game table frame lamp driving circuit 450.
[0059] Also connected to the basic circuit 402 are a sound source IC (S-ROM) 416 for controlling the speaker 120 (and amplifier), a drive circuit 422 for controlling the drive of the various (upper, lower, and side) performance devices 2 to 4, a sensor circuit 428, and a volume switch 163 for adjusting the volume output from the speaker 120. The sensor circuit 428 outputs detection signals from various movable body sensors 430 that detect the current positions of the performance devices 2 to 4, etc., and a button sensor 426 that detects pressing of the performance button 136 and various buttons that make up the operation key unit 190, to the basic circuit 402.
[0060] Next, the second sub-control unit 500 of the pachinko machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. The basic circuit 502 includes a CPU 504, a memory 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, a counter timer 512 for measuring time, number of times, etc., and a VDP (video display processor) 516 that reads image data stored in a ROM 506 based on a signal from the CPU 504, generates a display image using a work area in a VRAM 518, and displays the image on the decorative pattern display device 208. The CPU 504 of the basic circuit 502 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 514 as a system clock. In addition, a ROM 506 is connected to the basic circuit 502, which stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc. In this embodiment, a memory 508 is used as a temporary storage area, and the memory 508 is configured from a recording medium (for example, an EEPROM or flash memory) that can retain its stored state even when the power is cut off. This makes it possible to retain, for example, information for displaying a display related to the jackpot history even when the main control unit 300 is initialized or settings are changed. It is also possible to use RAM, which volatilizes stored information when the power is cut off.
[0061] Next, the payout control unit 600, the launch control unit 630, and the power supply control unit 660 of the pachinko machine 100 will be described. The payout control unit 600 controls the payout motor 602 of the payout device 152 mainly based on signals such as commands sent by the main control unit 300, and detects whether the payout of prize balls or loan balls has been completed based on a control signal output by a payout sensor 604. The payout control unit 600 also communicates with a card unit 608 provided separately from the pachinko machine 100 via a CR interface unit 606. The payout control unit 600 also outputs prize ball information indicating that a predetermined number of prize balls (e.g., 10 balls) have been paid out, loan ball information indicating that a predetermined number of loan balls (e.g., 25 balls) have been paid out, and the like to the information input circuit 350 via an external terminal board (not shown). A frame sensor 605 is also connected to the payout control unit 600. The frame sensor 605 includes a main body open sensor 1044 that detects when the main body 104 is open, and a front frame door sensor 106S that detects when the front frame door 106 is open, and these sensors detect when the main body 104 or the front frame door 106 is open and output an open signal. When the dispensing control unit 600 outputs an open signal from the frame sensor 605, it outputs door open information to the main control unit 300.
[0062] The launch control unit 630 controls the launch solenoid 632 that drives the launch rod 146 and the launch hammer 148, and the ball feeding device 634 that supplies balls from the upper tray 126 to the launch device 110, based on a control signal output by the payout control unit 600 that instructs whether to allow or stop the launch, and a control signal output by a launch intensity output circuit provided in the ball launch handle 134 that instructs the launch intensity according to the amount of operation of the ball launch handle 134 by the player.
[0063] The power supply control unit 660 converts AC power supplied from an external source to the pachinko machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit, such as the main control unit 300 and the first sub-control unit 400, and each device, such as the payout device 152. Furthermore, the power supply control unit 660 is equipped with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off. Note that in this embodiment, power of a predetermined voltage is supplied from the power supply control unit 660 to the payout control unit 600 and the second sub-control unit 500, and power of a predetermined voltage is supplied from the payout control unit 600 to the main control unit 300, the second sub-control unit 500, and the launch control unit 630, but power of a predetermined voltage may be supplied to each control unit and each device via another power supply path.
[0064] Next, using Figures 5(a) to (d), we will explain the types of special symbols and regular symbols that are displayed when stopped by the first special symbol display device 212, the second special symbol display device 214, the decorative symbol display device 208, and the regular symbol display device 210 of the pachinko machine 100.
[0065] Special chart 1 variable play starts on the condition that the first start port sensor, which is a ball detection sensor, detects that a ball has entered the special chart 1 start port 230, and special chart 2 variable play starts on the condition that the second start port sensor, which is a ball detection sensor, detects that a ball has entered the special chart 2 start port 232. When special chart 1 variable play starts, the first special chart display device 212 performs a "special chart 1 variable display" (special chart variable play) by repeatedly lighting up all seven segments and the single central segment. Also, when special chart 2 variable play starts, the second special chart display device 214 performs a "special chart 2 variable display" (special chart variable play) by repeatedly lighting up all seven segments and the single central segment. Then, when the change time determined before the start of the change of special chart 1 has elapsed, the first special chart display device 212 displays the stopped pattern mode of special chart 1 in a stopped state, and when the change time determined before the start of the change of special chart 2 has elapsed, the second special chart display device 214 displays the stopped pattern mode of special chart 2 in a stopped state. Hereinafter, the change display from the start of this "change display of special chart 1 or 2" to the stopped display of the stopped pattern mode of special chart 1 or 2 may be referred to as the change display of the special chart. This change display of the special chart may be performed multiple times in succession.
[0066] Figure 5(a) shows an example of the stop pattern mode of special symbol 1. Three types of special symbols, "special symbol a" to "special symbol c," are shown in Figure 5(a). In Figure 5(a), the white parts in the figure indicate the locations of the segments that will be turned off, and the black parts indicate the locations of the segments that will be turned on.
[0067] In this embodiment, two types of jackpot patterns ("special pattern a" and "special pattern b") are prepared as the stopping pattern modes of special pattern 1. "Special pattern a" is a 3-round (R) probability jackpot pattern that is expected to result in a probability jackpot win, and "special pattern b" is a 3R normal jackpot pattern that does not have a chance of winning a probability jackpot win. As described above, in the pachinko machine 100 of this embodiment, winning a probability jackpot (transition to a special pattern high probability state) is determined by the game ball passing through the V-pass switch VS. When special pattern a is stopped and displayed on the first special pattern display device 212, the game enters the 3rd round, which is the final round of the jackpot game, and the V-shutter VS opens (retracts), allowing the game ball to pass through the V-pass switch VS. If the game ball passes through the V-passing switch VS (if a V-winning is obtained), the control state transitions to the special symbol high probability state after the jackpot game ends, and this transition is maintained for 120 times after the jackpot game ends and the special symbol pattern change display. In this embodiment, once the V-shutter VS opens, there is sufficient time for the V-shutter VS to remain open, making it highly likely that the game ball will pass through the V-passing switch VS. Therefore, "special symbol a" can be considered a jackpot that is expected to result in a probability variable win (the same applies to "special symbol A" and "special symbol B" described below). On the other hand, if the first special symbol display device 212 displays a stopped special symbol b, the V-shutter VS will not open even when the game enters the third round, which is the final round of the jackpot game, and the game ball will not pass through the V-passing switch VS (no V-winning will be obtained), and the control state will remain in the special symbol low probability state after the jackpot game ends. In this way, while a V win was required to transition to the special high probability state, the transition to the normal high probability state was initiated on the condition that the jackpot game ended. In other words, if a jackpot is hit, the normal high probability state will be transitioned to after the jackpot game ends, and the normal high probability state will be maintained for the period of time during which the special symbol pattern display is performed 120 times in the case of special symbol A, or 50 times in the case of special symbol B, after the jackpot game ends.
[0068] Furthermore, in this embodiment, one type of losing pattern ("special pattern c") is prepared as the stopping pattern mode of special pattern 1.
[0069] Figure 5(b) shows an example of the stopped symbol pattern of special symbol 2. Figure 5(b) shows four types of special symbols, "Special Symbol A" to "Special Symbol D," two of which are jackpot symbols ("Special Symbol A" and "Special Symbol B"). "Special Symbol A" is a 10R probability variable jackpot symbol that is expected to result in a probability variable, and "Special Symbol B" is a 2R probability variable jackpot symbol that is expected to result in a probability variable. In other words, if special symbol A wins a V prize in the 10th round, after the jackpot game ends, the control state will transition from the special symbol high probability state to the normal symbol high probability state, and this state will be maintained for 120 times after the jackpot game ends and the special symbol symbol variable display. If special chart B wins a V in the second round, after the jackpot game ends, the control state will change from special chart high probability state to normal chart high probability state, and this state will be maintained until the special chart pattern change display is performed 120 times after the jackpot game ends.
[0070] Furthermore, in this embodiment, two types of losing symbols ("Special Symbol C" and "Special Symbol D") are prepared as the stopping symbol mode of Special Symbol 2. "Special Symbol C" is a general losing symbol like "Special Symbol C", but "Special Symbol D" is a special symbol called a time-saving symbol, which will be described in detail later.
[0071] In the pachinko machine 100 of this embodiment, the determination of whether or not a jackpot has occurred in the special symbol variable game is performed by a hardware random number lottery, and the jackpot symbol to be stopped is determined by a software random number lottery. Furthermore, in the special symbol 2 variable game during a specific period, whether or not a "sudden time-saving" option has been selected is determined by a hardware random number lottery. If the "sudden time-saving" option is selected, a "time-saving symbol" is displayed on the second special symbol display device 214. Furthermore, in this embodiment, as described above, after the jackpot game ends, the machine transitions to a normal symbol high probability state. The normal symbol high probability state is referred to as a time-saving game state (electric support state). Here, the time-saving game state refers to a predetermined state in which the player's advantage is higher than in a non-time-saving game state, for example, by shortening the time between the end of a jackpot in the special symbol variable game and the start of the next jackpot. Strictly speaking, the "electronic support state" is a state related to normal symbols, while the "time-saving game state" is a state related to special symbols or both normal symbols and special symbols. The RAM 308 of the main control unit 300 is equipped with a time-saving flag. When the time-saving flag is set to on, the game is in the time-saving game state, which is a high-probability state for normal symbols. In the high-probability state, it is easier to win normal variable symbols (normal symbol probability change) compared to the low-probability state for normal symbols. For example, the probability of winning normal variable symbols is 1 / 100 in the low-probability state (non-time-saving game state), but increases to 99 / 100 in the high-probability state (time-saving game state). Furthermore, the variable time of normal variable symbols is shorter in the time-saving game state than in the non-time-saving game state (normal symbol variable short). For example, the variable time of normal variable symbols, which is 10 seconds in the non-time-saving game state, is shortened to 2 seconds in the time-saving game state. Furthermore, in the time-saving play state, the opening time of the blade members 232a of the special 2 starting hole 232 is likely to be longer per opening than in the non-time-saving play state (extended electric chute opening period). For example, the electric chute opening period of 0.2 seconds in the non-time-saving play state is extended to 2 seconds in the time-saving play state. Furthermore, in the time-saving play state, the blade members 232a are likely to open more frequently than in the non-time-saving play state (increased number of electric chute openings). For example, for each winning entry into the normal starting hole 228 in the non-time-saving play state, the blade members 232a open only once, but in the time-saving play state, they open twice (open for 2 seconds, closed for 1 second, and open again for 2 seconds). The extended electric chute opening period and increased number of electric chute openings increase the probability of the ball entering the special 2 starting hole 232.The time-saving flag is set to OFF during a jackpot game. Therefore, the non-time-saving game state is maintained during a jackpot game. This is because, particularly during a jackpot game, if game balls are picked up by an electric chute with a small number of winning balls, and the number of game balls entering the variable prize opening (attacker) 234 decreases, it may cause a disadvantage to the player. In this embodiment, the term "non-time-saving game state" simply refers to the state excluding a jackpot game.
[0072] In this embodiment, the time-saving game state includes all of the following: normal chance game, normal chance game short-time, extended electric chute opening period, and increased number of electric chute openings. However, if at least one of these is performed, the player's advantage is enhanced and the time-saving game state may be established. In this case, the execution of normal chance game, normal chance game short-time, extended electric chute opening period, and increased number of electric chute openings may be different for each of the time-saving game states (a, b, and c) described below. For example, in the time-saving game state (a), normal chance game, normal chance game short-time, extended electric chute opening period, and increased number of electric chute openings are all performed, while in the time-saving game states (b and c), one or two of normal chance game, normal chance game short-time, extended electric chute opening period, and increased number of electric chute openings may be performed. Alternatively, the time-saving game state may be established if either the extended electric chute opening period or increased number of electric chute openings, which increases the probability of the ball landing in the special game state 2 starting hole 232, is performed. In the non-time-saving game state, it is more difficult for the game ball to enter the special symbol 2 starting port 232 than in the time-saving game state. As described above, the special symbol 2 starting port 232 changes between a difficult-to-win state where it is difficult for the game ball to enter and an easy-to-win state where it is easy for the game ball to enter. The entrance of this special symbol 2 starting port 232 remains in an easy-to-win state for a longer period in the time-saving game state than in the non-time-saving game state. As described above, in this embodiment, when the "special symbol a," "special symbol A," and "special symbol B" are displayed, the time-saving game state (normal symbol high probability state) is maintained after the end of the subsequent jackpot game until 120 special symbol variable displays are performed, and then the state transitions to the non-time-saving game state (normal symbol low probability state) on the 121st display. Also, when "special symbol b" is displayed, after the end of the jackpot game that follows, the time-saving game state (normal symbol high probability state) is maintained until 50 times of special symbol variable display, and on the 51st time, it transitions to a non-time-saving game state (normal symbol low probability state). Note that in this embodiment, for all special symbol jackpot symbols, the time-saving game state is transitioned to after the end of the jackpot game, but it is also possible to provide a jackpot symbol (non-time-saving jackpot symbol) that does not transition to the time-saving game state, and if a jackpot occurs with a non-time-saving jackpot symbol, it is also possible to not transition to the time-saving game state after the end of the jackpot game, and to remain in the non-time-saving game state.In addition to the big win symbol, a small win symbol may also be prepared. During a small win, the door element 234a of the variable prize opening 234 operates a predetermined number of times (e.g., twice), and the door element 234a remains open for a maximum of 0.1 seconds per operation. When the door element 234a opens during a small win, if a predetermined number of game balls (e.g., 10 balls) enter the door element 234a during the first opening, or if a predetermined amount of game value (a predetermined number of balls) is acquired, the door element 234a will not open again. During a small win, the game transitions to a special low probability / normal low probability state. A small win is a win in which the control state does not change before and after the small win game, and after the small win game ends, the control state returns to the state before the small win game started.
[0073] FIG. 5(c) shows an example of a decorative pattern. The decorative patterns of this embodiment include 13 types, "Decoration 1" to "Decoration 13." When a ball enters the special pattern 1 starting hole 230 or the special pattern 2 starting hole 232, i.e., when the first starting hole sensor detects that a ball has entered the special pattern 1 starting hole 230, or when the second starting hole sensor detects that a ball has entered the special pattern 2 starting hole 232, a "decorative pattern change display" is performed in the left pattern display area 208a, the center pattern display area 208b, and the right pattern display area 208c of the decorative pattern display device 208, switching the display in the following order: "Decoration 1" → "Decoration 2" → "Decoration 3" → "Decoration 9" → "Decoration 10" → "Decoration 1" → "..." In other words, the decorative pattern display device 208 changes the display of decorative patterns separately from the first special pattern display device 212 and the second special pattern display device 214. Then, a stop pattern pattern, which is a combination of decorative patterns, is displayed in a stopped state.
[0074] When announcing a normal jackpot (3R normal jackpot of "special chart b"), decorative symbols of the same number are positioned in the left pattern display area 208a and the right pattern display area 208c, and a combination of decorative symbols with decoration 13 positioned therein (for example, "decoration 1-decoration 13-decoration 1" or "decoration 2-decoration 13-decoration 2") is displayed in a static manner in the center pattern display area 208b. On the other hand, when an odd jackpot (3R odd jackpot of "special chart a", 10R odd jackpot of "special chart A", 2R odd jackpot of "special chart B") is announced, "decoration 3-decoration 3-decoration 3" or "decoration 7-decoration 7-decoration 7" is displayed in the pattern display areas 208a to 208c. In addition, when notifying a losing symbol of "Special symbol c" or "Special symbol C," a combination of decorative symbols other than the combination of decorative symbols explained so far (for example, scattered symbols) is displayed in the symbol display areas 208a to 208c. Furthermore, when notifying a sudden win in the time-saving mode, three "Decoration 11" symbols are displayed side by side instead of the combinations of "Decoration 1" to "Decoration 10."
[0075] In addition, in the pachinko machine 100 shown in FIG. 1, a zone effect may be executed as one of the effects. The zone effect is a pre-reading preview effect in which the background displayed on the decorative symbol display device 208 changes to a background corresponding to the zone. There are multiple types of timings for starting the execution of the zone effect, and it may start when the decorative symbols start to change. If the empty zone effect starts when the decorative symbols start to change, three "decorative 12" symbols are displayed in a row at the timing when the previous decorative symbol change display ends. Hereinafter, the "decorative 12" symbols may be referred to as zone entry symbols. Note that the zone effect may also include an effect in which three zone entry symbols are displayed in a row. In other words, in this case, the execution of the zone effect starts when three zone entry symbols are displayed in a row.
[0076] Hereinafter, the display from the start of this "variable display of decorative patterns" to the display of the stopped pattern mode of the decorative patterns in the decorative pattern display device 208 may be referred to as the "variable display of decorative patterns." The variable display of decorative patterns is performed by the control of the second sub-control unit 500.
[0077] FIG. 5(d) shows an example of the stop pattern mode of the normal symbol. In this embodiment, there are two types of stop display modes for the normal symbol: "Normal Symbol A," which is a winning symbol, and "Normal Symbol B," which is a losing symbol. Based on the gate sensor, which is a ball detection sensor, detecting that the ball has passed through the normal symbol start port 228, the normal symbol display device 210 performs a "normal symbol variable display" (normal symbol variable play) in which all seven segments light up and the central segment lights up repeatedly. Then, after the variable time has elapsed, either the winning symbol "Normal Symbol A" or the losing symbol "Normal Symbol B" is displayed as a stopped symbol. In FIG. 5(d), the white parts in the figure indicate the locations of the segments that are unlit, and the black parts indicate the locations of the segments that are lit.
[0078] Hereinafter, the display from the start of this "regular map changing display" to the stop display of the regular map's stopping pattern may be referred to as the regular map changing display.
[0079] <Main processing in the main control section> Next, the main control unit main processing executed by the CPU 304 of the main control unit 300 shown in Fig. 4 will be described with reference to Fig. 6. Note that Fig. 6 is a flowchart showing the flow of the main control unit main processing.
[0080] The RAM 308 of the main control unit 300 shown in FIG. 4 stores a special symbol random number value, a special symbol round determination random number value, a special symbol electric support determination random number value, and a special symbol pattern determination random number value. The RAM 308 also includes a random number counter for generating these random number values. The RAM 308 also stores the number of reserved special symbols, the special symbol winning random number value, and various judgment (lottery) results. Hereinafter, the area in RAM 308 that stores the number of reserved special symbols may be referred to as the "reserved special symbol number storage area." The RAM 308 also includes a start information storage area for special symbols, divided into areas for the maximum number of symbols (four in this example) that can be reserved for the start of the win / loss judgment (lottery), as well as a random number storage area for regular symbols. As described below, the start information storage area for special symbols stores multiple types of start information as sets, with each set stored in order of winning (reserved order) in each area.
[0081] As described above, the main control unit 300 shown in Fig. 4 is provided with a start signal output circuit (reset signal output circuit) 340 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in Fig. 6 in accordance with a control program previously stored in the ROM 306.
[0082] In step S101, initial setting 1 is performed. In this initial setting 1, a stack initial value is set (provisional setting) to the stack pointer (SP) of the CPU 304, an interrupt mask is set, the I / O 310 is initialized, various variables to be stored in the RAM 308 are initialized, and operation permission and an initial value are set to the WDT 314. In this embodiment, a value equivalent to 32.8 ms is set as the initial value to the WDT 314.
[0083] In step S103, the counter value of the WDT 314 is cleared, and the time measurement by the WDT 314 is restarted.
[0084] In step S105, it is monitored whether the low voltage signal is ON, i.e., whether the voltage monitoring circuit 338 is outputting a low voltage signal indicating a voltage drop when the voltage value of the power supply supplied by the power supply control unit 660 to the main control unit 300 via the second sub-control unit 500 is less than a predetermined value (9V in this embodiment). If the low voltage signal is ON (if the CPU 304 detects a power cut-off), the process returns to step S103, and if the low voltage signal is OFF (if the CPU 304 does not detect a power cut-off), the process proceeds to step S107. Note that if the predetermined value (9V) has not yet been reached immediately after the power is turned on, the process also returns to step S103, and step S105 is repeatedly executed until the supply voltage reaches or exceeds the predetermined value.
[0085] In step S107, initial setting 2 is performed. In this initial setting 2, a numerical value that determines the period for periodically executing the main control unit timer interrupt processing described below is set in the timer circuit 312, a clear signal is output from a predetermined port of the I / O 310 (for example, a test output port, an output port to the first sub-control unit 400), and settings are made to allow writing to RAM 308.
[0086] In step S109, it is determined whether or not the state before the power was cut off (before power was cut off) is to be restored, and if the state before power was cut off is not to be restored (if the basic circuit 302 of the main control unit 300 is to be set to its initial state), the process proceeds to step S113 and subsequent steps to perform initialization processing.
[0087] If it is not determined that the state before the power outage will be restored (step S109; No), it is determined whether the cause is that the RAM clear switch 180 provided on the power supply board 182 shown in Fig. 2 has been operated by a staff member of the gaming parlor or the like (step S113). That is, it is determined whether the RAM clear signal transmitted when the RAM clear switch 180 is operated is ON (indicating that an operation has been performed). If it is determined that the RAM clear signal is ON (step S113; Yes), it is determined whether the setting change key 192 has been operated to the ON side (step S115), and if it is determined that the setting change key 192 has been operated to the ON side (step S115; Yes), a setting change process is executed (step S117).
