gaming machines
The gaming machine uses a performance control system to display reused and new images with varying durations and effects to maintain player interest and enhance marketability by creating a sense of nostalgia or freshness.
Patent Information
- Application Number
- JP2023100730
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-20
- Publication Date
- 2025-09-02
- Estimated Expiration
- 2043-06-20
AI Technical Summary
Existing gaming machines lack effective mechanisms to enhance marketability through improved image output, leading to a decline in player interest.
The gaming machine incorporates a performance control system that displays a combination of reused and new images during non-play periods, with the reused images displayed for a longer duration than new images, and includes specific displays and effects to suggest advantageous game states, thereby maintaining player interest and creating a sense of nostalgia or freshness.
This approach prevents a decline in player interest by providing a dynamic and engaging visual experience, enhancing marketability and encouraging continued play.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine, such as a pachinko gaming machine, capable of displaying images. [Background technology]
[0002] Gaming machines that are tied up with original manga and the like have been known for some time. For example, cited document 1 discloses a gaming machine that displays at least a part of the original illustrations of the manga that is tied up with the gaming machine as a performance image (Figure 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-121156 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in gaming machines that output effect images.
[0005] The present invention has been made against this background, and its object is to improve the marketability of gaming machines that display images. [Means for solving the problem]
[0006] The gaming machine according to claim 1 of the present invention comprises: A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player and uses content, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to cause the display means to display a reused image that reuses an image (known image) used in the content, It is possible to cause the display means to display a new display that does not reuse images used in the content, The diversion display includes a first diversion display and a second diversion display, Third diversion display, Including, The new display includes a first new display and a second new display, The third new display, Including, the demonstration display includes the first reuse display and the first new display; the first diversion display is displayed for a predetermined period of time in the demonstration display; the first new display is displayed for a specific period of time in the demonstration display; The predetermined period is longer than the specific period (as shown in FIG. 58, during the period in which the demo image is displayed, the reused display is displayed for 15 seconds and the new display is displayed for 7 seconds, so the period in which the demo image, which is the reused display, is displayed is longer than the period in which the demo image, which is the new display, is displayed), The performance control means Including the second diversion indication mentioned above. and a first specific reach that indicates whether or not the advantageous state will be achieved can be executed. , Including the second new indication and a second specific reach that indicates whether or not the advantageous state will be achieved can be executed. , A third specific reach including the third diversion display and the third new display, which indicates whether or not the advantageous state will be achieved. is executable, The second Specific Reach If the first Specific Reach The proportion of the control being in the advantageous state is higher than when Ku, When the third specific reach is executed, the probability of being controlled to the advantageous state is higher than when the second specific reach is executed. , gaming machines.
[0007] According to this embodiment, a demonstration display made up of a reused display and a new display is displayed, thereby preventing a decline in the player's interest. Furthermore, by making the period during which the reused display in the demonstration display is displayed longer than the period during which the new display in the demonstration display is displayed, it is possible to make the player feel nostalgic.
[0008] Furthermore, the present invention may have only the invention-specific matters set forth in the claims of the present invention, or may have the invention-specific matters set forth in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] FIG. 10 is an explanatory diagram showing the contents of a VRAM. [Figure 4] FIG. [Figure 5] FIG. 10 is an explanatory diagram of display priorities. [Figure 6] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 7] FIG. 2 is an explanatory diagram showing each random number. [Figure 8] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 10] FIG. 10 is an explanatory diagram of a deviation fluctuation pattern. [Figure 11] An explanatory diagram of the jackpot fluctuation pattern. [Figure 12] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 13] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 14] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 15]An explanatory diagram of a fluctuation pattern determination table for jackpots. [Figure 16] FIG. 10 is an explanatory diagram of a game control data storage area. [Figure 17] FIG. 10 is an explanatory diagram of a performance control data storage area. [Figure 18] 10 is a flowchart showing an example of a game control main process. [Figure 19] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 20] 10 is a flowchart illustrating an example of a special symbol process. [Figure 21] 10 is a flowchart showing an example of a start winning determination process. [Figure 22] 10 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 23] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 24] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 25] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 26] A flowchart showing an example of processing during jackpot release. [Figure 27] A flowchart showing an example of a jackpot end process. [