[0088] When the setting change process is executed, the 7-segment display corresponding to the setting monitor on the bonus ratio / setting display 196 flashes to indicate "1," indicating that the setting can be changed. In this state, the 7-segment display on the setting monitor increments each time the setting change button 194 is pressed. Pressing the setting change button 194 while the 7-segment display corresponding to the setting monitor indicates "6" returns the display to "1." In this embodiment, at least one of settings 1 through 6, which have different jackpot probabilities, can be selected. After changing to the desired setting, the setting is confirmed by operating the setting change key 192 to the OFF side. At this time, the setting value displayed on the setting monitor is erased. After the setting is confirmed, the setting value can be redisplayed on the setting monitor for a certain period of time (e.g., 5 seconds) by operating the setting change button 194. In this embodiment, the setting value is displayed on the setting monitor of the bonus ratio / setting display 196. However, the setting value may also be displayed on the decorative pattern display device 208 or announced by audio output, for example. In addition, in this embodiment, six settings are provided, from settings 1 to 6, but other settings are also possible, or the settings may not be changed. In addition, in this embodiment, the initial value of the setting displayed on the setting monitor is set to "1", but the setting value before the power is turned off may be maintained and the maintained setting value may be displayed.
[0089] Also, if it is not determined in step S113 that the RAM clear signal is ON (step S113; No), or if it is not determined in step S115 that the setting change key 192 has been operated to the ON side (step S115; No), the setting change process of step S117 is not executed, and the process proceeds to step S119.
[0090] In step S119, an initialization process is performed to return the basic circuit 302 to its initial state (step S119). Here, if the RAM clear signal is ON, power status information stored in a power status storage area provided in the RAM 308 is read. If this power status information does not indicate suspend, a checksum is calculated by adding all 1-byte data stored in a predetermined area (e.g., all areas) of the RAM 308 to a 1-byte register whose initial value is 0. The process determines whether the calculated checksum result is a specific value (e.g., 0) (whether the checksum result is normal). If the checksum result is a value other than the specific value (e.g., 0) (if the checksum result is abnormal), the initialization process is performed to return the pachinko machine 100 to its initial state. This initialization process includes setting interrupt prohibition, setting a stack initial value to a stack pointer (main setting), and initializing all storage areas of the RAM 308. In this embodiment, even if initialization is performed, the setting values set in the setting change process (step S117) are retained. Furthermore, a normal return command and a setting command indicating the settings selected in step S117 are set in the transmission information memory area provided in RAM 308 of the main control unit 300. This normal return command is a command indicating that the initialization process (step S119) of the main control unit 300 has been performed, and like the power recovery command described below, is sent to the first sub-control unit 400 in step S233 in the timer interrupt process of the main control unit 300.
[0091] In step S121, after the interrupt prohibition setting, a basic random number initial value update process is performed. In this basic random number initial value update process, two initial value generation random number counters are updated to generate the initial values of the normal winning random number counter and the special random number counter. For example, if the range of values that can be used as the normal winning random number counter is 0 to 99, a value is obtained from the random number counter storage area for generating the normal winning random number counter provided in RAM 308, 1 is added to the obtained value, and the value is then stored in the original random number counter storage area. If the result of adding 1 to the obtained value is 100, 0 is stored in the original random number counter storage area. Other initial value generation random number counters and random number counters are updated in the same manner. The main control unit 300 repeatedly executes the process of step S121 except during the timer interrupt process that starts at a predetermined cycle.
[0092] Meanwhile, in step S111, power recovery processing is performed. In this power recovery processing, the value of the stack pointer stored in a stack pointer save area provided in RAM 308 at the time of power outage is read out and reset (main setting) to the stack pointer. Also, the values of each register stored in a register save area provided in RAM 308 at the time of power outage are read out and reset to each register, and then interrupt permission is set. Thereafter, the CPU 304 executes the control program based on the reset stack pointer and registers, and the pachinko machine 100 returns to the state it was in at the time of power outage. That is, processing is resumed from the command next to the command (predetermined in step S121) executed immediately before branching to timer interrupt processing (described later) immediately before power outage. Also, a transmission information storage area is provided in the RAM 308 mounted on the basic circuit 302 in the main control unit 300 shown in FIG. 2. In this step S111, a power recovery command is set in the transmission information storage area. This power restoration command is a command indicating that the state at the time of power outage has been restored, and is sent to the first sub-control unit 400 in step S233 of the timer interrupt processing of the main control unit 300, which will be described later.
[0093] <Main control unit timer interrupt processing> Next, a main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 7. The figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0094] The main control unit 300 shown in FIG. 4 includes a timer circuit 312 that generates a timer interrupt signal at a predetermined period (approximately once every 4 ms in this embodiment), and this timer interrupt signal triggers the main control unit timer interrupt processing to start at the predetermined period.
[0095] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.
[0096] In step S203, WDT314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).
[0097] In step S205, an input port status update process is performed. In this input port status update process, detection signals from various sensors 320 (shown in FIG. 4), including various ball detection sensors, are input via the input ports of I / O 310, and the presence or absence of detection signals is monitored and stored in signal status storage areas in RAM 308 partitioned for each of the various sensors 320. Using the detection signals of ball detection sensors as an example, information on the presence or absence of detection signals from each ball detection sensor detected in the timer interrupt process two times before last (approximately 4 ms ago) is read from the previous detection signal storage area in RAM 308 partitioned for each ball detection sensor, and this information is stored in the previous detection signal storage area in RAM 308 partitioned for each ball detection sensor. Information on the presence or absence of detection signals from each ball detection sensor detected in the previous timer interrupt process (approximately 2 ms ago) is read from the current detection signal storage area in RAM 308 partitioned for each ball detection sensor, and this information is stored in the previously detected signal storage area. In addition, the detection signals of each ball detection sensor detected this time are stored in the above-mentioned current detection signal storage area.
[0098] In step S205, the information on the presence or absence of detection signals from each ball detection sensor stored in the aforementioned second-to-last detection signal storage area, previous detection signal storage area, and current detection signal storage area is compared to determine whether the information on the presence or absence of detection signals from each ball detection sensor for the past three times matches the winning determination pattern information. While a gaming ball passes through a ball detection sensor, this main control unit timer interrupt process, which repeatedly activates at very short intervals of approximately 2 ms, is activated several times. Therefore, each time the main control unit timer interrupt process is activated, the aforementioned step S205 checks for detection signals indicating that the same gaming ball has passed the same ball detection sensor. As a result, detection signals indicating that the same gaming ball has passed the same ball detection sensor are stored in the aforementioned second-to-last detection signal storage area, previous detection signal storage area, and current detection signal storage area. In other words, when a gaming ball begins to pass a ball detection sensor, the following will occur: no second-to-last detection signal, a previous detection signal, and a current detection signal. In this embodiment, taking into consideration erroneous detection and noise from the ball detection sensors, if a detection signal is stored twice in succession after no detection signal, a win is determined to have occurred. The ROM 306 of the main control unit 300 shown in FIG. 4 stores winning determination pattern information (in this embodiment, information indicating no detection signal two times previously, a detection signal present the previous time, and a detection signal present this time). In this step S205, if the information on the presence or absence of detection signals from each ball detection sensor for the past three times matches predetermined winning determination pattern information (in this embodiment, information indicating no detection signal two times previously, a detection signal present the previous time, and a detection signal present this time), it is determined that a ball has entered the general winning slot 226, the variable winning slot 234, the first special symbol starting slot 230, or the second special symbol starting slot 232, or passed through the general winning slot 228. In other words, it is determined that a win has occurred in these winning slots 234, 226 or these starting slots 230, 232, and 228.For example, if the information on the presence or absence of the detection signal for the past three times in the first start port sensor that detects the ball entering the first special symbol start port 230 matches the winning determination pattern information described above, it is determined that there has been a winning entry into the first special symbol start port 230, that is, that a game medium passing through a predetermined area has been detected, and processing associated with the subsequent winning entry into the first special symbol start port 230 is performed, but if the information on the presence or absence of the detection signal for the past three times does not match the winning determination pattern information described above, the processing associated with the subsequent winning entry into the first special symbol start port 230 is not performed and the processing branches to subsequent processing. Note that the ROM 306 of the main control unit 300 stores winning determination clear pattern information (in this embodiment, information indicating that there was a detection signal two times before last, there was no detection signal last time, and there was no detection signal this time). After it is determined that a win has occurred once, it is not determined that a win has occurred until the information on the presence or absence of detection signals for the past three times in each ball detection sensor matches the winning determination clear pattern information, and if it matches the winning determination clear pattern information, from then on it is determined whether it matches the winning determination pattern information.
[0099] In steps S207 and S209, a basic random number initial value update process and a basic random number update process are performed. In these basic random number initial value update processes, the value of the random number counter for generating the initial value, performed in step S121, is updated, and then the random number counters for generating the normal winning random number value and the special random number value used by the main control unit 300 are updated. For example, if the range of values that can be taken as the normal winning random number value is 0 to 99, a value is obtained from the random number counter memory area for generating the normal winning random number value provided in RAM 308, 1 is added to the obtained value, and the value is stored in the original random number counter memory area. At this time, if the result of adding 1 to the obtained value is 100, 0 is stored in the original random number counter memory area. Furthermore, if it is determined that the random number counter has completed one cycle as a result of adding 1 to the obtained value, the value of the random number counter for generating the initial value corresponding to each random number counter is obtained and set in the random number counter memory area. For example, if a value is obtained from a random number counter for generating a normal winning random number value that varies within a numerical range of 0 to 99, and the result of adding 1 to the obtained value is equal to the previously set initial value stored in a predetermined initial value storage area provided in RAM 308 (for example, 7), a value is obtained as an initial value from the random number counter for generating an initial value corresponding to the random number counter for generating a normal winning random number value, and set in the random number counter for generating a normal winning random number value, and the currently set initial value is stored in the above-mentioned initial value storage area to determine whether the random number counter for generating a normal winning random number value has completed its next round. In addition, separate from the above-mentioned initial value storage area for determining whether the random number counter for generating a normal winning random number value has completed its next round, an initial value storage area for determining whether the random number counter for generating a special random number value has completed its round is provided in RAM 308.
[0100] In step S211, a random number update process for effect is performed. In this random number update process, a random number counter for generating random numbers for effect used by the main control unit 300 is updated.
[0101] In step S213, a timer update process is performed. In this timer update process, various timers are updated, including a normal symbol display symbol update timer for timing the time for varying and stopping the symbol display on the normal symbol display device 210, a special symbol display symbol update timer for timing the time for varying and stopping the symbol display on the first special symbol display device 212 and the second special symbol display device 214, and timers for timing a predetermined winning performance time, a predetermined opening time, a predetermined closing time, a predetermined ending performance period, etc.
[0102] In step S215, a winning slot counter update process is performed. In this winning slot counter update process, when a prize is won at the winning slots 234, 226 or the starting slots 230, 232, the value of the prize ball number storage area provided for each winning slot or each starting slot in RAM 308 is read, 1 is added, and the value is set to the original prize ball number storage area.
[0103] In step S217, a winning acceptance process is performed. In the winning acceptance process, if predetermined conditions are satisfied, multiple types of start information are acquired. The multiple types of start information acquired here are stored as one set of start information in an empty area corresponding to the winning order (reservation order) in the start information storage section provided in RAM 308.
[0104] In step S219, which is executed following step S217, a payout request number transmission process is performed. The output schedule information and payout request information output to the payout control unit 600 shown in Fig. 4 are composed of one byte, with strobe information in bit 7 (when on, indicates that data is being set), power-on information in bit 6 (when on, indicates that this is the first command transmission after power-on), current processing type (0-3) for encryption in bits 4-5, and the payout request number after encryption processing in bits 0-3.
[0105] In step S221, a normal map status update process is performed. This normal map status update process is one of a plurality of processes corresponding to the normal map status. For example, in the normal map status update process during the normal map variation display (the value of the normal map display pattern update timer described above is 1 or more), an on / off drive control is performed to repeatedly turn on and off the 7-segment LED that makes up the normal pattern display device 210. By performing this control, the normal pattern display device 210 displays the variation of the normal map (normal map variation game).
[0106] Furthermore, during the normal symbol status update process when the normal symbol variable display time has elapsed (when the value of the normal symbol display symbol update timer changes from 1 to 0), if the winning flag is on, the 7-segment LEDs constituting the normal symbol display device 210 are controlled to turn on and off so that the winning symbol is displayed; and if the winning flag is off, the 7-segment LEDs constituting the normal symbol display device 210 are controlled to turn on and off so that the losing symbol is displayed. The RAM 308 of the main control unit 300 also has a setting area for various settings, not just for the normal symbol status update process, but also for various other processes. Here, the above-mentioned lighting and extinguishing control is performed, and a setting is made in the setting area to indicate that the normal symbol is currently displayed. By performing this control, the normal symbol display device 210 confirms the display of either the winning symbol (normal symbol A shown in FIG. 5(d)) or the losing symbol (normal symbol B shown in FIG. 5(d)). Furthermore, to maintain the display for a predetermined stop display period (for example, 500 ms), information indicating the stop period is set in the memory area of the timer for managing the normal symbol stop time provided in RAM 308. By this setting, the fixed displayed symbol is displayed in a stopped state for a predetermined period, and the result of the normal symbol variable game is notified to the player.
[0107] Also, if the result of the normal map variable game is a win, as described below, the normal map win flag is turned on. When this normal map win flag is on, in the normal map state update process at the timing when the predetermined stop display period ends (the timing when the value of the normal map stop time management timer changes from 1 to 0), the normal map operation is set in the setting area of RAM 308, and a signal to keep the blade member 232a in an open state is output to the solenoid (332) for opening and closing the blade member 232a of the second special map start port 232 for a predetermined opening period (for example, 2 seconds), and information indicating the opening period is set in the memory area of the blade opening time management timer provided in RAM 308.
[0108] In addition, in the normal state update process that starts at the timing when the predetermined open period ends (the timing when the value of the blade open time management timer changes from 1 to 0), a signal to keep the blade member 232a in a closed state is output to the solenoid (332) for driving the opening and closing of the blade member 232a for a predetermined closed period (for example, 500 ms), and information indicating the closed period is set in the memory area of the blade closed time management timer provided in RAM 308.
[0109] Furthermore, in the normal map status update process that starts when the predetermined closure period ends (when the value of the timer for managing the blade closure time changes from 1 to 0), the normal map is set to inactive in the setting area of RAM308. Furthermore, if the result of the normal map variable game is a loss, as described below, the normal map loss flag is turned on. If this normal map loss flag is on, the normal map status update process that occurs when the predetermined stop display period described above ends (when the value of the timer for managing the normal map stop time changes from 1 to 0) also sets the normal map to inactive in the setting area of RAM308. In the normal map status update process when the normal map is not in operation, nothing is done and the process moves to the next step S223.
[0110] In step S223, a lottery process related to the normal map is performed. In this lottery process, when the normal map variable play and the second special map start port 232 are not being controlled to open or close (the normal map state is inactive), and the number of reserved normal map variable play is one or more, a random number lottery based on the normal map winning random number stored in the random number memory area is used to determine whether the result of the normal map variable play is a win or a loss. If a win is determined, the win flag in RAM 308 is set to ON. If a loss is determined, the win flag is set to OFF. Regardless of the result of the win determination, the value of a predetermined random number counter is obtained as the normal map timer random number, and one time for displaying the normal map variable on the normal map display device 210 is selected from multiple variable times based on the obtained normal map timer random number, and this variable display time is stored as the normal map variable display time in the normal map variable time memory area in RAM 308. The number of reserved normal variable games is stored in a normal variable number storage area provided in RAM 308, and each time a win is determined, the value obtained by subtracting 1 from the number of reserved normal variable games is stored again in this normal variable number storage area. Also, the random number value used for the win determination is erased.
[0111] Next, a special symbol pre-reading process (step S224) is executed. In the special symbol pre-reading process, the main control unit 300 pre-reads the increased start information in each of the special symbols 1 and 2, and pre-determines the stop symbol and the change time before the hit / miss determination process, and stores the pre-determination result (special symbol pre-reading result) in the pre-reading result storage unit in the RAM 308.
[0112] Next, special drawing state update processing is performed for each of special drawing 1 and special drawing 2, but first, special drawing state update processing (special drawing 2 state update processing) for special drawing 2 is performed (step S225). In this special drawing 2 state update processing, one of the following multiple processes is performed depending on the state of special drawing 2.
[0113] For example, in the special symbol 2 state update process during the special symbol 2 variable display (when the value of the special symbol 2 display symbol update timer described above is 1 or more), on / off drive control is performed to repeatedly turn on and off the 7-segment LEDs that make up the second special symbol display device 214. By performing this control, the second special symbol display device 214 performs the variable display of special symbol 2 (special symbol 2 variable play). In addition, predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area described above, and then the process is terminated.
[0114] In addition, the RAM 308 of the main control unit 300 is provided with flags such as a 10R jackpot flag, a 2R jackpot flag, a loss flag, a special symbol probability fluctuation flag, and a regular symbol probability fluctuation flag. These flags are set to on or off based on the determined stop symbol in the special symbol 2-related lottery process described below. In the special symbol 2 state update process, which starts when the special symbol 2 fluctuation display time has elapsed (when the value of the special symbol 2 display symbol update timer changes from 1 to 0), for example, when the 10R jackpot flag is on, the special symbol A shown in FIG. 5(b) is displayed; when the 2R jackpot flag is on, the special symbol B is displayed; when the loss flag is on, the special symbol C is displayed; and when the regular symbol probability fluctuation flag is on, the special symbol D is displayed. The setting area of the RAM 308 is set to indicate that the special symbol 2 is currently displayed. By performing this control, the second special symbol display device 214 displays one of the following symbols: a 10R guaranteed jackpot symbol (special symbol A), a 2R guaranteed jackpot symbol (special symbol B), a losing symbol (special symbol C), or a time-saving symbol (special symbol D).
[0115] Furthermore, to maintain the display for a predetermined stop display period (e.g., 500 ms), information indicating the stop period is set in the memory area of the special chart 2 stop time management timer provided in RAM 308. With this setting, the fixedly displayed special chart 2 is stopped and displayed for a predetermined period, and the result of the special chart 2 variable game is notified to the player. Also, if the number of time-saving times stored in the time-saving number memory section provided in RAM 308 is 1 or more, 1 is subtracted from the number of time-saving times, and if the subtraction result changes from 1 to 0, the time-saving flag is turned off. Furthermore, the time-saving flag is also turned off during jackpot gameplay (special game state).
[0116] In addition, predetermined transmission information indicating that the rotation stop setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and special pattern 2 identification information indicating that the pattern that will stop the variable display is special pattern 2 is additionally stored in RAM 308 as information to be included in the command data described later, and then the processing is terminated.
[0117] Also, if the result of the special symbol 2 variable game is a jackpot, the jackpot flag is turned on. When the jackpot flag is on, in the special symbol 2 state update process at the timing when the predetermined stop display period ends (the timing when the value of the special symbol 2 stop time management timer changes from 1 to 0), the special symbol 2 is set to be in operation in the setting area of RAM 308, and information indicating the winning effect period is set in the memory area of the special symbol 2 waiting time management timer provided in RAM 308 in order to wait for a predetermined winning effect period (for example, 3 seconds), that is, the period during which an image notifying the player that a jackpot will begin by the decorative symbol display device 208 is displayed. Also, predetermined transmission information indicating that the winning effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.
[0118] Furthermore, in the special symbol 2 state update process, which starts at the timing when the predetermined winning presentation period ends (when the value of the special symbol 2 waiting time management timer changes from 1 to 0), a signal to keep the door element 234a in an open state is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the door element 234a of the variable winning port 234 for a predetermined opening period (for example, 29 seconds, or until the entry of a predetermined number of game balls (for example, 10 balls) into the variable winning port 234 is detected), and information indicating the opening period is set in the memory area of the door opening time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning port opening setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.
[0119] Furthermore, in the special chart 2 state update process, which starts at the timing when the predetermined open period ends (the timing when the value of the door open time management timer changes from 1 to 0), a signal to keep the door element 234a in a closed state is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the door element 234a of the variable winning opening 234 for a predetermined closed period (for example, 1.5 seconds), and information indicating the closed period is set in the memory area of the door closed time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning opening close setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.
[0120] Furthermore, in the special chart 2 state update process in the final round of a probability variable jackpot (10 rounds for special chart A, 2 rounds for special chart B), a signal to keep the V shutter VS open is output to the solenoid (part of the various solenoids 332) that drives the opening and closing of the V shutter VS for a predetermined opening period (for example, 10 seconds), and information indicating the opening period is set in the memory area of the V shutter opening time management timer provided in RAM 308. Then, in the special chart 2 state update process that starts when the predetermined opening period ends (when the value of the V shutter opening time management timer changes from 1 to 0), a signal to keep the V shutter VS closed is output to the solenoid (part of the various solenoids 332) that drives the opening and closing of the V shutter VS. Also, when the gaming ball passes through the V passage switch VC, the special chart probability fluctuation flag is turned on. In addition, in order to wait for the period (V winning presentation period (for example, 3 seconds)) during which an image is displayed informing the player that the gaming ball has passed through the V passing switch VC and won a probability variable, information indicating the V winning presentation period is set in the memory area of the timer for managing the special chart 2 waiting time provided in RAM 308. Also, predetermined transmission information indicating that the V winning presentation setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area. On the other hand, if the gaming ball does not pass through the V passing switch VC, the special chart probability fluctuation flag is not turned on.
[0121] In addition, the opening and closing control of the door element 234a is repeated a predetermined number of times (9 rounds or 1 round excluding the first time), and in the special pattern 2 state update process that starts at the timing when the control ends, information indicating the effect waiting period is set in the memory area of the effect waiting time management timer provided in RAM 308 in order to set it to wait for a predetermined end effect period (for example, 3 seconds), that is, the period during which an image is displayed notifying the player that the jackpot by the decorative pattern display device 208 has ended.
[0122] Also, if the 10R jackpot flag is set on, the number of time-shortening times (120 times) is set in the time-shortening times memory section provided in RAM 308 at the same time as the end of this jackpot game, and the time-shortening flag provided in RAM 308 is turned on. Also, if the 2R jackpot flag is set on, the number of time-shortening times (120 times) is set in the time-shortening times memory section provided in RAM 308 at the same time as the end of this jackpot game, and the time-shortening flag provided in RAM 308 is turned on. If the normal probability fluctuation flag is set on, the number of time-shortening times (950 times) is set in the time-shortening times memory section provided in RAM 308, and the time-shortening flag provided in RAM 308 is turned on.
[0123] The time-saving feature here refers to the pachinko machine entering a state advantageous to the player by shortening the time between the end of a jackpot in special-map variable play and the start of the next jackpot. When the time-saving flag is set to ON, the pachinko machine is in a high-probability normal play state (normal-map probability change). In a high-probability normal play state, the probability of winning is higher in normal-map variable play than in a low-probability normal play state. Furthermore, in a high-probability normal play state, the variable time of normal-map variable play is shorter than in a low-probability normal play state (short-probability normal play). Furthermore, in a high-probability normal play state, the opening time of the pair of blades 232a of the special-map 2 starting hole 232 is more likely to be longer per opening (electric chute extension) than in a low-probability normal play state. Additionally, in a high-probability normal play state, the pair of blades 232a are more likely to open more than in a low-probability normal play state. The state in which any of these features is set is called an electric support state (electric tulip support for starting hole winning).
[0124] Also, as mentioned above, the time-saving flag is set to OFF during jackpot play (special play state). Therefore, during jackpot play, the normal low probability state is maintained. This is to solve the problem that if the normal high probability state is in place during jackpot play, many game balls will enter the special game 2 starting hole 232 before a predetermined number of game balls enter the variable winning hole 234 during jackpot play, which increases the number of game balls that can be acquired during the jackpot, leading to increased gambling.
[0125] Furthermore, predetermined transmission information indicating that the end effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.
[0126] In addition, in the special chart 2 status update process, which starts when the specified end performance period ends (when the value of the performance waiting time management timer changes from 1 to 0), special chart 2 is set to inactive in the setting area of RAM 308.
[0127] Furthermore, if the result of the special chart 2 variable game is a loss, a loss flag is turned on. When this loss flag is on, the special chart 2 state update process at the timing when the above-mentioned predetermined stop display period ends (the timing when the value of the special chart 2 stop time management timer changes from 1 to 0) also sets the special chart 2 non-operation state in the setting area of RAM308. In the special chart 2 state update process when the special chart 2 is not operating, nothing is done and the process proceeds to the next step S227.
[0128] Next, a special drawing state update process (special drawing 1 state update process) for the special drawing 1 is performed (step S227). In this special drawing 1 state update process, one of the following multiple processes is performed depending on the state of the special drawing 1.
[0129] For example, in the special chart 1 state update process during the special chart 1 variable display (the value of the special chart 1 display symbol update timer described above is 1 or more), on / off drive control is performed to repeatedly turn on and off the 7-segment LEDs that make up the first special chart display device 212. By performing this control, the first special chart display device 212 performs the variable display of special chart 1 (special chart 1 variable play). In addition, predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and then the process is terminated.
[0130] In addition, the RAM 308 of the main control unit 300 is provided with flags such as a 3R jackpot flag A, a 3R jackpot flag B, and a loss flag. These flags are set to on or off based on the determined stop symbol in the special symbol 1 related lottery process described below. In the special symbol 1 state update process, which starts when the special symbol 1 variable display time has elapsed (when the value of the special symbol 1 display symbol update timer changes from 1 to 0), for example, when the 3R jackpot flag A is on, the special symbol a shown in FIG. 5(a) is displayed; when the 3R jackpot flag B is on, the special symbol b is displayed; and when the loss flag is on, the special symbol c is displayed. The setting area of the RAM 308 is set to indicate that the special symbol 1 is currently being displayed. By performing this control, the first special symbol display device 212 displays a confirmed symbol from among a 3R special jackpot symbol (special symbol a), a 3R normal jackpot symbol (special symbol b), and a losing symbol (special symbol c).
[0131] Furthermore, to maintain the display for a predetermined stop display period (e.g., 500 ms), information indicating the stop period is set in the memory area of the special chart 1 stop time management timer provided in RAM 308. With this setting, the fixedly displayed special chart 1 is stopped and displayed for a predetermined period, and the result of the special chart 1 variable game is notified to the player. Also, if the number of time-saving times stored in the time-saving number memory section provided in RAM 308 is 1 or more, 1 is subtracted from the number of time-saving times, and if the subtraction result changes from 1 to 0, the time-saving flag is turned off. Furthermore, the time-saving flag is also turned off during jackpot gameplay (special game state).
[0132] In addition, predetermined transmission information indicating that the rotation stop setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and special pattern 1 identification information indicating that the pattern that will stop the variable display is special pattern 1 is additionally stored in RAM 308 as information to be included in the command data described later, and then the processing is terminated.
[0133] Also, if the result of the special symbol 1 variable game is a jackpot, the jackpot flag is turned on. When the jackpot flag is on, in the special symbol 1 state update process at the timing when the predetermined stop display period ends (the timing when the value of the special symbol 1 stop time management timer changes from 1 to 0), the special symbol 1 is set to be in operation in the setting area of RAM 308, and information indicating the winning effect period is set in the memory area of the special symbol 1 waiting time management timer provided in RAM 308 in order to wait for a predetermined winning effect period (for example, 3 seconds), that is, the period during which an image notifying the player that a jackpot will begin by the decorative symbol display device 208 is displayed. Also, predetermined transmission information indicating that the winning effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.
[0134] Furthermore, in the special drawing 1 state update process, which starts at the timing when the predetermined winning presentation period ends (when the value of the special drawing 1 waiting time management timer changes from 1 to 0), a signal to keep the door element 234a in an open state is output to the solenoid (a part of the various solenoids 332) for driving the opening and closing of the door element 234a of the variable winning opening 234 for a predetermined opening period (for example, 29 seconds, or until the entry of a predetermined number of game balls (for example, 10 balls) into the variable winning opening 234 is detected), and information indicating the opening period is set in the memory area of the door opening time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning opening opening setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.
[0135] Furthermore, in the special diagram 1 state update process that starts at the timing when the predetermined open period ends (the timing when the value of the door open time management timer changes from 1 to 0), a signal to keep the door element 234a in a closed state is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the door element 234a of the variable winning opening 234 for a predetermined closed period (for example, 1.5 seconds), and information indicating the closed period is set in the memory area of the door closed time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning opening close setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.
[0136] Furthermore, if the 3R jackpot flag A is set to ON, the special chart 1 state update process in the final round (3rd round) outputs a signal to the solenoid (part of the various solenoids 332) that drives the V shutter VS to open and close for a predetermined opening period (for example, 10 seconds), and sets information indicating the opening period in the memory area of the V shutter open time management timer provided in RAM 308. Then, in the special chart 1 state update process that starts when the predetermined opening period ends (when the value of the V shutter open time management timer changes from 1 to 0), a signal to keep the V shutter VS closed is output to the solenoid (part of the various solenoids 332) that drives the V shutter VS to open and close. Also, when the game ball passes through the V passage switch VC, the special chart probability fluctuation flag is turned ON. In addition, in order to wait for the period (V winning presentation period (for example, 3 seconds)) during which an image is displayed informing the player that the gaming ball has passed through the V passing switch VC and won a probability variable, information indicating the V winning presentation period is set in the memory area of the timer for managing the special drawing 1 waiting time provided in RAM 308. Also, predetermined transmission information indicating that the V winning presentation setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area. On the other hand, if the gaming ball does not pass through the V passing switch VC, the special drawing probability fluctuation flag is not turned on.
[0137] In addition, the door element opening / closing control is repeated a predetermined number of times (two rounds excluding the first round), and the special symbol 1 state update process, which begins when the control ends, sets information indicating the effect wait period in the memory area of the effect wait time management timer provided in RAM 308 to wait for a predetermined end effect period (e.g., three seconds), i.e., the period during which an image notifying the player that the jackpot has ended is displayed by the decorative symbol display device 208. Also, if the 3R jackpot flag A is set on, the time-saving count memory section provided in RAM 308 is set to a time-saving count (120 times) and the time-saving flag provided in RAM 308 is turned on simultaneously with the end of the jackpot game. Even if the 3R jackpot flag B is set on, the time-saving count memory section provided in RAM 308 is set to a time-saving count (50 times) and the time-saving flag provided in RAM 308 is turned on simultaneously with the end of the jackpot game. Note that the normal symbol probability fluctuation flag is never set on during the special symbol 1 state update process.
[0138] Furthermore, predetermined transmission information indicating that the end effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.
[0139] In addition, in the special chart 1 status update process, which starts when the specified end performance period ends (when the value of the performance waiting time management timer changes from 1 to 0), special chart 1 is set to inactive in the setting area of RAM 308.
[0140] Furthermore, if the result of the special chart 1 variable game is a loss, a loss flag is turned on. When this loss flag is on, the special chart 1 status update process at the timing when the above-mentioned predetermined stop display period ends (the timing when the value of the special chart 1 stop time management timer changes from 1 to 0) also sets the special chart 1 non-operation state in the setting area of RAM308. In the special chart 1 status update process when the special chart 1 is not operating, nothing is done and the process proceeds to the next step S229.
[0141] When the special chart status update process in step S225 and step S227 is completed, the special chart-related lottery process is then performed for each of special chart 1 and special chart 2. Here too, the special chart-related lottery process for special chart 2 (special chart 2-related lottery process) is performed first (step S229), and then the special chart-related lottery process for special chart 1 (special chart 1-related lottery process) is performed (step S231). The special chart 2-related lottery process is started under the conditions that variable play for special chart 1 and special chart 2 is not being performed, the states of special chart 1 and special chart 2 are both inactive, and the number of reserved special chart 2 variable play is 1 or more, and is executed using the first special chart 2 winning random number value and special chart 2 random number value in the special chart 2 random number value storage area. The lottery process related to special chart 1 is executed using the earliest special chart 1 winning random number value and special chart 1 random number value in the special chart 1 random number value memory area, with the starting conditions being that variable play of special chart 1 and special chart 2 is not being performed, the status of special chart 1 and special chart 2 are both inactive, and the number of reserved variable play of special chart 1 is 1 or more.
[0142] Regarding these special symbol-related lottery processes, the main control unit 300 performs the special symbol 2-related lottery process before the special symbol 1-related lottery process, so that even if the start conditions for the special symbol 2 variable game and the start conditions for the special symbol 1 variable game are met simultaneously, the special symbol 2 variable game will be in the variable state first, and the special symbol 1 variable game will not start to fluctuate. Also, if the number of reserved special symbol 2 variable games is 1 or more, the lottery process for the reserved special symbol 1 variable game and the variable game will not be performed. Also, the notification of the result of the judgment of whether or not the special symbol variable game is successful by the decorative symbol display device 208 is performed by the first sub-control unit 400, and the notification of the lottery result of the lottery based on winning the special symbol 2 start port 232 is given priority over the notification of the lottery result of the lottery based on winning the special symbol 1 start port 230. In this example, a highly advantageous special chart variable game (in this example, special chart 2 variable game) is given priority over a less advantageous special chart variable game (in this example, special chart 1 variable game). For this reason, it may be easier to differentiate the advantages of the game state.
[0143] In the case of the special chart 2 related lottery processing in step S229, the main control unit 300 acquires the special chart 2 start information (a set of the special chart 2 winning random number value and the special chart 2 random number value) from the earliest (most recently stored) reserved position in the special chart 2 random number value storage area, and determines whether it is a jackpot or a loss (a win / loss determination) using the win / loss determination table stored in ROM 306 based on the special chart 2 winning random number value etc. in the acquired special chart 2 start information. Also, even in the case of the win / loss determination of special chart 1, a determination is made as to whether it is a jackpot or a loss. Next, the main control unit 300 determines the pattern (stop pattern) to be displayed after the special chart 2 variable display using the special chart determination table stored in ROM 306 based on the special chart 2 random number value in the acquired special chart 2 start information and the determined win / loss determination result etc. Next, the main control unit 300 determines the variable display time (timer number) of special chart 2 using various tables stored in ROM 306, based on, for example, the determined result of the win / loss judgment, the stopped pattern, the number of special chart 2 reserved at the time of the win / loss judgment, the acquired random number value for determining the special chart variable time, etc.
[0144] After retrieving the earliest special chart 2 start information from the special chart 2 random number value storage area, the main control unit 300 erases the earliest special chart 2 start information from the special chart 2 random number value storage area and subtracts 1 from the special chart 2 reserved number number storage area. At this time, the special chart 2 start information retrieved from the special chart 2 random number value storage area may be stored in a temporary area provided in the RAM 308, and the above-mentioned determination may be made based on the special chart 2 start information stored in this temporary area.
[0145] After the special drawing 2 related lottery process (step S229) as described above, the special drawing 1 related lottery process (step S231) is performed in the same manner. Note that the order of the special drawing 1 related lottery process and the special drawing 2 related lottery process may be reversed.
[0146] The above explanation uses the example of special chart 2 priority variation, in which the more advantageous special chart 2 variable game is started before the less advantageous special chart 1 variable game, and the reserved special chart 2 is consumed before the reserved special chart 1. However, it may also be special chart 1 priority variation, in which the less advantageous special chart 1 variable game is started before the more advantageous special chart 2 variable game, and the reserved special chart 1 is consumed before the reserved special chart 2. It may also be start gate winning order variation, in which the reserved special chart games for each of the reserved special charts 1 and 2 are started in the order of the winning of the start gate, without prioritizing either the more advantageous special chart 2 variable game or the less advantageous special chart 1 variable game. In the start gate winning order variation, the maximum number of reserved games is eight regardless of the special chart 1 or special chart 2, so the upper limit of the number of reserved games may be increased compared to the priority variation, in which the maximum number of reserved games for each of the special charts 1 and 2 is four.
[0147] In the above explanation, it was assumed that the lottery process or variable play for the reservation of one special symbol is not performed depending on the state of the other special symbol, but this is not limited to this. The above-mentioned special symbol status update process and special symbol-related lottery process may be performed independently for special symbol 1 and special symbol 2, allowing multiple special symbols to be changed simultaneously. When multiple special symbols are changed simultaneously in this manner, the decorative symbol display device 208 may be provided with multiple areas displaying the lottery results for each special symbol, or multiple decorative symbol display devices may be provided to display the lottery results for each special symbol, and each lottery result may be displayed separately. Alternatively, one display may be configured to display the lottery results for multiple special symbols. When multiple special symbols are being changed simultaneously, the lottery results for the special symbol that stopped changing first may affect the lottery results for the special symbol that stops changing later.
[0148] In step S233, which follows step S231, a command setting and sending process is performed. In this command setting and sending process, various commands are sent to the first sub-control unit 400. The output schedule information sent to the first sub-control unit 400 is composed of, for example, 16 bits, with bit 15 being strobe information (when on, indicates that data is being set), bits 11 to 14 being command type (in this example embodiment, information that can identify the type of command, such as a basic command, a pattern change start command, a pattern change stop command, a winning performance start command, an ending performance start command, a jackpot round number designation command, a power recovery command, a RAM clear command, a look-ahead result information command, or a setting command), and bits 0 to 10 being command data (predetermined information corresponding to the command type).
[0149] Specifically, the strobe information is turned on or off by the command transmission process described above. Furthermore, if the command type is a symbol change start (spin start) command, the command data includes information indicating various jackpot flags, loss flags, and the timer number selected in the special symbol-related lottery process. If the command type is a symbol change stop (spin stop) command, the command data includes various jackpot flags and loss flag values. If the command type is a jackpot round number designation command, the command data includes the number of jackpot rounds. If the command type indicates a basic command, the command data includes device information, whether or not a prize has been awarded in the special symbol 1 start slot 230, whether or not a prize has been awarded in the special symbol 2 start slot 232, whether or not a prize has been awarded in the variable prize slot 234, and so forth. If the command type is a look-ahead result information command, the command data includes information such as the type of special symbol 1 and special symbol 2, the look-ahead number stored in the look-ahead number storage area, and the stop symbol stored in the look-ahead result storage unit. If the command type is a setting command, the command data includes setting information and so forth.
[0150] In addition, in the above-mentioned rotation start setting transmission process, information indicating the values of various jackpot flags, small jackpot flags, and loss flags stored in RAM 308, the timer number selected in the special chart 1 related lottery process and the special chart 2 related lottery process, the number of reserved special chart 1 variable games or special chart 2 variable games, etc. is set in the command data. In the above-mentioned rotation stop setting transmission process, information indicating the values of various jackpot flags, loss flags, etc. stored in RAM 308 is set in the command data.
[0151] In the above-mentioned winning effect setting transmission process, the command data is set with information stored in RAM 308 indicating the effect control information to be output to the decorative symbol display device 208, various lamps 418, and speaker 120 during the winning effect period, the number of reserved special symbol 1 variable games or special symbol 2 variable games, etc. In the above-mentioned ending effect setting transmission process, the command data is set with information stored in RAM 308 indicating the effect control information to be output to the decorative symbol display device 208, various lamps 418, and speaker 120 during the effect standby period, the number of reserved special symbol 1 variable games or special symbol 2 variable games, etc. In the above-mentioned big prize opening setting transmission process, the command data is set with information stored in RAM 308 indicating the number of jackpot rounds, the number of reserved special symbol 1 variable games or special symbol 2 variable games, etc. In the process of transmitting the setting for closing the big prize opening described above, the command data is set with information indicating the number of big prize rounds stored in RAM 308, the number of reserved special chart 1 variable games or special chart 2 variable games, etc.
[0152] In addition, in this step S233, general command special drawing reservation increase processing is also performed. In this general command special drawing reservation increase processing, special drawing identification information (information indicating special drawing 1 or special drawing 2) and advance notice information (either advance notice information, false advance notice information, or no advance notice information) stored in the transmission information storage area of RAM 308 are set in the command data.
[0153] The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.
[0154] In step S235, which follows step S233, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 350, which is separate from the pachinko machine 100, via the information output circuit 336.
[0155] In step S237, the next step after step S235, device monitoring processing is performed. In this device monitoring processing, the signal status of various sensors stored in the signal status memory area in step S205 is read and the presence or absence of predetermined errors, such as the presence or absence of a front frame door open error or a lower tray full error, is monitored. If a front frame door open error or a lower tray full error is detected, device information indicating the presence or absence of a front frame door open error or a lower tray full error is set in the transmission information to be sent to the first sub-controller 400. In addition, various solenoids 332 are driven to control the opening and closing of the special symbol 2 start port 232 and the variable winning port 234, and display data output to the normal symbol display device 210, the first special symbol display device 212, the second special symbol display device 214, various status display units 328, etc. via drive circuits 324, 326, and 330 is set to the output port of I / O 310. In addition, the output schedule information set in the dispensing request number transmission process (step S219) is output to the dispensing control unit 600 via the output port of the I / O 310.
[0156] In step S239, which follows step S237, it is monitored whether the low voltage signal is ON. If the low voltage signal is ON (if a power interruption is detected), the process proceeds to step S243, and if the low voltage signal is OFF (if a power interruption is not detected), the process proceeds to step S241. In step S241, timer interrupt end processing is performed. In this timer interrupt end processing, the values of each register temporarily saved in step S201 are set back to the original registers, interrupt permission is set, and the process then returns to the main processing of the main control unit shown in Figure 6. Meanwhile, in step S243, specific variables and stack pointers for restoring the state at the time of power interruption when power is restored are saved as recovery data in a predetermined area of RAM 308, power interruption processing such as initialization of input / output ports is performed, and then the process enters the HALT state.
[0157] Next, the processing of the first sub-control unit 400 will be explained. Figure 8(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. First, in step S301 of Figure 8(a), various initial settings are performed. When the power is turned on, the initialization processing is first performed in step S301. This initialization processing includes initial settings of the input / output ports and initialization processing of the memory area in RAM 408.
[0158] In step S303, which follows step S301, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S305. In step S305, 0 is assigned to the timer variable.
[0159] In step S307, which follows step S305, command processing is performed. The CPU 404 of the first sub-control unit 400 determines whether or not a command has been received from the main control unit 300.
[0160] In step S309, which follows step S307, a performance control process is performed. For example, if a new command is received in step S307, the performance data corresponding to this command is read from ROM 406, and if the performance data needs to be updated, the performance data is updated.
[0161] In step S311, which follows step S309, a chance button control process is performed. In the chance button control process, operation of the effect button 136 or the operation key unit 190 is detected, and in accordance with the detection result, the effect data updated in step S309 is changed to effect data corresponding to the operation of the effect button 136 or the operation key unit 190.
[0162] In step S313, which follows step S311, sound control processing is performed. In the sound control processing, if there is a command to the sound source IC 416 in the performance data read out in step S309, this command is output to the sound source IC 416.
[0163] In step S315, which follows step S313, lamp control processing is performed. In the lamp control processing, if the performance data read in step S309 includes commands for the various lamps 442 and 452, these commands are output to the game board lamp drive circuit 440 and the game table frame lamp drive circuit 450.
[0164] In step S317, which follows step S315, a movable body control process is performed. For example, if the performance data read out in step S309 includes a command to the various performance devices 2 to 4, this command is output to the drive circuit 422.
[0165] In step S319, which follows step S317, information transmission processing is performed. In the information transmission processing, if the performance data read in step S309 contains a control command to be sent to the second sub-control unit 500, settings are made to output this control command. Then, processing returns to step S303.
[0166] Figure 8(b) is a flowchart of the first sub-control unit command reception interrupt processing (strobe interrupt processing) executed by the CPU 404 of the first sub-control unit 400. This command reception interrupt processing is executed when the first sub-control unit 400 detects a strobe signal from the main control unit 300. In step S331 of the command reception interrupt processing, the command received from the main control unit 300 is stored as an unprocessed command in a command memory area provided in the RAM 408.
[0167] Figure 8(c) is a flowchart of the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the timer interrupt processing to be executed at the predetermined period. In step S341 of the first sub-control unit timer interrupt processing, 1 is added to the value of the timer variable memory area of RAM 408 described in step S303 of the first sub-control unit main processing, and the value is stored in the original timer variable memory area. Therefore, in step S303, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).
[0168] In step S343, which follows step S341, the control command set in the information transmission process (step S319) of the first sub-control unit main processing is sent to the second sub-control unit 500, and other processes such as updating random number values for performance are performed.
[0169] Next, the processing of the second sub-control unit 500 will be explained. Figure 9(a) is a flowchart of the main processing executed by the CPU (not shown) of the second sub-control unit 500. First, in step S401 of Figure 9(a), various initial settings are performed. When the power is turned on, the initialization processing is first performed in step S401. This initialization processing includes initial settings of the input / output ports and initialization processing of the memory area in the RAM (not shown).
[0170] In step S403, which follows step S401, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S405. In step S405, 0 is substituted into the timer variable.
[0171] In step S407, which follows step S405, command processing is performed. The CPU of the second sub-control unit 500 determines whether or not a command has been received from the first sub-control unit 400.
[0172] In step S409, which follows step S407, a performance control process is performed. For example, if a new command is received in step S407, the performance data corresponding to this command (performance data by the decorative pattern display device 208) is read from a ROM (not shown), and if the performance data needs to be updated, the performance data is updated.
[0173] In step S411, which follows step S409, image control processing is performed. In the image control processing, if the performance data read in step S409 contains a command to VDP 516, this command is output to VDP 516 (details will be described later). Then, the process returns to step S403.
[0174] Figure 9(b) is a flowchart of the command reception interrupt processing executed by the CPU of the second sub-control unit 500. This command reception interrupt processing is executed when the second sub-control unit 500 detects a strobe signal from the first sub-control unit 400. In step S431 of the command reception interrupt processing, the command received from the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in RAM.
[0175] Figure 9(c) is a flowchart of the timer interrupt processing executed by the CPU of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and executes the timer interrupt processing at the predetermined period in response to this timer interrupt. In step S441 of the timer interrupt processing, 1 is added to the value of the timer variable storage area in RAM described in step S403 of the second sub-control unit main processing, and the result is stored in the original timer variable storage area. Therefore, in step S403, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10). In step S443, which follows step S441, other processing such as updating random number values for presentation purposes is performed.
[0176] FIG. 9(d) is a flowchart of the image control process in step S411 of the second sub-control unit main process. In step S451, an instruction to transfer image data (movie data and texture data, described later) is issued. Here, the CPU 504 first swaps the designation of the drawing areas of frame buffer 1 and frame buffer 2 of the VRAM 518. As a result, one frame of image stored in the frame buffer not designated as the drawing area is displayed on the decorative pattern display device 208. Next, the CPU 504 sets the ROM coordinates (the source address in ROM 506), the VRAM coordinates (the destination address in VRAM 518), etc. in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.
[0177] In step S453, which is the next step after step S451, it is determined whether or not a transfer end interrupt signal has been input from VDP516. If a transfer end interrupt signal has been input (step S453: Yes), the process proceeds to step S455; if not (step S453: No), the process waits for the transfer end interrupt signal to be input.
[0178] In step S455, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, CPU 504 instructs VDP 516 on information about the image data that constitutes the display image (such as coordinate axes of VRAM 518, image size, and VRAM coordinates (placement coordinates)) in order to form a display image in frame buffer 1 or 2 of VRAM 518 based on the image data transferred to VRAM 518 in step S451. VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0179] In step S457, which follows step S455, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0180] In step S459, the step after step S457, it is determined whether a generation end interrupt signal has been input from VDP 516 based on the completion of image drawing.If a generation end interrupt signal has been input (step S459: Yes), proceed to step S461; if not (step S459: No), wait for the generation end interrupt signal to be input.
[0181] In step S461, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.
[0182] Next, the specific configuration of the role ratio setting display 196 and the dip switch board 198 will be described with reference to Fig. 10. Here, Fig. 10(A) is a diagram showing an example of the specific configuration of the role ratio setting display 196, and Fig. 10(B) is a diagram showing an example of the specific configuration of the dip switch board 198.
[0183] As described above, the reel ratio / setting display 196 is configured with a reel ratio monitor and a setting monitor, and the reel ratio monitor displays the continuous reel ratio (RY) and the reel ratio (YH), and the setting monitor displays the current setting value.
[0184] Here, the consecutive role ratio refers to the ratio of the number of game balls acquired (i.e., safe balls) that are due to the operation of the role when the role is continuously operated (i.e., the number of game balls acquired as a result of the variable winning opening 234 being opened and winning during a jackpot game). Note that it may also be the ratio of the number of game balls acquired as a result of winning in the variable winning opening 234 to the number of out balls. Also, the role ratio refers to the ratio of the number of game balls acquired (i.e., safe balls) that are due to the operation of the role (i.e., the number of game balls acquired as a result of the second special chart starting opening 232 and the variable winning opening 234 being opened and winning).
[0185] In this embodiment, if the consecutive feature ratio is calculated and it is determined that the consecutive feature ratio exceeds 60%, the two-digit 7-segment LED that displays the consecutive feature ratio is made to flash, and then a security signal (RY) is output. Here, the security signal (RY) is an error signal that is output when the consecutive feature ratio exceeds 60%, and is output to the outside of the pachinko machine 100 via the information output circuit 336. Note that the signal may also be output from a test terminal that can be mounted on the main board 156. This may allow the type application test for the gaming machine to be carried out smoothly.
[0186] Furthermore, if it is determined that the ratio of the winning combination exceeds 70% as a result of calculating the ratio of the winning combination, the two-digit seven-segment LED that displays the ratio of the winning combination is made to flash, and then a security signal (YH) is output. Here, the security signal (YH) is an error signal that is output when the ratio of the winning combination exceeds 70%, and is output to the outside of the pachinko machine 100 via the information output circuit 336.
[0187] In this embodiment, when the continuous feature ratio or feature ratio exceeds the upper limit of the normal value, a specified 7-segment LED is made to flash, but for example, the light color may be changed.
[0188] 10(B), eight dip switches are arranged on the dip switch board 198. Each dip switch is connected to the first sub-board 160, and when the power is turned on, the position of each dip switch is read and the probability of the effect occurring can be changed, and for example, the frequency with which setting suggestions are executed, the probability of notices appearing, the probability of entering an effect mode, etc. can be set.
[0189] Next, the game characteristics of the pachinko machine 100 shown in FIG. 1 will be explained, although some of the explanation will overlap with what has been explained so far.
[0190] FIG. 11(a) is a table summarizing the types of jackpots and the game status after the jackpot game.
[0191] First, in the pachinko machine 100 shown in FIG. 1, if setting 1 is selected in the setting change process (step S117) shown in FIG. 6, the jackpot probability with a low special symbol probability is 1 / 320, and the jackpot probability with a high special symbol probability is 1 / 91. If setting 2 is selected, the jackpot probability with a low special symbol probability is 1 / 315, and the jackpot probability with a high special symbol probability is 1 / 90. If setting 3 is selected, the jackpot probability with a low special symbol probability is 1 / 310, and the jackpot probability with a high special symbol probability is 1 / 88. If setting 4 is selected, the jackpot probability with a low special symbol probability is 1 / 305, and the jackpot probability with a high special symbol probability is 1 / 87. If setting 5 is selected, the jackpot probability with a low special symbol probability is 1 / 300, and the jackpot probability with a high special symbol probability is 1 / 85. When setting 6 is selected, the probability of winning with the special low probability is 1 in 295, and the probability of winning with the special high probability is 1 in 84. The higher the setting number, the easier it is to win a jackpot.
[0192] Also, the probability of winning a regular ticket when the regular ticket probability is low is 1 / 100, while the probability of winning a regular ticket when the regular ticket probability is high is 99 / 100.
[0193] Furthermore, as shown in Figure 11(a), in Special Drawing 1, the breakdown between Special Drawing A and Special Drawing B is equal (50% each), and in Special Drawing 2, the breakdown between Special Drawing A and Special Drawing B is 7:3.
[0194] Also, in Special Chart A of Special Chart 1, the V-shutter VS opens only in the third and final round, allowing the game ball to pass through the V-pass switch VC. If the game ball passes through this V-pass switch VC (when the probability variable activation area is ON), the game is activated, and the game state after the jackpot game ends becomes a special chart high probability / normal chart high probability state, and this state is maintained for 120 times of special chart pattern change display. On the other hand, if the game ball does not pass through the V-pass switch VC (when the probability variable activation area is OFF), the game state after the jackpot game ends becomes a special chart low probability / normal chart high probability state, and this state is maintained for 120 times of special chart pattern change display.
[0195] In the special chart b of the special chart 1, the V shutter VS does not open even in the third round, which is the final round, and therefore the game ball does not pass through the V passage switch VC. Therefore, the game state after the jackpot game ends is limited to the special chart low probability normal chart high probability state, and this state is maintained for the 50 times of the special chart pattern change display.
[0196] In Special Chart 2, Special Chart A, the V-shutter VS opens only in the 10th round, which is the final round, allowing the game ball to pass through the V-pass switch VC. In Special Chart B, the V-shutter VS opens only in the 2nd round, which is the final round, allowing the game ball to pass through the V-pass switch VC. Whether it's Special Chart A or Special Chart B, if the game ball passes through the V-pass switch VC (when the special chart activation area is ON), the game state after the jackpot game ends will be a special chart high probability / normal chart high probability state, and this state will be maintained for 120 times the special chart pattern change display. On the other hand, if the game ball does not pass through the V-pass switch VC (when the special chart activation area is OFF), the game state after the jackpot game ends will be a special chart low probability / normal chart high probability state, and this state will be maintained for 120 times the special chart pattern change display.
[0197] After the special high probability normal high probability state or the special low probability normal high probability state is maintained for a certain number of times, the game will transition to the normal state (special low probability normal low probability state). The time reduction that starts after a jackpot game is called a time reduction.
[0198] FIG. 11(b) is a diagram showing the game flow of the pachinko machine 100 shown in FIG.
[0199] In the normal state (low probability of special charts and low probability of normal charts), it is recommended to shoot the game ball toward the left area of the game area in order to aim for the special chart 1 starting hole 230. In other words, in the low probability of special charts and low probability of normal charts, even if the ball enters the normal chart starting hole 228, it is unlikely that the player will win the normal chart variable game, so the player should not hit to the right, but should shoot the game ball toward the left area (hit to the left). Note that the normal state refers to a non-time-saving game state.
[0200] On the other hand, in a time-saving game state, such as a special low probability / normal high probability state or a special high probability / normal high probability state, it is easier to win the normal variable game. Therefore, it is recommended to aim for the normal variable start hole 228 and launch the game ball toward the right area of the game area where the normal variable start hole 228 is located. Specifically, as shown in the breakdown in Figure 11(a), the probability of winning a jackpot with a probability variable (special symbol a) is 50% on special symbol 1, while the probability of winning a jackpot with a probability variable on special symbol 2 is 100% on special symbol 2. Furthermore, the number of times the time-saving game state is maintained after a jackpot game may be 50 times on special symbol 1, but is always 120 times on special symbol 2. Therefore, because special symbol 2 is more advantageous for players to win a jackpot than special symbol 1, players should aim for the second special symbol start hole 232 to win a jackpot on special symbol 2. Therefore, the player should shoot the game ball toward the right area (hit to the right).
[0201] In addition, in the case of a jackpot game, the game ball is shot (hit to the right) toward the right area of the game area where the variable winning opening 234 is provided, in order to aim at the variable winning opening 234. Figure 11(b) shows that after the jackpot game ends, the time-saving game state may be maintained for 120 times or for 50 times.
[0202] Also, Figure 11(b) shows that if the special symbol is not hit even once during the 950 consecutive special symbol symbol variations displayed in the special symbol low probability state (time-saving game state, non-time-saving game state), i.e., if the special symbol is missed 950 times in a row, the time-saving game state will be maintained for 1,100 consecutive special symbol symbol variations displayed. The period during which the time-saving game state is maintained as a result of a predetermined number of consecutive missed special symbol symbols is called "Yu-time," and this time reduction is called "b time reduction." The b time-saving game state can only be entered once after the power is turned on and before the first hit, and after a jackpot has been hit, it can only be entered once before the next jackpot. Therefore, if there are 950 consecutive misses in the b time-saving game state, there is no transition to the b time-saving game state, and the b time-saving game state continues, and if there are 1100 consecutive misses in the b time-saving game state, the game transitions to the non-time-saving game state (normal state). Note that the count of consecutive misses, which is the condition for transitioning to the b time-saving game state, also includes the number of consecutive misses in the a time-saving game state and the c time-saving game state described below.
[0203] Furthermore, as shown in Figures 5(a) and 5(b), the time-saving symbol may be statically displayed only during the symbol variation display of the special symbol 2. The transition to the time-saving game state, in which the time-saving symbol is statically displayed, is referred to as the "c time-saving" state. This time-saving symbol may be selected for the "c time-saving" state during the symbol variation display of the special symbol 2, which occurs as a result of the consumption of the reserved special symbol 2 (hereinafter referred to as the "remaining reserved special symbol 2") remaining at the end of the time-saving game state (the "high probability special symbol, high probability normal symbol state" or the "low probability normal symbol, high probability special symbol state") in the non-time-saving game state. When the "c time-saving" state is selected, the time-saving symbol is statically displayed on the second special symbol display device 214 (see Figure 3), and three "decorative 11" (decorative symbol for time-saving) shown in Figure 5(c) are statically displayed in a row on the decorative symbol display device 208. The time-saving game state (the "low probability special symbol, high probability normal symbol state") is maintained for the 950 symbol variation displays of the special symbol. In other words, the game will transition to the C time-saving game state without going through a jackpot game. The probability of winning the sudden time-saving game is 1 / 90. In addition to the remaining special chart 2 reserves at the end of the time-saving game state that started after the jackpot game ends, and the remaining special chart 2 reserves at the end of the B time-saving game state that started after 950 consecutive special chart misses, it is also possible to win the sudden time-saving game again in the remaining special chart 2 reserves at the end of the time-saving game state that started after winning the sudden time-saving game.
[0204] In this embodiment, the time-saving symbol may be won even in the special symbol high probability normal symbol high probability state, the special symbol low probability normal symbol high probability state, and the b time-saving game state. In this case, the time-saving symbol is still displayed on the second special symbol display device 214 (see FIG. 3). However, the decorative symbol display device 208 does not display three "decorative 11" (time-saving decorative symbol) shown in FIG. 5(c) in a row, but displays a random symbol indicating a loss. In this embodiment, the special symbol high probability normal symbol high probability state, the special symbol low probability normal symbol high probability state, and the b time-saving game state take priority over the c time-saving game state, so even if the time-saving symbol is still displayed on the second special symbol display device 214, the time-saving symbol is invalidated, and the game does not transition to the c time-saving game state.
[0205] Furthermore, even if a right-hand shot is made in a non-time-saving game mode, and a 1 / 100 probability of winning the normal variable game mode and the ball lands in the second special game start slot 232 (electric chute) is reached, there is a chance that the c time-saving game mode will be won, and the game will transition to the c time-saving game mode without being nullified. In other words, not only the remaining special game 2 reserve, but also a new special game 2 reserve may transition to the c time-saving game mode. It is also possible to make it extremely difficult (impossible) to win the second special game start slot 232 (electric chute) in a non-time-saving game mode. For example, even if a game ball enters the normal game start slot 228, it may not be possible to win the normal variable game mode, or the opening pattern of the blade member 232a may be such that it is extremely difficult (impossible) to win the second special game start slot 232 (electric chute) even if the game ball lands in the normal variable game mode.
[0206] In addition, the condition for transitioning to the b time-saving play state may be satisfied by all misses in the c time-saving play state (950 consecutive misses on the special chart), and the state may transition from the c time-saving play state to the b time-saving play state.
[0207] In this embodiment, the time-saving symbol is displayed in a stopped state on the second special symbol display device 214 even in the special symbol high probability normal symbol high probability state, the special symbol low probability normal symbol high probability state, and the b time-saving game state, but it may not be displayed in a stopped state. In other words, it may not be displayed in a stopped state except for the symbol variation display of the special symbol 2 in the non-time-saving game state.
[0208] Next, a specific example of the progress of a game in the pachinko machine 100 shown in FIG. 1 will be described.
[0209] The pachinko machine 100 shown in Figure 1 has multiple types of stages. Figure 12 is a diagram showing an example of a transition from the normal stage to the rear stage in stages. In this example, the game is in a non-time-saving game state (low probability of special game and low probability of normal game), and left-handed play is recommended.
[0210] The decorative symbol display device 208 shown in FIG. 12(1) displays a background (a plain white background) that indicates a non-time-shortening gaming state.
[0211] In addition, the decorative pattern display device 208 shown in FIG. 12(1) has a fourth pattern / pending number display area 284 in the upper right corner. The fourth pattern / pending number display area 284 is an area for notifying whether the pattern is changing (or the pattern is stopped) and for notifying the number of pending symbols. The upper left corner has a pending number display area for special symbol 1, and the lower left corner has a pending number display area for special symbol 2. In addition, the upper right corner has a pattern changing notification area for special symbol 1 (fourth pattern), and the lower right corner has a pattern changing notification area for special symbol 2 (fourth pattern). Note that a pattern changing notification area for the regular symbol and a pending number display area for the regular symbol may also be provided. The number shown in the pending number display area for special symbol 1 is aligned with the pending number indicated by the special symbol 1 pending lamp 218, and the number shown in the pending number display area for special symbol 2 is aligned with the pending number indicated by the special symbol 2 pending lamp 220. Additionally, in the Special Symbol 1 symbol change notification area, while the Special Symbol 1 symbol is stopped, the display will change depending on the result, for example, if it is a jackpot, a "○" will be displayed, and if it is a miss, an "X" will be displayed. Also, while the Special Symbol 1 symbol is changing, a "-" will flash, allowing the player to recognize that the Special Symbol 1 symbol is changing. The display in the Special Symbol 2 symbol change display area is similar to the display in the Special Symbol 1 symbol change display area, and the display mode changes in response to the Special Symbol 2 symbol change and stop display. Note that advance notices and notices regarding the ongoing symbol change display may be given by changing the display mode, lighting mode, or flashing mode of the fourth symbol, or by changing the display mode of the numbers displayed in the reserved number display area. The fourth symbol / reserved number display area 284 described above is the same as the example shown in Figure 29. In addition, the fourth symbol / reserved number display area 284 and the mini symbol may be displayed by a display means (for example, a sub-liquid crystal display device or a lamp, etc.) other than the decorative symbol display device 208.
[0212] Also, the decorative symbol display device 208 shown in FIG. 12(1) displays a variable decorative symbol. That is, the variable decorative symbol is rapidly changing downward. Also, a mini symbol is displayed in the upper left corner of the decorative symbol display device 208. The variable mini symbol starts to be displayed in response to the start of the variable special symbol display, and stops in response to the stop of the variable special symbol display. That is, the variable mini symbol is displayed in response to (synchronized with) the variable special symbol display, and the execution status of the variable special symbol display is notified (suggested) to the player depending on the variable status of the mini symbol.
[0213] In addition, the decorative symbol display device 208 has a variable icon display area 280 at the bottom center of the effect display area 208d. The variable icon display area 280 displays a variable icon corresponding to the currently occurring symbol change. The variable icon shown in FIG. 12(1) is a round, patternless, green display. In the drawing, the green color of the icon is represented by hatching pointing diagonally downward to the right (the same applies below). The variable icon indicates the expected probability of a jackpot in the currently occurring symbol change display depending on its display mode. In other words, the variable icon functions as a normal notice depending on its display mode. The green display mode indicates that the expected probability of a jackpot is 25%.
[0214] In addition, in the decorative pattern display device 208 in the non-time-saving game state, a reserved icon display area 281 for special pattern 1 is displayed to the right of the variable icon display area 280.
[0215] The reserve icon display area 281 of special chart 1 displays a reserve icon representing the reserve of special chart 1. The number of reserves for special chart 1 is represented not only by the number of times the special chart 1 reserve lamp 218 is lit and the numerical value shown in the reserve number display area of special chart 1, but also by the number of reserve icons for special chart 1. In other words, the reserve icons correspond to the start information stored in RAM 308 of the main control unit 300. Hereinafter, the reserve icon corresponding to the oldest start information (oldest winning) may be referred to as the first reserve icon, and the reserve icon corresponding to the second oldest start information may be referred to as the second reserve icon... In the reserve icon display area 281 of special chart 1, the reserve icons are displayed side by side, and the closer the reserve icon to the variable icon display area 280 (the reserve icon on the left), the older the winning reserve icon.
[0216] In FIG. 12(1), three special reserve icons h11, h12, and h13 are displayed in the reserve icon display area 281 of the special reserve icon 1. The first reserve icon h11 is displayed in a round, patternless, and white color. In the drawing, the fact that the icon is white is indicated by hatching pointing diagonally downward to the right (the same applies below). The second reserve icon h12 is displayed in a round, patternless, and red color. In the drawing, the fact that the icon is red is indicated by diagonal cross-hatching (the same applies below). The third reserve icon h12 is displayed in a round, patternless, and green color, the same as the display of the variable icon. The reserve icon indicates the expected probability of a jackpot in the advance notice based on its display mode. In other words, it indicates the expected probability of a jackpot in the pattern variable display that occurs when the reserve represented by the reserve icon is consumed. The default display mode indicates a jackpot expectation of 5%. It may also be configured to indicate a jackpot expectation of 0%. Alternatively, the default display mode may not indicate the probability of a jackpot in the first place. In the following explanation, if the default display mode is used, this explanation may be omitted. Also, a red display mode indicates that the probability of a jackpot is 50%. Furthermore, a green display mode indicates that the probability of a jackpot is 25%, as explained in the display mode of the variable icon.
[0217] In FIG. 12(2), a pseudo consecutive effect is initiated in the decorative symbol variable display. The pseudo consecutive effect is a decorative symbol variable display mode in which the start of the decorative symbol variable and the temporary stop display are executed multiple times in one special symbol variable display. The decorative symbol variable display makes it appear as if multiple win / loss judgment results have been displayed, even though only one win / loss judgment (lottery) result is displayed. In the decorative symbol display device 208 shown in FIG. 12(2), a pseudo consecutive symbol (decorative symbol marked "NEXT") suggesting a pseudo consecutive effect is temporarily displayed in the center symbol display area 208b, and "Decoration 6" is temporarily displayed in the left symbol display area 208a, and "Decoration 7" is temporarily displayed in the right symbol display area 208c. The high-speed fluctuation in the decorative symbol variable display makes it impossible to see what the decorative symbol is, but the temporary stop display makes it possible to see what the decorative symbol is. In the temporary stop display, the decorative symbols are fluctuating and moving at an extremely slow speed. Meanwhile, the mini symbol in the upper left corner continues to fluctuate, and in the fourth symbol / hold number display area 284 in the upper right corner, a flashing "-" continues to be displayed, indicating that the symbol of special symbol 1 is fluctuating.
[0218] In the decorative symbol display device 208 shown in Figure 12 (3), the display screen is blacked out and the decorative symbol is not visible. However, the mini symbol in the upper left corner and the fourth symbol / reserved number display area 284 in the upper right corner are visible. In this Figure 12 (3), the mini symbol continues to change, and the fourth symbol / reserved number display area 284 continues to flash "-", indicating that the symbol of special symbol 1 is changing.
[0219] Eventually, the blackout ends, and the decorative symbols begin to change again. FIG. 12(4) shows the state just before the blackout ends and the second change (re-change) in the pseudo consecutive effect begins. The decorative symbol display device 208 shown in FIG. 12(4) displays the characters "x2," indicating that the blackout has ended and the second change has begun. Also, when the blackout ends, "Decoration 6" is temporarily displayed in the middle symbol display area 208b where the pseudo consecutive symbols were temporarily displayed in FIG. 12(2). In other words, the combination of decorative symbols temporarily displayed is different from the combination of decorative symbols when the re-change begins. Here, the type of decorative symbol itself in the middle symbol display area 208b is different. This difference makes it easy for the player to distinguish between the temporary stop display and the start of the re-change display. Furthermore, if the combination of decorative symbols temporarily displayed is the same as the combination of decorative symbols at the start of re-variation, the player may mistakenly believe that the pseudo consecutive symbols have been temporarily displayed again when the blackout ends. However, as shown in Figures 12(2) to 12(4), by making the combination of decorative symbols temporarily displayed and the combination of decorative symbols at the start of re-variation different, it is possible to prevent such a mistake by the player. In Figure 12(5), which follows Figure 12(4), the second variation (re-variation) of the decorative symbols has begun.
[0220] In FIG. 12(6), a decorative pattern is temporarily displayed in the left pattern display area 208a, and it can be confirmed that the decorative pattern is "Decorative 5." In FIG. 12(7), a decorative pattern is temporarily displayed in the right pattern display area 208c, and it can be confirmed that the decorative pattern is "Decorative 1." In the following FIG. 12(8), a decorative pattern is temporarily displayed in the center pattern display area 208b, and it can be confirmed that the decorative pattern is "Decorative 4." In FIG. 12(8), a losing decorative pattern combination such as "Decorative 5-Decorative 4-Decorative 1" is temporarily displayed (fluctuating display). Eventually, as shown in FIG. 12(9), a final display is performed, and a losing decorative pattern combination such as "Decorative 5-Decorative 4-Decorative 1" is displayed completely still. In other words, during the final display, the decorative pattern does not move. Note that even in this final display, it is possible to confirm what the decorative pattern is.
[0221] In addition, the variable icon h0 that was displayed during the temporary stop display disappears when the final display begins.
[0222] While the decorative symbols are being displayed, a wipe effect is executed to change the stage. In Figure 12 (10), the wipe effect begins. In the wipe effect, wipe displays WP extend from the lower left and upper right corners of the display screen of the decorative symbol display device 208. A wipe-in occurs, where the wipe displays WP cover the display screen, followed by a wipe-out, where the wipe displays WP disappear from the display screen. The decorative symbols and reserved icons are hidden by the wipe displays WP, but the mini symbol in the upper left corner and the fourth symbol / reserved number display area 284 in the upper right corner remain visible during the wipe effect. The wipe-in that began in Figure 12 (10) is completed in Figure 12 (11), and the decorative symbols and reserved icons are no longer visible on the decorative symbol display device 208 shown in Figure 12 (11). In the following Figure 12 (12), a wipe-out occurs, whereby some of the decorative symbols and reserved icons become visible. When the wipe-in is completed or when the wipe-out begins, a stage change occurs. In this example, the stage changes from the normal stage to the rear stage. The decorative symbols that become visible as the wipe-out begins are displayed in a display mode corresponding to the changed stage. This display mode will be described later. When the wipe-out is completed, the wipe effect ends. Also, when the wipe effect ends, the display of the next special symbol's symbol change begins. Figure 12 (13) shows the state immediately after the display of the next special symbol's symbol change begins. In this Figure 12 (13), the display of the symbol change begins on the first special symbol display device 212, and the display of the decorative symbol change also begins on the decorative symbol display device 208. In addition, the display of the mini symbol and the flashing display of the fourth symbol have also begun. When the decorative symbol change begins, a change display start operation is performed. The decorative symbol shown in Figure 12 (13) is performing this change display start operation, moving slightly in the opposite direction (upward) to the change direction. In the variation start operation, the decorative pattern is displayed in a state where it can be confirmed. In the variation display of the decorative pattern, following the variation start operation, the variation display of the decorative pattern is performed downward.
[0223] Also, since the stage has changed from the normal stage to the lord stage, the lord's character YM1 is displayed on the left side of the variable icon display area 280 on the decorative pattern display device 208 shown in Figure 12 (13). This lord's character YM1 is displayed as an animation. Furthermore, in the lower left corner of the decorative pattern that is displayed stationary, a different character display YM2 is additionally displayed for each type of decorative pattern. The decorative pattern combination at the time when the variable display of the decorative pattern starts is "Decoration 5 - Decoration 4 - Decoration 1", with a different character display YM2 additionally displayed for each type of decorative pattern, and the operation at the start of the variation is performed with this decorative pattern combination. As a result, the combination of decorative symbols temporarily displayed in the previous decorative symbol variable display ("Decorative 5-Decorative 4-Decorative 1" shown in FIG. 12(8)) and the combination of decorative symbols fixedly displayed ("Decorative 5-Decorative 4-Decorative 1" shown in FIG. 12(9)) differ from the combination of decorative symbols when the next decorative symbol variable display begins (at the start or immediately after the start) ("Decorative 5-Decorative 4-Decorative 1" shown in FIG. 12(13) in which a different character display YM2 is added for each type of decorative symbol). Here, the decorative symbols are the same, but the presence or absence of a different character display YM2 for each type of decorative symbol differs, and the types of decorative symbols are the same, but the display manner is different. The difference in decorative symbols makes it easier for players to distinguish between the previous stopped display and the start of this variable display. It also makes it easier to confirm that a stage change has occurred.
[0224] In Figure 12 (13), the mini and fourth symbols are already fluctuating at high speed, but when the fluctuation starts, the fluctuation starts from the same display as the confirmed mini and fourth symbols (display in Figure 12 (9)). In other words, the display of the mini and fourth symbols (display in Figure 12 (9)) in response to the confirmed display of the special symbol is the same as the display when the fluctuating mini and fourth symbols and the flashing fourth symbol start in response to the start of the fluctuating display of the special symbol (display immediately before Figure 12 (13)).
[0225] Furthermore, in the decorative pattern display device 208 shown in Figure 12 (13), the shift movement of the reserved icon has also been completed, and the icon that was previously the first reserved icon h11 has become the variable icon h0. The variable icon h0 shown in Figure 12 (14) is the icon in the default display mode. In addition, the icon that was previously the second reserved icon h12 has become the first reserved icon h11, and the icon that was previously the third reserved icon h12 has become the second reserved icon h12.
[0226] The part that becomes visible due to the wipeout may be made difficult to see by an effect display such as light emission (see FIG. 14(7)), and when the wipeout is complete, the effect display may also be terminated, making the displayed content visible. Alternatively, the stage change may be performed when the wipeout is complete.
[0227] In FIG. 12(14), the decorative pattern change display changes downward at high speed, making it difficult to check the decorative pattern.
[0228] 12(15) in the decorative symbol display device 208, a combination of losing decorative symbols such as "decorative 9-decorative 2-decorative 4" is temporarily displayed. Here, too, a character display YM2 that is different for each type of decorative symbol is additionally displayed in the lower left corner of each decorative symbol.
[0229] FIG. 13 shows a step-by-step continuation of the example shown in FIG.
[0230] The decorative symbol display device 208 shown in Figure 13(16), which is a continuation of Figure 12(15), displays a winning combination of decorative symbols, such as "Decoration 9-Decoration 2-Decoration 4." Here, too, a different character YM2 is additionally displayed in the lower left corner of each decorative symbol, depending on the type of decorative symbol. The animated lord character YM1 is depressed.
[0231] In Figure 13 (17), the first special symbol display device 212 starts displaying a changing symbol, and the decorative symbol display device 208 also starts displaying a changing symbol. The decorative symbol shown in Figure 13 (17) is operating at the start of the changing display. In addition, the mini symbol changes and the fourth symbol flashes. The pending icon has also been shifted, and the icon that was previously the first pending icon h11 has become the changing icon h0. The changing icon h0 shown in Figure 13 (17) is an icon with a red display mode.
[0232] In addition, the period from the start of the temporary stop display of "Decoration 5-Decoration 4-Decoration 1" to the end of the final display (Figures 12(8) to 12(12)) is longer than the period from the start of the temporary stop display of "Decoration 9-Decoration 2-Decoration 4" to the end of the final display (Figures 12(15) to 13(16)).
[0233] In FIG. 13 (18), the decorative pattern change display changes downward at high speed, making it difficult to check the decorative pattern.
[0234] 13(19), a reach state is established, and "Decoration 2" is temporarily displayed in both the left symbol display area 208a and the right symbol display area 208c. In addition, a princess character display YM2 is additionally displayed in the lower left corner of the temporarily displayed "Decoration 2".
[0235] In Figure 13 (20), the game progresses to a Super (SP) Reach, and the decorative symbol display device 208 displays an animation of a battle between the lord and the enemy samurai across the entire display screen. The animation display of the lord's character YM1, the variable icon display area 280, and the reserved icon display area 281 for special symbol 1 disappear, and the decorative symbol that had been displayed large in the center of the display screen is now displayed in a reduced size in the lower right corner of the display screen. The mini symbol in the upper left corner and the fourth symbol / reserved number display area 284 in the upper right corner are visible even during the Super Reach.
[0236] 13 (21), the decorative symbol display device 208 displays an animation of the lord defeating the enemy samurai, and in the center of the display screen, a combination of decorative symbols for a normal jackpot (3R normal jackpot of "Special Chart B") such as "Decoration 2-Decoration 13-Decoration 2" is temporarily displayed. Note that, although the display YM2 of a character that differs for each type of decorative symbol is not additionally displayed in decoration 13, it may be additionally displayed.
[0237] In the decorative symbol display device 208 shown in Figure 13 (22), the combination of decorative symbols for a normal jackpot, such as "Decoration 2-Decoration 13-Decoration 2," is displayed as a confirmed combination, and then three rounds of jackpot play begin (Figure 13 (23)). When the jackpot play ends, the game transitions to a special symbol low probability, normal symbol high probability state (time-saving game state).
[0238] In Figure 13 (24), the jackpot game has ended and the game has transitioned to a special low probability state and a normal high probability state (time-saving game state). The decorative symbol display device 208 shown in Figure 13 (24) displays a castle town background, which indicates the time-saving game state.
[0239] Also, in Figure 13 (24), three balls consecutively enter the second special symbol starting hole 232, and the second special symbol display device 214 starts displaying the changing symbols, and the decorative symbol display device 208 also starts displaying the changing symbols. The decorative symbols shown in Figure 13 (17) are undergoing the change display start operation. The decorative symbol combination at the time the changing symbol display of the decorative symbols starts is "Decoration 2-Decoration 2-Decoration 2," and the change start operation is performed with this decorative symbol combination. As a result, the decorative symbol combination displayed as a temporary stop ("Decoration 2-Decoration 13-Decoration 2" shown in Figure 13 (21)) and the decorative symbol combination displayed as a fixed display ("Decoration 2-Decoration 13-Decoration 2" shown in Figure 13 (22)) are different from the decorative symbol combination when the changing symbol display of the next decorative symbol starts (at the start or immediately after the start). ("Decoration 2-Decoration 2-Decoration 2" shown in Figure 13 (24)). Here, the type of decorative symbol itself in the middle symbol display area 208b is different. In particular, when the next decorative symbol variable display starts, the decorative symbol combination does not display decoration 13, so that the player does not get the mistaken impression that they have won again.
[0240] In addition, to the right of the variable icon display area 280 where the variable icon h0 is displayed, the reserve icon display area 282 of special chart 2 is displayed, and two reserve icons h21 and h22 are displayed.
[0241] In addition, the lower right corner of the decorative symbol display device 208 displays the characters "49 remaining" as a remaining number of times in the time-saving game state, indicating that the time-saving game state will continue for 49 more times. Furthermore, to the left of the fourth symbol / reserved number display area 284, a right-hit first display RH1 is displayed to encourage right-hit. This right-hit first display RH1 continues to be displayed during the time-saving game state even after the symbol variation display of the special symbol has ended, and continues to be displayed even when the screen switches to the demo screen.
[0242] Note that Figure 13 (24) shows a scene where the variation has already started, but after the end of the jackpot game, the decorative symbol ("Decoration 2-Decoration 2-Decoration 2"), mini symbol ("2-2-2") and fourth symbol are displayed for a moment in a visible state before the next variation starts. In other words, the display of the mini symbol and fourth symbol in response to the confirmation display of the special symbol (display in Figure 13 (22)) is the same as the display when the mini symbol variation display and the fourth symbol flashing display start in response to the start of the special symbol variation display (display immediately before Figure 13 (24)).
[0243] In FIG. 13 (25), the decorative pattern change display changes downward at high speed, making it difficult to check the decorative pattern.
[0244] In addition, the action at the start of the variable display may be a slight movement in the opposite direction to the variable direction, or may be an action in which the decorative pattern sways or expands or contracts. In any case, it is an action that allows the decorative pattern to be confirmed.
[0245] Next, an example of the zone effects will be described. Figure 14 is a diagram showing an example of the steps from the sea zone to the sky zone until a big win is achieved.
[0246] In this example, the game is in a time-saving game mode (high probability special symbol / high probability normal symbol state), and right-hitting is recommended. In the time-saving game mode, the decorative symbol display device 208 displays a castle town background, which indicates the time-saving game mode, but in this example, a background corresponding to the zone is displayed. Also, to the left of the fourth symbol / reserved number display area 284, a right-hit first display RH1 is displayed, which encourages right-hitting. Furthermore, the remaining number of times in the time-saving game mode is also displayed in the lower right corner of the decorative symbol display device 208.
[0247] The decorative pattern display device 208 shown in FIG. 14(1) displays an ocean background corresponding to the ocean zone. Also, in this FIG. 14(1), the second special pattern display device 214 starts displaying a changing pattern, and the decorative pattern display device 208 also starts displaying a changing decorative pattern. The decorative pattern shown in FIG. 14(1) is operating at the start of the changing display. Also, the mini pattern changes and the fourth pattern flashing display have started. Furthermore, the changing icon h0 is displayed in the changing icon display area 280, and two reserved icons h21 and h22 are displayed in the reserved icon display area 282 of the special pattern 2. The second reserved icon h22 is an icon with a red display mode.
[0248] In FIG. 14(2), the decorative pattern change display changes downward at high speed.
[0249] In the decorative symbol display device 208 shown in Figure 14 (3), a temporary stop display is performed when three zone entry symbols of the decorative symbol 12 are aligned. In addition, one ball has entered the special symbol 2 start hole 232, the number of reserved symbols of the special symbol 2 has increased to 3, and a three-eyed reserved symbol h23 is additionally displayed.
[0250] 14(4), the second special symbol display device 214 starts to display the finalized display of special symbol 2, and the decorative symbol display device 208 starts to display the finalized display of the decorative symbol combination such as "Decoration 12-Decoration 12-Decoration 12". Also, in the fourth symbol / reserved number display area 284, the fourth symbol of special symbol 2 is displayed as "X" indicating a miss, and the mini symbol is displayed as "256".
[0251] When the display of the final decorative pattern begins, sliding door images fs appear from the left and right of the display screen (Fig. 14(5)), and the entire display screen becomes sliding door image fs with the animation of the sliding door closing (Fig. 14(6)). The background image, the decorative pattern combinations such as "Decoration 12-Decoration 12-Decoration 12", and the reserved icons h21 to h23 are overlapped by the sliding door image fs and cannot be seen, but the mini pattern and the display in the fourth pattern / reserved number display area 284 are visible.
[0252] As shown in FIG. 14(6), when the entire display screen of the decorative symbol display device 208 becomes a sliding door image fs, a zone transition occurs and the device transitions to the sky zone. In the decorative symbol display device 208 shown in FIG. 14(7), the sliding door begins to open, the area behind the sliding door becomes visible, and a sky background corresponding to the sky zone is displayed. The sky zone is a pre-reading notice with a higher probability of a jackpot than the sea zone. Note that the decorative symbol and background image may be hidden from view by displaying effects until the sliding door is fully open. Note that the timing of the zone transition may be when the sliding door is fully open, or may be when the variable symbol display on the second special symbol display device 214 begins.
[0253] Furthermore, the sliding doors begin to open, and behind them, it becomes apparent that a frozen display of a decorative pattern combination such as "Decoration 2-Decoration 5-Decoration 6" is being displayed, rather than a decorative pattern combination such as "Decoration 12-Decoration 12-Decoration 12."
[0254] In the decorative pattern display device 208 shown in FIG. 14(8), the sliding door is fully open and the sliding door image fs has disappeared. In FIG. 14(8), the second special pattern display device 214 starts displaying the changing patterns, and the decorative pattern display device 208 also starts displaying the changing patterns. The decorative patterns shown in FIG. 14(8) are undergoing the change display start operation. The decorative pattern combination at the time the changing decorative pattern display starts is also "Decoration 2-Decoration 5-Decoration 6," and the change start operation is performed with this decorative pattern combination. As a result, the decorative pattern combination displayed as a temporary stop ("Decoration 12-Decoration 12-Decoration 12" shown in FIG. 14(3)) and the decorative pattern combination at the time the fixed display starts ("Decoration 12-Decoration 12-Decoration 12" shown in FIG. 14(4)) are different from the decorative pattern combination at the time the changing display of the next decorative pattern starts (at the start or immediately after the start). ("Decoration 2-Decoration 5-Decoration 6" shown in FIG. 14(8)). Here, all of the decorative symbols are different in type. Since the decorative symbol combination at the start of the next decorative symbol variable display does not display decoration 12, the player is prevented from mistaking the zone entry symbol for another stop. Furthermore, since the decorative symbol combination at the start of the next decorative symbol variable display is a combination of scattered decorative symbols indicating a loss, the player is prevented from mistaking the player for a jackpot. The decorative symbol combination at the start of the next decorative symbol variable display matches the combination of mini symbols stopped and displayed in Figure 14 (4). However, they do not have to match; it is sufficient if the decorative symbol display at the start of the next decorative symbol variable display is a display that indicates a loss at a glance (for example, a scattered decorative symbol).
[0255] In Figure 14(8), the mini and fourth symbols are already fluctuating at high speed, but when the fluctuation starts, the fluctuation starts from the same display as the confirmed mini and fourth symbols (display in Figure 14(4)). In other words, the display of the mini and fourth symbols (display in Figure 14(4)) in response to the confirmed display of the special symbol is the same as the display when the mini and fourth symbols start fluctuating and the fourth symbol starts flashing in response to the start of the special symbol fluctuating display (display immediately before Figure 14(8)).
[0256] Furthermore, when the sliding door begins to open and the area behind it becomes visible (the stage in Figure 14(7)), the combination of decorative patterns remains as "Decoration 12-Decoration 12-Decoration 12", but may become "Decoration 2-Decoration 5-Decoration 6" when the next decorative pattern begins to change display.
[0257] In addition, the decorative pattern display device 208 shown in Figure 14 (8) has also started changing the mini pattern and flashing the fourth pattern. Furthermore, the shift movement of the reserved icon has also been completed, and the icon that was previously the first reserved icon h11 has become the variable icon h0. The variable icon h0 is displayed in green. Furthermore, the icon that was previously the second reserved icon h22 has become the first reserved icon h21. The first reserved icon h21 is displayed in red.
[0258] In Figure 14(9), the decorative symbol change display changes rapidly downward, making it difficult to check the decorative symbol. Also, the decorative symbol display device 208 shown in Figure 14(9) displays a line preview display sf1. The line preview is a normal preview that uses lines to suggest the likelihood of a jackpot in the currently occurring symbol change display. If the line preview here includes the line "sun," the likelihood of a jackpot increases.
[0259] In the decorative pattern display device 208 shown in Figure 14 (10), a combination of missing decorative patterns such as "Decoration 7-Decoration 2-Decoration 9" is temporarily displayed. Note that two balls have entered the special pattern 2 starting hole 232, the number of reserved patterns for special pattern 2 has increased to four, and a three-eye reserved icon h23 and a fourth-eye reserved icon h24 are additionally displayed. In the following Figure 14 (11), a combination of missing decorative patterns such as "Decoration 7-Decoration 2-Decoration 9" is displayed as a confirmed pattern.
[0260] In FIG. 14(12), the second special symbol display device 214 starts displaying a changing symbol, and the decorative symbol display device 208 also starts displaying a changing symbol. The decorative symbol shown in FIG. 14(12) is operating at the start of the changing display. The mini symbol has also started changing and the fourth symbol has started flashing. The pending icon has also been shifted, and the icon that was previously the first pending icon h11 has become the changing icon h0. The changing icon h0 shown in FIG. 14(13) is an icon with a red display mode. The empty zone zone performance continues, and the background image of the decorative symbol display device 208 is an empty background.
[0261] In addition, the period from the start of the temporary stop display of "Decoration 12-Decoration 12-Decoration 12" to the end of the final display (Figures 14(3) to (7)) is longer than the period from the start of the temporary stop display of "Decoration 7-Decoration 2-Decoration 9" to the end of the final display (Figures 14(10) to (11)).
[0262] In Figure 14 (13), the decorative symbol change display is a fast downward change. Also, here, the normal line announcement is being made. The line announcement display sf2 in Figure 14 (13) includes the line "sun," which has a higher probability of winning than the line announcement display sf1 in Figure 14 (9).
[0263] In the next FIG. 14 (14), a reach state is established, and "Decoration 7" is temporarily displayed in both the left symbol display area 208a and the right symbol display area 208c.
[0264] In Figure 14 (15), the game progresses to a Super Reach, and the decorative symbol display device 208 displays an animation of a battle between the lord and the enemy samurai across the entire display screen. The background display, variable icon display area 280, and reserved icon display area 281 for special symbol 1 disappear, and the decorative symbol that was previously displayed large in the center of the display screen is displayed in a reduced size in the lower right corner of the display screen. The mini symbol in the upper left corner and the fourth symbol / reserved number display area 284 in the upper right corner are visible even during the Super Reach.
[0265] FIG. 15 shows a step-by-step continuation of the example shown in FIG.
[0266] The decorative pattern display device 208 shown in Figure 15 (16), which is a continuation of Figure 14 (15), displays an animation of the lord defeating the enemy samurai, and in the center of the display screen, a combination of decorative patterns for a guaranteed jackpot, such as "Decoration 7-Decoration 7-Decoration 7", is temporarily displayed.
[0267] In the decorative symbol display device 208 shown in Figure 15 (17), the combination of decorative symbols for the jackpot, such as "Decorative 7-Decorative 7-Decorative 7", is displayed as a confirmed jackpot, and a 2R probability variable jackpot (Special symbol B) has been won. Also, in the 4th symbol / hold number display area 284, the 4th symbol of Special symbol 2 is displayed as a stopped symbol "○", and the mini symbols are also displayed as a stopped symbol "777".
[0268] In FIG. 15 (18), the opening effect of the jackpot game has started, and the decorative symbol display device 208 displays the text "Congratulations on the jackpot." Also, since the variable winning slot 234 is located in the right-hand region, the right-hit first display RH1 is displayed. Furthermore, at the start of the jackpot game (during the opening effect), a right-hit second display RH2 is also displayed, in addition to the right-hit first display RH1, to encourage a right-hit. This right-hit second display RH2 is a display mode in which the text "Hit to the right" is displayed between two right-facing arrows spaced apart vertically, and is a larger display than the right-hit first display RH1.
[0269] In Figure 15 (19), the first round has begun, and the right-hit second display RH2 has disappeared and is no longer displayed, but the right-hit first display RH1 is still displayed. In the following Figure 15 (20), the second round has begun. In a 2R probability jackpot, the V shutter VS opens in this second round (final round), making it possible to win a V prize. When the second round has begun, the decorative pattern display device 208 displays the text "Aim for V," encouraging the player to pass the game ball through the V passing switch VS.
[0270] In Figure 15 (21), the game ball passes through the V-passing switch VS, and the decorative symbol display device 208 displays a V-winning notification to notify that a V-winning has been acquired. In other words, it is notified that the game will transition to a probability variable state after the big win game ends.
[0271] In Figure 15 (22), the end effect of the jackpot game has started, and the text "Jackpot End" is displayed on the decorative symbol display device 208. Also, the right-hit first display RH1 continues to be displayed during the jackpot game, and is also displayed in this end effect.
[0272] When the jackpot game ends, the game transitions to a special symbol high probability / normal symbol high probability state. In Figure 15 (23), the second special symbol display device 214 starts displaying a changing symbol, and the decorative symbol display device 208 also starts displaying a changing decorative symbol. The decorative symbol shown in Figure 15 (23) is undergoing a change display start operation. The decorative symbol combination at the time the decorative symbol display starts is the same as the decorative symbol combination of the previous jackpot, "Decorative Symbol 7-Decorative Symbol 7-Decorative Symbol 7" (see Figure 15 (17)), and the change start operation is performed with this decorative symbol combination. Also, mini symbol changes and the flashing display of the fourth symbol have begun. Furthermore, the changing icon h0 is displayed in the changing icon display area 280, and two reserved icons h21 and h22 are displayed in the reserved icon display area 282 of special symbol 2.
[0273] 15(23) shows the decorative symbol display device 208, which displays the castle town background representing the time-saving game state. Also, in the lower right corner of the decorative symbol display device 208, the characters "119 remaining" are displayed as the remaining number of times in the time-saving game state.
[0274] Note that Figure 15 (23) shows a scene where the change has already begun, but after the end of the jackpot game, the decorative symbol (here, "decorative 7-decorative 7-decorative 7"), mini symbol (here, "7-7-7"), and fourth symbol are displayed in a visible state for a moment before the next change begins. In other words, the display of the mini symbol and fourth symbol in response to the confirmation display of the special symbol (the display in Figure 15 (17)) is the same as the display when the mini symbol change display and the fourth symbol flashing display begin in response to the start of the special symbol change display (the display immediately before Figure 15 (23)). In Figure 15 (24), the decorative symbol change display changes downward at high speed.
[0275] In addition, when the jackpot game ends and the next decorative symbol variable display starts, a combination indicating a loss, such as "Decorative 3-Decorative 7-Decorative 5" as shown in FIG. 15(23'), may be displayed. In FIG. 15(23'), the variable start operation is performed with a decorative symbol combination such as "Decorative 3-Decorative 7-Decorative 5." In this way, the decorative symbol combination temporarily displayed before the jackpot game starts ("Decorative 7-Decorative 7-Decorative 7" as shown in FIG. 15(16)) and the decorative symbol combination fixed ("Decorative 7-Decorative 7-Decorative 7" as shown in FIG. 15(17)) will be different from the decorative symbol combination when the next decorative symbol variable display starts (at the start or immediately after the start). ("Decorative 3-Decorative 7-Decorative 5" as shown in FIG. 15(23')). In the example shown in FIG. 15(23'), the decorative symbols in the left symbol display area 208a and the right symbol display area 208c are different, which prevents the player from mistaking that he has won the jackpot again.
[0276] In addition, even if the combination of decorative patterns temporarily displayed before the start of the jackpot game ("Decoration 7-Decoration 7-Decoration 7" shown in Figure 15 (16)) or the combination of decorative patterns confirmed ("Decoration 7-Decoration 7-Decoration 7" shown in Figure 15 (17)) is different from the combination of decorative patterns when the display of the next decorative pattern begins (at the start or immediately after the start from the start) ("Decoration 3-Decoration 7-Decoration 5" shown in Figure 15 (23')), the mini pattern and the fourth pattern will be displayed in the same way when the display is confirmed before the start of the jackpot game and when the display of the next decorative pattern begins (at the start or immediately after the start from the start).
[0277] Next, a modification of the example of the game progression shown in FIGS. 14 and 15 will be described.
[0278] FIG. 15(3') shows the same state as FIG. 14(3), and the decorative symbol display device 208 displays a temporary stop when three zone entry symbols of the decoration 12 are aligned.
[0279] 15(5'), while the symbol variation display continues on the second special symbol display device 214, that is, while the decorative symbol is temporarily stopped, sliding door images fs appear on the left and right sides of the display screen. Then, while the decorative symbol is temporarily stopped, an animation of the sliding door closing is displayed.
[0280] When the sliding door is completely closed as shown in Figure 15 (6'), the second special symbol display device 214 starts to display the finalized special symbol 2, and in the fourth symbol / reserved number display area 284, the fourth symbol of special symbol 2 is displayed as a frozen "X" indicating a miss, and the mini symbol is displayed as a frozen "256". The decorative symbol display is overlapped by the sliding door image fs and cannot be seen.
[0281] Figure 15 (7') is the same as Figure 14 (7), and on the decorative pattern display device 208, the sliding doors are beginning to open and the statically displayed "Decoration 2-Decoration 5-Decoration 6" is beginning to appear. Note that "Decoration 12-Decoration 12-Decoration 12" may also begin to appear.
[0282] As explained above, the temporary stop display of "Decoration 12-Decoration 12-Decoration 12" may end in a state where the display of the decorative pattern is no longer visible (difficult to see). In other words, the final display on the special symbol display device or the final display of the decorative pattern may start in a state where the decorative pattern is no longer visible (difficult to see). Then, when the display of the decorative pattern becomes visible, it may be displayed differently from the temporary stop display. Note that this is not limited to the temporary stop display of "Decoration 12", but other decorative patterns (for example, "Decoration 11" or "Decoration 13") may also end in a state where they are no longer visible (difficult to see).
[0283] Note that examples of effects that make decorative patterns invisible include blackout (Figure 12(3)), wipe effects (Figures 12(10) to (12)), animation of sliding door image fs (Figures 14(5) to (7)), and effect displays, but effects that make decorative patterns invisible are not limited to these.
[0284] FIG. 16 is a diagram showing an example in which power is interrupted during the fixed display of a decorative pattern but is immediately restored.
[0285] Figure 16 (9-1) is in the same state as Figure 12 (9), and a combination of missing decorative symbols, such as "Decoration 5-Decoration 4-Decoration 1," is displayed as a confirmed combination. A power outage occurs while this confirmation display is being made, but power is restored immediately. Figure 16 (9-2) shows that a power outage has occurred. In the pachinko machine 100, the power restoration process (step S111) shown in Figure 6 is executed, and the decorative symbol display device 208 shown in Figure 16 (9-3) displays the text "Preparing for restoration." Eventually, the first special symbol display device 212 begins displaying a changing symbol, and as shown in Figure 16 (13'), the decorative symbol display device 208 also begins displaying a changing decorative symbol. The decorative symbol shown in Figure 16 (13') is undergoing a changing display start operation. The decorative pattern combination at the time of power restoration in Figure 16 (13') is different from the decorative pattern combination that was confirmed and displayed at the time of power outage ("Decoration 5-Decoration 4-Decoration 1"), and also different from the decorative pattern combination that would be displayed when the next decorative pattern change begins if there had been no power outage (the decorative pattern combination shown in Figure 12 (13)). A decorative pattern combination such as "Decoration 1-Decoration 2-Decoration 3" corresponds to the initial pattern combination and is always displayed when power is restored. This initial pattern combination is displayed, and the display of the decorative pattern change begins. In addition, the change of the mini pattern and the flashing display of the fourth pattern have also begun.
[0286] In addition, the shift movement of the reserved icon has also been completed, and the icon that was previously the first reserved icon h11 has become the variable icon h0, but the display mode of the variable icon h0, as well as the display mode of the reserved icons h11 and h12, are also in the default display mode. In addition, the stage change has not been performed, and the lord's character YM1 and the character display YM2 that differs for each type of decorative pattern are not displayed.
[0287] Note that Figure 16 (13') shows a scene where the fluctuation has already begun, but after the "Preparing to restore" message has finished being displayed, the decorative pattern (here, "Decoration 1-Decoration 2-Decoration 3"), mini pattern (here, "1-2-3") and fourth pattern are displayed for a moment in a visible state before the next fluctuation begins. In other words, the display of the mini pattern and fourth pattern when power is restored is different from the display of the mini pattern and fourth pattern that were confirmed and displayed at the time of the power outage (the display in Figure 16 (9-1)), and is also different from the display of the mini pattern and fourth pattern when the fluctuation display of the next decorative pattern begins if there had been no power outage (the display immediately before Figure 12 (13)).
[0288] FIG. 16(4-1) shows the same state as FIG. 14(4), with a confirmed display of a decorative symbol combination such as "Decoration 12-Decoration 12-Decoration 12." Here, too, a power outage occurs while this confirmation display is being made, but power is restored immediately. FIG. 16(4-2) shows that a power outage has occurred. In the pachinko machine 100, the power restoration process (step S111) shown in FIG. 6 is executed, and the decorative symbol display device 208 shown in FIG. 16(4-3) displays the text "Preparing for restoration." Eventually, the first special symbol display device 212 begins displaying a changing symbol, and as shown in FIG. 16(8'), the decorative symbol display device 208 also begins displaying a changing decorative symbol. The decorative symbol shown in FIG. 16(8') is undergoing a change display start operation. The decorative symbol combination at the time of power restoration in FIG. 16(8') is the initial symbol combination described above, "Decoration 1-Decoration 2-Decoration 3." As a result, when power is restored and the display of the next decorative pattern begins, the combination of decorative patterns ("Decoration 1-Decoration 2-Decoration 3") is different from the combination of decorative patterns that was confirmed and displayed at the time of the power outage ("Decoration 12-Decoration 12-Decoration 12"), and is also different from the combination of decorative patterns shown in Figure 14(8) ("Decoration 2-Decoration 5-Decoration 6") when the display of the next decorative pattern begins if there is no power outage.In addition, the mini pattern changes and the flashing display of the fourth pattern also begins.
[0289] 16(8') also displays the variable icon h0 in the default display mode and the reserved icons h21 and h22 in the default display mode. Also, the zone effect itself is not being performed, and the castle town background, which indicates the time-saving gaming state, is displayed.
[0290] Note that Figure 16 (8') shows a scene where the fluctuation has already begun, but after the "Preparing to restore" message has finished being displayed, the decorative pattern (here, "Decoration 1-Decoration 2-Decoration 3"), mini pattern (here, "1-2-3") and fourth pattern are displayed for a moment in a visible state before the next fluctuation begins. In other words, the display of the mini pattern and fourth pattern when power is restored is different from the display of the mini pattern and fourth pattern that were confirmed and displayed at the time of the power outage (the display in Figure 16 (4-1)), and is also different from the display of the mini pattern and fourth pattern when the fluctuation display of the next decorative pattern begins if there had been no power outage (the display immediately before Figure 14 (8)).
[0291] In this embodiment, the initial symbol combination is "Decoration 1-Decoration 2-Decoration 3", but the initial symbol combination is not limited to this combination and may be other combinations. However, combinations that suggest a jackpot are not preferable, and it is desirable to use combinations that cannot be displayed in the variable display.
[0292] According to the above description, "A gaming machine equipped with a display means [for example, a decorative pattern display device 208] capable of displaying a decorative pattern variable display that displays a decorative pattern variable, The display means executes a decorative pattern confirmation display that displays the decorative pattern in a state where it can be confirmed [for example, a display when the display of the decorative pattern disguise display starts, a display at the start of the variable display operation, a temporary stop display of the decorative pattern disguise display, a stop display (confirmed display) that is displayed when the decorative pattern disguise display ends, and a display that combines the temporary stop display and the confirmed display], The decorative pattern confirmation display after the decorative pattern change display has started may differ from the decorative pattern confirmation display when the next decorative pattern change display starts [for example, Figure 12(2) and Figure 12(4), Figure 12(9) and Figure 12(13), Figure 13(22) and Figure 13(24), Figure 14(4) and Figure 14(8), Figure 15(17) and Figure 15(23')]. A gaming machine characterized by the above. He explained about:
[0293] According to this gaming machine, if the decorative pattern confirmation display after the decorative pattern variation display has started is a picture decorative pattern, when the next decorative pattern variation display starts, the player will not be given the mistaken idea that they have won a jackpot because of the picture decorative pattern. Also, if the decorative pattern confirmation display after the decorative pattern variation display has started is a decorative pattern that represents a jackpot, when the next decorative pattern variation display starts, the player will not be given the mistaken idea that they have won another jackpot.
[0294] The display of decorative patterns may be a display of a combination of decorative patterns. The decorative patterns may be numbers, symbols, or pictures.
[0295] The decorative pattern confirmation display after the decorative pattern variation display has started may be a display suggesting the result of the lottery.
[0296] The decorative pattern confirmation display after the decorative pattern change display is started may be included in its entirety or in part in the decorative pattern change display, or may not be included in the decorative pattern change display but may be included in the decorative pattern stop display that is started following the decorative pattern change display.
[0297] "The decorative pattern confirmation display after the decorative pattern change display has started and the decorative pattern confirmation display when the next decorative pattern change display starts being different does not mean that the type of decorative pattern [e.g., Decoration 1 to Decoration 13] is the same but the display mode [e.g., whether or not character YM2 is displayed] is different, but rather that the type of decorative pattern is different." The type of decorative pattern referred to here may be a type that represents numbers, a type of symbol, or a type of picture.
[0298] The display that allows the decorative pattern to be confirmed by the decorative pattern temporarily stopping is included in the decorative pattern confirmation display. However, if the display of the temporary stop of the decorative pattern (swaying display) disappears or becomes invisible, it is not included in the decorative pattern confirmation display.
[0299] Also, "The decorative pattern confirmation display after the decorative pattern change display has started may be the same as the decorative pattern confirmation display when the next decorative pattern change display starts [for example, Figure 13 (16) and Figure 17, Figure 14 (11) and Figure 12, Figure 15 (17) and Figure 23]. A gaming machine characterized by the above. He also explained.
[0300] "The display means may be configured to display a predetermined display (initial display) as the decorative pattern confirmation display [for example, a combination of decorative patterns such as "Decoration 1-Decoration 2-Decoration 3" as shown in Figure 16 (13') or (8')] when power is restored while the decorative pattern confirmation display is being displayed after the decorative pattern change display has begun. That is, the first display of the decorative pattern, which is the decorative pattern confirmation display after the decorative pattern change display has started [for example, "Decoration 5-Decoration 4-Decoration 1" in FIG. 12(9) or "Decoration 12-Decoration 12-Decoration 12" in FIG. 14(4)], and the second display of the decorative pattern, which is the decorative pattern confirmation display when the next decorative pattern change display is started [for example, "Decoration 5-Decoration 4-Decoration 1" in FIG. 12(13) or "Decoration 2-Decoration 5-Decoration 6" in FIG. 14(8)], may be different, and if power is interrupted and restored while displaying the decorative pattern confirmation display after the decorative pattern change display has started, the display means may display a third display, which is different from both the first and second displays [for example, "Decoration 1-Decoration 2-Decoration 3" in FIG. 16(13') or "Decoration 1-Decoration 2-Decoration 3" in FIG. 16(8')] as the decorative pattern confirmation display. "When the first decorative pattern confirmation display after starting the decorative pattern changing display is different from the second decorative pattern confirmation display when starting the next decorative pattern changing display, the display time of the first decorative pattern confirmation display [for example, the period from Figure 12(8) to Figure 12(12) is longer than the period from Figure 12(15) to Figure 13(16), the period from Figure 14(3) to Figure 14(7) is longer than the period from Figure 14(10) to Figure 14(11)] may be longer than when the first decorative pattern confirmation display and the second decorative pattern confirmation display are the same." Furthermore, the decorative pattern confirmation display after the decorative pattern variation display has begun may be a display of a temporary stop of the decorative pattern (a swinging display), a display of a final stop of the decorative pattern (a confirmation display), or a display from the start of the temporary stop display of the decorative pattern until the final stop display ends. The display time of the temporary stop display of the decorative pattern may vary. For example, it may be 0 seconds, or it may be a display time of 1 to 10 seconds. On the other hand, the display time of the final stop of the decorative pattern may be constant. However, the display of the final stop of the decorative pattern may be short in the case of a specific first display (for example, a display notifying a small win) or long in the case of a specific second display (for example, a display notifying a big win or a display in which effects such as stage transition or zone change are performed).
[0301] Also, "The display means is capable of displaying a different pattern variation that changes and displays a different pattern from the decorative pattern [for example, a fourth pattern (a pattern variation notification area in the fourth pattern / hold number display area 284), a mini pattern], The display means executes a different symbol confirmation display that displays a different symbol in a state where the different symbol can be confirmed [for example, the display immediately before Figures 12(9) to 12(12) and 12(13)], The other pattern confirmation display after starting the other pattern change display [for example, the fourth pattern or mini pattern in Figure 12 (9) to Figure 12 (12)] is the same as the other pattern confirmation display when starting the next other pattern change display [for example, the fourth pattern or mini pattern just before Figure 12 (13)]. A gaming machine characterized by the above. He also explained.
[0302] "The first display of the decorative pattern in the decorative pattern confirmation display after the decorative pattern change display has started may be a display that will not be displayed in the separate pattern confirmation display after the separate pattern change display has started [for example, decoration 11 to decoration 13 or a pseudo consecutive pattern (a decorative pattern marked "NEXT")]." The display of a different symbol (different symbol variation display, different symbol confirmation display) may be a display of a combination of different symbols, or may be a display of a single different symbol. The different symbol may be a number or a symbol.
[0303] In addition, the display of the other symbols (display of the other symbol variation, display of the other symbol confirmation) may be a display displayed on a device other than the display device. For example, it may be a second display device (liquid crystal display device or lamp) dedicated to the other symbols, or it may be a sub-display device when the display device is the main display device.
[0304] Next, we will explain the event pre-reading notice that is executed after the end of the miss reach performance.
[0305] 17 is a diagram showing an example of an event pre-reading notice in stages. In this example, it is a non-time-saving game state (special chart low probability normal chart low probability state) and a state in which hitting left is recommended.
[0306] In Fig. 17(1), the first special symbol display device 212 is displaying a changing symbol, and the decorative symbol display device 208 is also displaying a changing symbol. In addition, in the decorative symbol display device 208 shown in Fig. 17(1), the variable icon h0 in the default display mode is displayed in the variable icon display area 280, and three reserved icons h11 to h13 are displayed in the reserved icon display area 281 of the special symbol 1. These three reserved icons h11 to h13 are also in the default display mode.
[0307] In addition, in the display of the decorative symbols changing as shown in FIG. 17(1), there are cases where a pending icon change notice, which will be described later, or a zone effect, which has been explained using FIG. 14 and FIG. 15, is executed.
[0308] In the decorative pattern display device 208 shown in Figure 17(2), a losing decorative pattern combination such as "Decoration 5-Decoration 4-Decoration 1" is displayed as a temporary stop, and in the following Figure 17(3), a losing decorative pattern combination such as "Decoration 5-Decoration 4-Decoration 1" is displayed as a confirmed combination.
[0309] Also, the decorative pattern variation display shown in Figures 17(1) to (2) is a normal variation, and there are cases where a shortened variation occurs in which the duration of the decorative pattern variation display is shorter than this normal variation (for example, 5 seconds), and the period of the temporary stop display of a losing decorative pattern combination is shorter in the shortened variation than in the normal variation. Furthermore, the shortened variation also includes an ultra-shortened variation in which the period of the temporary stop display is 0 seconds. Also, in the shortened variation, no action is performed at the start of the decorative pattern variation display.
[0310] In Figure 17(4), the first special symbol display device 212 has begun displaying a changing symbol, and the decorative symbol has also begun displaying a changing symbol. The shifting of the reserved icon has also been completed, and the icon that was previously the first reserved icon h11 has become the changing symbol h0. Furthermore, the icon that was previously the second reserved icon h12 has become the first reserved icon h11. The display mode of this newly-formed first reserved icon h11 has changed from the default display mode to a green display mode during the shifting, and a reserved icon change notice has begun. This reserved icon change notice is a type of pre-reading notice that suggests a possibility of a jackpot when the reserved symbol represented by the changed display mode is consumed and the pattern change display begins. The likelihood of a jackpot varies depending on the display mode, with a green display mode indicating a higher likelihood of a jackpot than the default display mode. The reserved icon change notice begins when the reserved symbol is increased or shifted, but the reserved icon change notice does not begin during the period when the decorative symbol is temporarily stopped or when the decorative symbol is fixed. If there is an increase in pending orders during these periods, a pending icon change notice will be given at the time of shift movement.
[0311] In FIG. 17(5), a ball lands in the special symbol 1 starting hole 230, increasing the number of reserved balls in special symbol 1 to three, and a three-eyed reserved icon h13 is additionally displayed. When the reserved balls increase, a reserved icon change notification is also initiated, and the newly added third reserved icon h13 is displayed in green. A button notification, a type of normal notification, is also initiated. In the button notification, an image related to the effect button 136 is displayed on the decorative symbol display device 208. An image urging the user to press the effect button 136 within the valid operation period is displayed. More specifically, a button image 136a resembling the effect button 136, a meter display 136b indicating the remaining time of the valid operation period, and a "Press" character display 136c urging the user to press the button are displayed. In this example, the effect button 136 is pressed within the valid operation period. When the effect button 136 is pressed, the upper effect device 2, which is initially positioned above the decorative symbol display device 208, descends in front of the decorative symbol display device 208. In the button preview, the likelihood of a jackpot varies depending on how far the upper performance device 2 descends; the further the upper performance device 2 descends, the higher the likelihood of a jackpot. In FIG. 17(6), the upper performance device 2 descends slightly while the decorative symbols are fluctuating rapidly in the left symbol display area 208a, the center symbol display area 208b, and the right symbol display area 208c. In the following FIG. 17(7), the upper performance device 2 rises to its initial position, and the decorative symbol display device 208 temporarily displays the missing decorative symbol combination "Decoration 3-Decoration 5-Decoration 8." Then, in FIG. 17(8), "Decoration 3-Decoration 5-Decoration 8" is displayed as a confirmed combination.
[0312] In Figure 17(9), the first special symbol display device 212 starts displaying a changing symbol, and the decorative symbol display device 208 also starts displaying a changing decorative symbol. The decorative symbol shown in Figure 17(9) is operating at the start of the changing display. In addition, the mini symbol changes and the fourth symbol flashes. Furthermore, the shift movement of the reserved icon has also been completed, and the first reserved icon h11, which was displayed in green, has become the changing icon h0, which is also displayed in green, and now the normal notice is being displayed.
[0313] In FIG. 17(10), the decorative pattern change display changes downward at high speed.
[0314] 17(11), the reach effect has started, and "Decoration 1" is temporarily stopped and displayed in both the left symbol display area 208a and the right symbol display area 208c. In other words, a normal reach effect has started.
[0315] In Figure 17(12), the normal reach does not develop into a super reach, and "Decoration 4" is temporarily displayed in the middle symbol display area 208b. In Figure 17(13), which follows Figure 17(12), a pre-event prediction is made while the temporary display of a losing decorative symbol combination, such as "Decoration 1-Decoration 4-Decoration 1," continues. The period of the temporary display of the losing decorative symbol combination when a reach is achieved (Figures 17(12) to (13)) is longer than the period of the temporary display of the losing decorative symbol combination when a reach is not achieved (Figure 17(2)). In addition, the pre-event prediction in Figure 17(13) is an animation display js in which a character on a motorcycle appears and chants "revenge." In this example, the event prediction notice predicts an event that will occur in one of the one or more symbol change displays currently pending. It may predict the confirmation of a jackpot symbol, i.e., a jackpot, or it may predict the occurrence of a new pattern with a higher probability of a jackpot than the current pattern. In this example, since the normal jackpot was reached, it predicts that the symbol change display that will begin when one of the two pending patterns is consumed will develop into a Super jackpot or Special Super jackpot. The event prediction notice may also notify the probability of a jackpot in addition to the event. For example, the probability of a jackpot may be announced based on the type of animation display js. Alternatively, the prediction may not include the probability of a jackpot, but rather only the probability of a jackpot. Even if the event prediction notice is executed, it may not develop into a Super jackpot or Special Super jackpot (a false notice).
[0316] In addition, the second hold icon h12 continues to notify you of changes to the hold icon.
[0317] In FIG. 17(14), a confirmation display of a combination of losing decorative symbols such as "Decoration 1-Decoration 4-Decoration 1" is displayed.
[0318] In Figure 17 (15), the first special symbol display device 212 starts displaying a changing symbol, and the decorative symbol display device 208 also starts displaying a changing decorative symbol. The decorative symbol shown in Figure 17 (15) is operating at the start of the changing display. In addition, the mini symbol changes and the fourth symbol flashes. Furthermore, the shift movement of the reserved icon has also been completed, and the first reserved icon h11, which was in the default display mode, has become the changing icon h0, which is also in the default display mode.
[0319] FIG. 18 shows a step-by-step continuation of the example shown in FIG.
[0320] In the decorative symbol display device 208 shown in FIG. 18(16), which is a continuation of FIG. 17(15), the decorative symbol variation display varies downward at high speed.
[0321] In Figure 18 (17), two balls land in the special symbol 1 starting slot 230, increasing the number of reserved symbols for special symbol 1 to three, and a second reserved symbol h12 and a third reserved symbol h13 are additionally displayed. Furthermore, a reach effect begins, and "Decoration 4" is temporarily displayed in both the left symbol display area 208a and the right symbol display area 208c. In other words, a normal reach effect has begun. In the following Figure 18 (18), as predicted by the event prediction, the effect develops into a super (SP) reach effect, and the decorative symbol display device 208 displays an animation of a confrontation between the lord and the enemy samurai across the entire display screen. The decorative symbol display device 208 shown in Figure 18 (19) displays an animation of the lord being defeated by the enemy samurai without developing into a special super reach effect, and a losing decorative symbol combination, "Decoration 4-Decoration 6-Decoration 4," is temporarily displayed in the center of the display screen. In Figure 18 (20), which follows Figure 18 (19), an event prediction notice is issued while the temporary stop display of a losing decorative symbol combination, such as "Decoration 4-Decoration 6-Decoration 4," continues. The period of the temporary stop display of a losing decorative symbol combination when the game progresses to Super Reach (Figures 18 (19) to (20)) is longer than the period of the temporary stop display of a losing decorative symbol combination when Reach is not established (Figure 17 (2)), and is longer than the period of the temporary stop display of a losing decorative symbol combination when Reach is established but does not progress to Super Reach (Figures 17 (12) to (13)). The event prediction notice in Figure 18 (20) is also an animation display js, the same as the event prediction notice in Figure 17 (13). The Super Reach Stop Event Prediction in Figure 18 (20) is a pattern change display that starts when one of the three reserved positions is consumed, and predicts that it will develop into a Special Super Reach, which has a higher chance of winning than a Super Reach.
[0322] In FIG. 18(21), a confirmation display of a combination of losing decorative symbols such as "Decoration 4-Decoration 6-Decoration 4" is displayed.
[0323] In addition, even in the variable display of the decorative symbols shown in Fig. 17(15) to Fig. 18(20), there are cases where a pending icon change notice or the zone effect explained using Fig. 14 to Fig. 15 is executed.
[0324] In FIG. 18 (22), the first special symbol display device 212 starts displaying a changing symbol, and the decorative symbol display device 208 also starts displaying a changing decorative symbol. The decorative symbol shown in FIG. 18 (22) is performing the initial display change operation. Also, the mini symbol change and the fourth symbol flashing display have begun. Furthermore, the shifting of the reserved icon has been completed, and the first reserved icon h11, which was displayed in green, has become the changing icon h0, also in green. Furthermore, the icon that was previously the second reserved icon h12 has become the first reserved icon h11. The display mode of this newly-formed first reserved icon h11 has changed from the default display mode to a red display mode during the shifting, and a reserved icon change notice, which is a pre-reading notice, has begun. A pre-reading notice using a reserved icon in red display mode has a higher probability of winning than a pre-reading notice using a reserved icon in green display mode.
[0325] In the decorative symbol display device 208 shown in FIG. 18(23), the decorative symbol variation display varies downward at high speed.
[0326] In FIG. 18(24), the reach effect begins, and "Decoration 3" is temporarily displayed in both the left symbol display area 208a and the right symbol display area 208c. That is, a normal reach has begun. Furthermore, in the decorative symbol display device 208 shown in FIG. 18(24), where the reach state has been established, a dialogue notice display sf3, which is a type of normal notice, is also displayed. In the following FIG. 18(25), this develops into a super reach, and the decorative symbol display device 208 displays an animation of a confrontation between the lord and the enemy samurai on the entire display screen. Furthermore, in the decorative symbol display device 208 shown in FIG. 18(26), a red flashing display FL1, which indicates the likelihood of a jackpot, is displayed, and the development has progressed to a special super (SPSP) reach, as predicted by the event prediction notice in FIG. 18(20). However, on the decorative symbol display device 208 shown in Fig. 18(27), a combination of missing decorative symbols, such as "Decorative 3-Decorative 6-Decorative 3," appears in the red flashing display fl1, and in the following Fig. 18(28), the missing decorative symbol combination, such as "Decorative 3-Decorative 6-Decorative 3," continues to be displayed temporarily. After that, in Fig. 18(29), a wipe effect is started as a revival effect, and in Fig. 18(30), where the wipe-in is completed, the display of the decorative symbols is hidden by the wipe display wp.
[0327] FIG. 19 shows a step-by-step continuation of the example shown in FIG.
[0328] In the decorative symbol display device 208 shown in Figure 19 (31), which follows Figure 18 (30), a wipeout has begun, and part of the decorative symbol is becoming visible. In the following Figure 19 (32), the wipe effect has ended, and the missing decorative symbol combination, "Decoration 3-Decoration 6-Decoration 3," is still displayed as a temporary stop, resulting in a failed revival effect. Also in Figure 19 (32), an animation display js is displayed, indicating that a pre-event prediction is being executed. Here, the prediction is executed for the next reserved win, and the variable display where the pre-event prediction was executed predicts a jackpot, since a special super reach has been executed.
[0329] It may also start in FIG. 18(28) before the wipe effect starts.
[0330] In FIG. 19 (33), a confirmation display of a combination of losing decorative symbols such as "Decoration 3-Decoration 6-Decoration 3" is displayed.
[0331] The period of time for which a combination of missing decorative symbols is temporarily displayed when the game has progressed to a Special Super Reach (Figures 18(28) to 19(32)) is longer than the period of time for which a combination of missing decorative symbols is temporarily displayed when the Reach is not established (Figure 17(2)), and is longer than the period of time for which a combination of missing decorative symbols is temporarily displayed when the Reach is established but does not develop into a Super Reach (Figures 17(12) to (13)). Furthermore, the period of time for which a combination of missing decorative symbols is temporarily displayed when the game has progressed to a Special Super Reach (Figures 18(28) to 19(32)) may be longer than the period of time for which a combination of missing decorative symbols is temporarily displayed when the game has progressed to a Super Reach but does not develop into a Special Super Reach (Figures 18(19) to (20)).
[0332] In Figure 19 (34), the first special symbol display device 212 starts displaying a changing symbol, and the decorative symbol display also starts. In addition, the shift movement of the reserved icon has also been completed, and the first reserved icon h11, which was displayed in red, has become the changing icon h0, which is also displayed in red, and the normal notice has started.
[0333] In FIG. 19 (35), a button preview, a type of normal preview, has also begun, and the decorative symbol display device 208 displays a button image 136a, a meter display 136b, and a "Press" character display 136c. When the effect button 136 is pressed within the valid operation period, the upper effect device 2 descends from its initial position toward the decorative symbol display device 208. In FIG. 19 (36), the decorative symbols are rapidly fluctuating in the left symbol display area 208a, the center symbol display area 208b, and the right symbol display area 208c. The upper effect device 2 descends more rapidly than in FIG. 17 (6), indicating a high probability of a jackpot. Eventually, in FIG. 19 (37), a reach effect begins, and "Decoration 7" is temporarily displayed in both the left symbol display area 208a and the right symbol display area 208c. In other words, a normal reach effect has begun. In the following Figure 19 (38), the game progresses to a Super Reach, and the decorative symbol display device 208 displays an animation of a confrontation between the lord and the enemy samurai across the entire display screen. Furthermore, the decorative symbol display device 208 shown in Figure 19 (39) displays a rainbow-colored flashing display FL2, indicating the likelihood of a jackpot, and the game progresses to a Special Super (SPSP) Reach. Rainbow colors indicate a higher likelihood of a jackpot than red, and are a color that indicates a confirmed jackpot. In the decorative symbol display device 208 shown in Figure 19 (40), a losing decorative symbol combination, such as "Decoration 7-Decoration 6-Decoration 7," temporarily displayed within the rainbow-colored flashing display FL2, appears. In the following Figure 19 (41), a wipe effect begins as a revival effect. In Figure 19 (42), where the wipe-in is complete, the decorative symbol display is temporarily hidden by the wipe display WP. When the wipe-in is complete, the wipe-out begins, and part of the decorative symbols become visible. In Figure 19 (43), the wipe effect ends, and the decorative symbol combination of "Decorative 7-Decorative 13-Decorative 7" for a normal jackpot (a 3R normal jackpot on "Special Chart B") is temporarily displayed, and the revival effect is successful. In the decorative symbol display device 208 shown in Figure 19 (44), the decorative symbol combination for the normal jackpot is displayed as a confirmed combination.
[0334] The revival effect may be an effect that always occurs when the special super reach ends, or an effect that may or may not occur. Also, the part that becomes visible due to the wipeout may have its display content made difficult to see by an effect display ef (see FIG. 14(7)) such as light emission, and when the wipeout is complete, the effect display may also end, making the display content visible. Alternatively, during the wipe effect, high-speed re-fluctuation occurs, making it difficult to see the decorative pattern from the part that becomes visible due to the wipeout, and when the wipe effect ends, the re-fluctuation may also end, and the decorative pattern may be temporarily stopped and displayed. Furthermore, a wipe effect may not be performed, and high-speed re-fluctuation may be performed as a revival effect.
[0335] In the game progression examples shown in Figures 17 to 19, the same event pre-reading notice animation display js is executed for each miss reach with a different reach pattern (reach type), and the next change is the target change of the pre-reading notice. However, the event pre-reading notice animation display js is not only executed each time a series of decorative pattern changes are displayed, but may also be executed one-off. In this case, the change two steps ahead may be the target change of the pre-reading notice, the change three steps ahead may be the target change of the pre-reading notice, or the change four steps ahead may be the target change of the pre-reading notice. Note that if there are two or more pending changes, the player cannot tell which change is the target change of the pre-reading notice.
[0336] Furthermore, the relationship between the execution reach pattern of the event pre-reading forecast and the event (suggested content) that is the target of the event pre-reading forecast is summarized in Figure 19(a).
[0337] If a normal reach is missed and an event prediction is executed, the event prediction will be a presentation predicting that a super (SP) reach or special super (SPSP) reach will occur.
[0338] If a Super (SP) reach is missed and an event pre-reading notice is executed, the event pre-reading notice will be a notice that a Special Super (SPSP) reach will be made.
[0339] If the game progresses to a Special Super (SPSP) reach but fails and an event-prediction forecast is executed, the event-prediction forecast will be a presentation that predicts a guaranteed jackpot.
[0340] In addition, in the case of a normal reach miss, the event pre-reading notice may not be executed.
[0341] In addition, if the reach performance pattern in the special chart low probability state (non-probability variable play state) is a miss, the event pre-reading notice may not be executed, and if the reach performance pattern in the special chart high probability state is a miss, the event pre-reading notice may be executed; conversely, if the reach performance pattern in the special chart high probability state is a miss, the event pre-reading notice may not be executed, and if the reach performance pattern in the special chart low probability state (non-probability variable play state) is a miss, the event pre-reading notice may be executed.
[0342] In addition, if the reach presentation pattern in the normal low probability state (non-time-shortened play state) is a miss, the event pre-reading notice may not be executed, and if the reach presentation pattern in the normal high probability state is a miss, the event pre-reading notice may be executed; conversely, if the reach presentation pattern in the normal high probability state is a miss, the event pre-reading notice may not be executed, and if the reach presentation pattern in the normal low probability state (non-time-shortened play state) is a miss, the event pre-reading notice may be executed.
[0343] In addition, if the reach performance pattern in an advantageous state (special chart high probability state, normal chart high probability state, special chart high-low probability state, normal chart low probability state, special chart low probability state, normal chart high probability state) is a miss, the event pre-reading notice may not be executed, and if the reach performance pattern in a normal state (special chart low probability state, normal chart low probability state) is a miss, the event pre-reading notice may be executed; conversely, if the reach performance pattern in the normal state (special chart low probability state, normal chart low probability state) is a miss, the event pre-reading notice may not be executed, and if the reach performance pattern in an advantageous state (special chart high probability state, normal chart high probability state, special chart high-low probability state, normal chart low probability state, special chart low probability state, normal chart high probability state).
[0344] In addition, the event prediction effect may not be a hint of reach, but may be a hint of the expectation of a jackpot (see FIG. 20). Furthermore, instead of the event prediction effect, an effect may be executed that suggests the setting value that will be changed in the setting change process of step S117 in FIG.
[0345] Furthermore, even if a reach miss occurs, the event pre-reading notice is not necessarily executed, and may not be executed in some cases. For example, even if a normal reach miss occurs and the next change develops into a super reach, the event pre-reading notice may not be executed in some cases. Alternatively, in the display of decorative pattern changes in a predetermined state (for example, the display of decorative pattern changes in the b time-saving game state (during play time), or the display of the final decorative pattern change while the time-saving game state or the probability variable game state is maintained), the event pre-reading notice may not be executed even if a reach miss occurs.
[0346] In addition, when a normal reach miss occurs and an event pre-reading notice is executed, the event pre-reading notice may be repeatedly executed until the variation that becomes the target of the event pre-reading notice. In other words, the same event pre-reading notice may be executed for each variation (each temporary stop display period).
[0347] Also, the event prediction was a specific display of an animated js in which a character on a motorcycle appeared and chanted "revenge," but it could also be a specific sound or a specific light.
[0348] Next, a modification of the example of game progression shown in FIGS. 17 to 19 will be described.
[0349] FIG. 20 is a diagram showing a step-by-step modification of the event look-ahead prediction.
[0350] Figure 20 (19') shows the same state as Figure 18 (19), except that the Special Super Reach does not develop, and the decorative symbol display device 208 displays an animation of the lord being defeated by the enemy samurai, and a losing decorative symbol combination, such as "Decoration 4-Decoration 6-Decoration 4," is temporarily displayed in the center of the display screen. In the following Figure 20 (20'), instead of an event-prediction notice, an event-mixed notice has begun. In this event-mixed notice, a single image of a character ec is displayed across the entire display screen, captivating the player's attention. If the character speaks a line, it is highly likely that a revival effect will occur or that a jackpot will be held. In other words, a notice that a revival effect will occur corresponds to a normal event notice, and a notice that a jackpot will be held corresponds to an event-prediction notice. In the single image ec displayed in Figure 20 (20'), the line "Not yet" is spoken, and in Figure 20 (21'), a wipe effect begins as a revival effect. In Figure 20 (22'), when the wipe-in is complete, the single image ec disappears due to the wipe display wp. Next, a wipe-out occurs, and in Figure 20 (23'), the wipe effect ends. The decorative symbol display device 208 shown in Figure 20 (23') temporarily displays the decorative symbol combination of "Decoration 4-Decoration 13-Decoration 4" for a normal jackpot (a 3R normal jackpot for "Special Chart B"), indicating that the revival effect was successful. Then, in the decorative symbol display device 208 shown in Figure 20 (24'), the decorative symbol combination for the normal jackpot is displayed as a confirmed combination.
[0351] Figure 20 (19'') is in the same state as Figure 18 (19), and without progressing to a special super reach, the decorative pattern display device 208 displays an animation showing the lord being defeated by the enemy samurai, and a losing decorative pattern combination such as "decoration 4-decoration 6-decoration 4" is temporarily displayed in the center of the display screen. In the following Figure 20 (20''), an event pre-reading notice has begun. This event pre-reading notice is not a pre-reading notice for any of the pending events, but a pre-reading notice that determines the fluctuation to be predicted. In other words, when the character poses with their thumb up, it is a pre-reading notice that there is a possibility of a jackpot in the next fluctuation, and when the character speaks, it is a pre-reading notice that the jackpot is confirmed in the next fluctuation. The decorative pattern display device 208 shown in Figure 20 (20'') displays a display CP of a character posing with their thumb up.
[0352] In FIG. 20 (21''), a confirmation display of a losing combination of decorative symbols such as "Decoration 4-Decoration 6-Decoration 4" is displayed.
[0353] In Figure 20 (22''), the next variation that was the subject of the event pre-reading prediction begins, and first the display of the pattern variation begins on the first special pattern display device 212, followed by the display of the decorative pattern variation begins in Figure 20 (23''). In this next variation, a reach state is established in Figure 20 (24''), which develops into a super reach in Figure 20 (25''), and the decorative pattern combination for a normal jackpot, such as "Decoration 4-Decoration 13-Decoration 4", is displayed as a confirmed combination in Figure 20 (26'').
[0354] According to the above description, "A pre-reading performance means (for example, a decorative pattern display device 208) that executes a plurality of types of pre-reading performances; A notice performance means (for example, decorative pattern display device 208) for performing a notice performance (for example, button notice, line notice) in the currently performed pattern change display; A gaming machine equipped with One of the plurality of types of pre-reading effects is a first pre-reading effect (for example, a hold icon change notice, a zone effect), One of the plurality of types of pre-reading effects is a second pre-reading effect [for example, an event pre-reading notice], The look-ahead performance means may execute the first look-ahead performance in parallel with the preview performance [for example, in FIG. 14(9), the first hold icon h11 displays the look-ahead preview and the dialogue preview sf1, and in FIG. 14(13), the empty zone displays the look-ahead preview and the dialogue preview sf2]. The look-ahead performance means does not execute the second look-ahead performance in parallel with the preview performance [for example, in Figure 17 (13), Figure 18 (20), Figure 18 (28) to Figure 18 (32), the preview performance is not executed and only the event look-ahead notice is executed], A gaming machine characterized by the above. He explained about:
[0355] According to this gaming machine, the second advance notice can be made conspicuous.
[0356] The preview performance is a so-called normal preview, but instead of this preview performance, a preview performance other than the first preview performance and the second preview performance may be performed.
[0357] Furthermore, the preview performance, the first pre-reading performance, and the second pre-reading performance are displays, but they are not limited to displays and may be sounds, lights, or movements of movable objects, etc.
[0358] Also, "The pre-reading performance means does not start the execution of the first pre-reading performance [for example, a notice of a change in the reserved icon] during the first period [for example, the period from when the temporary stop display of the decorative pattern starts until the fixed display of the decorative pattern starts] [for example, if there is an increase in reserved numbers during the first period, it will not start, but will start when the shift movement occurs], The look-ahead effect means may start executing the second look-ahead effect during the first period [e.g., Figure 17 (13), Figure 18 (20), Figure 19 (32)]. He also explained.
[0359] The first period may have a different period length.
[0360] Also, "A display means (e.g., decorative pattern display device 208) capable of executing a decorative pattern variable display that changes the display of the decorative pattern is provided, The decorative pattern change display may include a suggestion period that indicates the result of the winning / losing judgment [for example, the period during which the decorative pattern is temporarily stopped (Figure 18 (28) and Figure 19 (32)], The first period is a period including the suggestion period (for example, the period from FIG. 18(28) to FIG. 19(32), including the period in which the temporary stop display of the decorative pattern is not visible (FIG. 18(29) to FIG. 19(31))). A gaming machine characterized by the above. He also explained.
[0361] Here, the display means is capable of executing a static display of the decorative pattern following the display of the varying decorative pattern, and the first period may be a period that does not include the period during which the static display of the decorative pattern is being performed (for example, the period during which the final display of the decorative pattern in Figure 19 (33) is being performed). Note that the static display of the decorative pattern can also be said to suggest the result of the win / loss determination, but it can also be said that the static display of the decorative pattern notifies the result of the win / loss determination.
[0362] Furthermore, the first period may be a period including a period during which a temporary stop display (shaking display) of a decorative pattern is displayed. More specifically, the first period may be a period from when a temporary stop display (shaking display) of a decorative pattern begins to be displayed, until the temporary stop display becomes invisible once, and then the temporary stop display becomes visible again and a final stop display (confirmation display) is displayed. Alternatively, the first period may be a period from when a temporary stop display (shaking display) of a decorative pattern begins to be displayed, until the temporary stop display becomes invisible once, and then a final stop display (confirmation display) is displayed without the temporary stop display becoming visible again. In other words, the first period may be a period from when a temporary stop display (shaking display) of a decorative pattern begins to be displayed, until a final stop display (confirmation display) is displayed.
[0363] Also, "The decorative pattern change display has multiple types of change display patterns [for example, change patterns including reach patterns], The second pre-reading effect is an effect that suggests what will happen in the decorative pattern variation display that will start after this [for example, what kind of reach pattern will be executed or whether a jackpot will be won], The second pre-reading effect is an effect in which the content suggested varies depending on the pattern [for example, FIG. 19(a)]. A gaming machine characterized by the above. He also explained.
[0364] "One type of pattern among the plurality of types of patterns is a first pattern [for example, a variation pattern in which a reach is not established], and one type of pattern among the plurality of types of patterns is a second pattern [for example, a variation pattern of a normal reach], and the second pattern has a longer suggestion period than the first pattern [for example, Figures 17(12) to 17(13) are longer than Figure 17(2)], and the look-ahead performance means does not execute the second look-ahead performance in the first pattern [for example, Figure 17(2)], and the look-ahead performance means may execute the second look-ahead performance in the second pattern [for example, Figure 18(20)], and the look-ahead performance means, In both the first pattern and the second pattern, the first pre-reading effect [for example, a pending icon change notice] may be executed [for example, a pending icon change notice may be executed in Figure 17(1), and a pending icon change notice using the second pending icon h12 is executed in Figures 17(12) to (13)]. Furthermore, the second pattern may be a reach effect (a variable display effect in which two identical decorative patterns can be seen but the third decorative pattern cannot be seen), and the first pattern may be a non-reach effect (a variable display effect in which two different decorative patterns can be seen but the third decorative pattern cannot be seen).
[0365] "One type of pattern among the plurality of types of patterns may be a first reach effect pattern, one type of variable display pattern among the plurality of types of variable display patterns may be a second reach effect pattern, the look-ahead effect means may not execute the second look-ahead effect in the first reach effect pattern, and the look-ahead effect means may execute the second look-ahead effect in the second reach effect pattern." Furthermore, the second reach effect pattern may be a reach effect pattern with a higher expectation of a jackpot than the first reach effect pattern. For example, the second reach effect pattern may be a super reach or special super reach pattern, and the first reach effect pattern may be a normal reach pattern. Furthermore, the second reach effect pattern may be a reach effect pattern in a special chart high probability state (probability variable game state), and the first reach effect pattern may be a reach effect pattern in a special chart low probability state (non-probability variable game state). Alternatively, conversely, the second reach effect pattern may be a reach effect pattern in a special symbol low probability state, and the first reach effect pattern may be a reach effect pattern in a special symbol high probability state. Also, the second reach effect pattern may be a reach effect pattern in a normal symbol high probability state (time-shortened game state), and the first reach effect pattern may be a reach effect pattern in a normal symbol low probability state (non-time-shortened game state). Alternatively, conversely, the second reach effect pattern may be a reach effect pattern in a normal symbol low probability state, and the first reach effect pattern may be a reach effect pattern in a normal symbol high probability state. Furthermore, the second reach presentation pattern may be a reach presentation pattern in an advantageous state (special chart high probability state normal chart high probability state, special chart high / low probability state normal chart low probability state, special chart low probability state normal chart high probability state), and the first reach presentation pattern may be a reach presentation pattern in a normal state (special chart low probability state normal chart low probability state).Alternatively, the second reach effect pattern may be the reach effect pattern in the normal state, and the first reach effect pattern may be the reach effect pattern in the advantageous state.
[0366] "The predictive performance means may be capable of executing the second predictive performance in which the suggested content [for example, an event that is the subject of the predictive prediction of circumstances] differs depending on the type of pattern, but the performance format is the same [for example, an animation display js in which a character riding a motorcycle appears and chants ``revenge'']." In other words, the suggested content of the second predictive performance may differ depending on the type of pattern, but the performance format may be the same.
[0367] "The look-ahead performance means may, when a reach performance is performed and it is suggested that the result of the hit / miss judgment during the suggestion period is a miss, perform, as the second look-ahead performance, a look-ahead performance suggesting that a reach performance of a higher rank than the reach performance (for example, a reach performance with a higher expectation of a jackpot than the reach performance, or a reach performance with a longer performance time than the reach performance) will be executed, and when the highest rank reach performance is performed and it is suggested that the result of the hit / miss judgment during the suggestion period is a miss, perform, as the second look-ahead performance, a look-ahead performance suggesting that a decorative pattern variation display that will result in a jackpot within the reserve will be executed." "The look-ahead performance means may execute the second look-ahead performance when a reach performance is performed and it is suggested that the result of the hit / miss judgment during the suggestion period is a miss, but in the case of a pattern change display in a predetermined state (for example, a pattern change display during Yu-time, or the final pattern change display while a time-limited game state or a probability variable game state is maintained), even if a reach performance is performed and it is suggested that the result of the hit / miss judgment during the suggestion period is a miss, the second look-ahead performance may not be executed." Next, we will explain the role vibration effect. The role vibration effect is a normal notice that has two types of effects: role vibration effect A and role vibration effect B. In both vibration effects, the common role (upper effect device 2) vibrates.
[0368] FIG. 21(a) is a diagram showing a table related to the reel vibration effect A. The reel vibration effect A may be performed during the execution of a Super (SP) Reach or during the execution of a Special Super (SPSP) Reach. As shown in this table, when the reel vibration effect A is performed during the execution of a Super (SP) Reach, the expected probability of a jackpot is 40%, and when it is performed during the execution of a Special Super (SPSP) Reach, the expected probability of a jackpot is 55%. In this way, the reel vibration effect A is a normal notice effect in which the expected probability of a jackpot varies depending on the execution timing. Furthermore, before the effect (vibration) starts, the decorative pattern display device 208 displays an image related to the vibrating reel (upper effect device 2).
[0369] FIG. 21(b) is a diagram showing a table relating to the reel vibration effect B. The reel vibration effect B may be performed during the variable display of decorative symbols that result in a Super (SP) reach, or during the variable display of decorative symbols that result in a Special Super (SPSP) reach. While the reel vibration effect A described above has only one execution timing for each variable display of decorative symbols, the reel vibration effect B has multiple execution timings for each variable display of decorative symbols. The expected probability of a jackpot differs for each of these execution timings. In other words, in the decorative pattern variation display where a Super (SP) reach is performed, if the role vibration effect B is performed at the start of the decorative pattern variation, the expected probability of a jackpot is 70%, if it is performed during the reach when the reach state is first established (before the Super Reach development), the expected probability of a jackpot is 35%, if it is performed during the Super Reach (after the Super Reach development and before the decorative pattern temporary stop display), the expected probability of a jackpot is 45%, and if it is performed during the temporary stop display of a decorative pattern combination representing a miss (during the execution of the revival effect), the expected probability of a jackpot is 100%. Note that since the expected probability of a jackpot is 100%, the temporary stop display of a decorative pattern combination representing a miss means that the revival effect that will ultimately result in a jackpot is being executed. In addition, in the variable display of decorative symbols that produces a Special Super (SPSP) reach, "during the Super Reach" refers to the period after the development into the Super Reach but before the development into the Special Super Reach, and an execution timing called "during the Special Super Reach" has been added. This "during the Special Super Reach" refers to the period after the development into the Special Super Reach but before the temporary stop display of the decorative symbols, and if the special device vibration effect B is performed during the Special Super Reach, the expected probability of a jackpot is 55%. In addition, in the special device vibration effect B, the vibration period of the vibrating device (upper effect device 2) is the same regardless of the execution timing.
[0370] In the table shown in FIG. 21, "in reach" may refer to when a reach is established or when a reach is fluctuating. Also, "in SP reach" may refer to when a super reach develops or when a super reach is fluctuating. Furthermore, "in SPSP reach" may refer to when a special super reach develops or when a special super reach is fluctuating.
[0371] Also, there are cases where the reel vibration performance B is executed at a timing when the reel vibration performance A is not executed. In other words, when the decorative symbols start to fluctuate, during the reach state when the reach state is first established, and during the temporary stop display of the decorative symbol combination that indicates a miss (during the execution of the revival performance), these are the execution timings of the reel vibration performance B, when the reel vibration performance A is not executed.
[0372] Furthermore, the vibration method (vibration mode) of the reel vibration effect A and the reel vibration effect B is the same, but may be different. For example, the reel vibration effect A may repeat short vibrations, while the reel vibration effect B may end with one long vibration.
[0373] Furthermore, the reel vibration performance A and the reel vibration performance B may be a performance in which the lower performance device 3 vibrates instead of the upper performance device 2. Alternatively, the reel vibration performance A may be a performance in which the upper performance device 2 vibrates, and the reel vibration performance B may be a performance in which the lower performance device 3 vibrates. Furthermore, the performance devices that vibrate in the reel vibration performance A and the reel vibration performance B may be provided on the front frame door 106.
[0374] In addition, the expected probability of a jackpot shown in Figure 21 may change depending on the game state (for example, a guaranteed variable game state, a time-limited game state, a non-guaranteed variable game state, a non-time-limited game state, or a combination of these), or it may be the same regardless of the game state.
[0375] Figure 22 is a diagram showing the stages when the special vibration effect A is performed and when it is not performed. In the example shown in Figure 22, it is a non-time-saving game state (special chart low probability normal chart low probability state) and a state in which hitting left is recommended.
[0376] In this Figure 22, the upper performance device 2 is shown above the decorative symbol display device 208. This upper performance device 2 is a device that descends from its initial position in response to a button advance notice (see Figure 17(7) and Figure 19(36)), but also performs a vibration performance at its initial position.
[0377] FIG. 22(1) shows a scene in which "Decoration 3-Decoration 6-Decoration 3" is displayed in a stopped state, indicating a loss.
[0378] In Figure 22 (2), the display of the decorative pattern has begun to change. In addition, the shift movement of the reserved icon has also been completed, and the icon that was previously the first reserved icon h11 has become the variable icon h0. The variable icon h0 shown in Figure 22 (2) is an icon in a red display mode.
[0379] In FIG. 22(3), a reach effect begins, and "Decoration 7" is temporarily displayed in both the left symbol display area 208a and the right symbol display area 208c. In other words, a normal reach effect has begun. In the following FIG. 22(4), the reach effect develops into a super (SP) reach effect, and the decorative symbol display device 208 displays an animation of a confrontation between the lord and the enemy samurai across the entire display screen. In FIG. 22(5), the decorative symbol display device 208 displays the lord and the enemy samurai facing each other, and a vibration effect-related image 2hg related to the upper effect device 2 is displayed at the top of the display screen. This vibration effect-related image 2hg is a tutorial-like image that draws attention to the upper effect device 2 and includes an arrow display 2hg1 and text such as "Vibration means a big chance." The vibration effect-related image 2hg also serves to draw the player's attention to the upper effect device 2.
[0380] Before the vibration effect-related image 2hg is displayed, a suggestion effect may be executed to suggest that the vibration effect-related image 2hg may be displayed. This suggestion effect may be a display effect, a sound effect, or a light-emitting effect. For example, in the case of a display effect, a semi-transparent upward-pointing arrow display may appear, gradually materialize, and finally become the arrow display 2hg1. Note that the arrow display may also disappear without being materialized. In this case, the vibration effect-related image 2hg is not displayed, and the role object vibration effect A is not executed. Furthermore, even if the arrow display 2hg1 is displayed (even if the suggestion effect is executed), the upper effect device 2 may be drawn to the player's attention, and text such as "Vibration means a big chance" may not be displayed, and the vibration effect-related image 2hg may not be displayed after all.
[0381] In Figure 22(6), which follows Figure 22(5), after the vibration effect-related image 2hg disappears, the upper effect device 2, located in its initial position, begins vibrating. The decorative symbol display device 208 displays the scene after the lord and the enemy samurai engage in a sword fight, along with a "Big Chance" effect display, which suggests a jackpot. The upper effect device 2 continues vibrating until the Super Reach effect ends (until the decorative symbols are temporarily stopped). The role vibration effect A performed by the upper effect device 2 here is a standard notice with a 40% chance of a jackpot. The decorative symbol display device 208 shown in Figure 22(7) displays the lord's victory over the enemy samurai, and the decorative symbol combination for a jackpot, "Decorative 7-Decorative 7-Decorative 7," is temporarily stopped in the center of the display screen, indicating a 2R probability jackpot (Special Symbol B). The upper effect device 2 shown in Figure 22(7) continued vibrating until just before this, but has stopped vibrating and is stationary at the timing shown in Figure 22(7). In the decorative symbol display device 208 shown in FIG. 22(8), the combination of decorative symbols for the 2R probability variable jackpot is displayed as a definite combination.
[0382] The vibration of the upper effect device 2 may end before the effect display of "Big Chance" that gives the expectation of a big win.
[0383] In addition, even if the vibration effect related image 2hg is displayed, there may be cases where the reel vibration effect A is not executed. Furthermore, the expectation of a jackpot may be higher when the reel vibration effect A is executed after the vibration effect related image 2hg is displayed than when the reel vibration effect A is not executed.
[0384] Furthermore, the vibration effect related image 2hg is displayed when the display of the decorative pattern changes starts (Fig. 22(2)), and the execution timing of the role vibration effect A during the super reach may be when the super reach develops (timing of Fig. 22(4)) or when the super reach develops (timing of Fig. 22(6)). In other words, the role vibration effect A may start to be executed at different times during the super reach or special super reach.
[0385] On the other hand, in Figure 22(6'), which continues from Figure 22(5), after the vibration effect-related image 2hg disappears, the upper effect device 2 in its initial position does not start vibrating, and the role vibration effect A is not executed. The decorative pattern display device 208 shown in Figure 22(6') displays the scene after the lord and the enemy samurai have fought with swords. The decorative pattern display device 208 shown in Figure 22(7') displays the lord being defeated by the enemy samurai, and a missing decorative pattern combination such as "decoration 7-decoration 6-decoration 7" is temporarily displayed in the center of the display screen. The decorative pattern display device 208 shown in Figure 22(8') displays the missing decorative pattern combination as a confirmed display.
[0386] FIG. 23 is a diagram showing another example in stages, continuing from FIG. 22(3).
[0387] In the decorative symbol display device 208 shown in Figure 23(4), which follows Figure 22(3), the game has progressed to a Super (SP) Reach. In the decorative symbol display device 208 shown in the following Figure 23(5''), the lord and the enemy samurai are shown facing each other, but the vibration effect related image 2hg shown in Figure 22(5) is not displayed.
[0388] In Figure 23 (6"), the upper performance device 2 in its initial position is vibrating. The decorative symbol display device 208 displays a scene after the lord and the enemy samurai have fought with swords. In this example, the vibration period of the upper performance device 2 is short, and the upper performance device 2 stops before the Super Reach performance ends. The role vibration performance performed by the upper performance device 2 here corresponds to role vibration performance B, and although it is during the same Super Reach, the expectation of a jackpot is slightly higher than role vibration performance A performed in Figure 22. However, the decorative symbol display device 208 shown in Figure 23 (6") does not display the performance display for "Big Chance" shown in Figure 22 (6). Before the performance of role vibration performance B, no vibration performance-related image 2hg is displayed, the vibration period is shorter than role vibration performance A, and no performance display for "Big Chance" is displayed. Therefore, it can be said that this is a normal notice that will be understood by players who are familiar with role vibration performance B and are familiar with this pachinko machine 100. On the other hand, the device vibration effect A can be said to be a normal notice that even players who are not familiar with this pachinko machine 100 can understand.
[0389] The decorative symbol display device 208 shown in Figure 23 (7'') displays the lord's victory over the enemy samurai, and in the center of the display screen, a combination of decorative symbols for a jackpot, such as "Decoration 7-Decoration 7-Decoration 7", is temporarily displayed, indicating that a 2R probability variable jackpot (Special Symbol B) has been won. The decorative symbol display device 208 shown in Figure 23 (8) displays the decorative symbol combination for the 2R probability variable jackpot as a confirmed display.
[0390] 24 is a diagram showing another example in which the role vibration effect B is performed in stages. In this example, the game is in a non-time-saving game state (low probability of special game and low probability of normal game), and left-handed play is recommended.
[0391] FIG. 24(1) is a scene in which "Decoration 3-Decoration 6-Decoration 3," which indicates a loss, is displayed as stopped, just like FIG. 22(1). In FIG. 24(2), the display of decorative symbols begins to change, just like FIG. 22(2). The display of decorative symbols changes here, and develops into a Super Reach, as shown in FIGS. 22(1) to (4). When the display of decorative symbols changes begins, the upper performance device 2 vibrates, and special feature vibration performance B is executed. The special feature vibration performance B here is a normal notice with a 70% chance of a jackpot. In special feature vibration performance B, the chance of a jackpot is higher when the display of decorative symbols changes at the start of the display than during a Reach or Super Reach. When the decorative symbol variation display is revealed, it is not even clear whether a reach will be achieved, but players familiar with this pachinko machine 100 will pay close attention to the decorative symbol variation display with eager anticipation from the start of the variation when the upper performance device 2 vibrates at the time the variation display is revealed. In Figure 24 (3), this develops into a super reach performance, and in the same figure (4), the decorative symbol combination for a probability variable jackpot, such as "decorative 7-decorative 7-decorative 7", is displayed as a confirmed combination.
[0392] FIG. 24 (3-1) shows the state continuing from FIG. 22 (2), where the reach effect has started, and "Decoration 7" is temporarily displayed in both the left symbol display area 208a and the right symbol display area 208c. In other words, a normal reach effect has started. During this reach effect, the upper effect device 2 vibrates, and the role vibration effect B is executed. The role vibration effect B here is a normal notice with an expected probability of a jackpot of 35%. In FIG. 24 (3-2), the effect has progressed to a super reach effect, but in the same figure (4'), a combination of missing decorative symbols such as "Decoration 7-Decoration 6-Decoration 7" is displayed as a confirmed combination.
[0393] Figure 24 (6-1) is a state continuing from Figure 23 (5''), in which the super reach effect has ended, and the decorative symbol display device 208 shown in Figure 24 (6-1) displays the lord being defeated by the enemy samurai, and a missing decorative symbol combination such as "decoration 7-decoration 6-decoration 7" is temporarily displayed in the center of the display screen. In addition, the upper effect device 2 vibrates, and a role vibration effect B is executed. The role vibration effect B here is a normal notice with a 100% expectation of a jackpot, and in the following Figure 24 (6-2), a wipe effect, which is a revival effect, begins. After the wipe-in shown in Figure 24 (6-3) is completed, a wipe-out is performed, and the wipe effect, which is a revival effect, ends, and the decorative symbol display device 208 shown in Figure 24 (4'') displays a confirmed decorative symbol combination for a normal jackpot such as "decoration 7-decoration 13-decoration 7".
[0394] While both the reel vibration effect A and the reel vibration effect B described above are effects that suggest the likelihood of a jackpot, the upper performance device 2 may be capable of executing a vibration action different from the vibration effect that suggests the likelihood of a jackpot. The vibration action unrelated to the likelihood of a jackpot may have a weaker vibration intensity than the vibration action of the reel vibration effect A or the vibration action of the reel vibration effect B. Alternatively, the vibration action unrelated to the likelihood of a jackpot may have a shorter vibration duration than the vibration action of the reel vibration effect A or the vibration action of the reel vibration effect B. Furthermore, the vibration action unrelated to the likelihood of a jackpot may be an alert action that is executed when a predetermined number of reserved balls are accumulated. For example, the upper performance device 2 may execute a vibration action when the reserved ball count reaches three, just before the reserved balls are full. This vibration action suggests a...
Claims
[Claim 1] a first vibration means capable of performing a first vibration motion; a display means capable of displaying a first image associated with the first vibration means at a certain timing; A gaming machine equipped with The display means is capable of displaying a changing display of decorative patterns, the display means is capable of displaying a first reach effect, the display means is capable of displaying a second reach effect having a higher expectation of a jackpot game being executed than the first reach effect, The display means is capable of displaying a variable icon, the first vibration means is capable of starting to execute the first vibration action after the first image is displayed; The display means is capable of displaying an image relating to a pass / fail determination result after displaying the first image, There are a first case in which the first vibration action is executed at a first timing after the display of the first image is started at the certain timing, a second case in which the first vibration action is executed at a second timing after the display of the first image is started at the certain timing but later than the first timing, and a third case in which the first vibration action is not executed during the execution of the second reach performance even if the display of the first image is started, the display means displays the certain image after starting to display the first image in the first case, and also displays the certain image after starting to display the first image in the second case, the first vibration means ends the first vibration operation before the end of display of the certain image in either the first case or the second case, an execution period of the first vibration operation in the second case overlaps with a part of a display period of the certain image, the first timing is a timing during execution of the second reach effect, the second timing is a timing during execution of the second reach effect, The jackpot game is more likely to be executed in the first case than in the third case, The jackpot game is more likely to be executed in the second case than in the third case, The first image is not an image showing the variable icon, When the execution of the first vibration action is started at the first timing, there is no case where the execution of the first vibration action is started at the second timing, and when the execution of the first vibration action is started at the second timing, there is no case where the execution of the first vibration action is started at the first timing. A gaming machine characterized by the above.
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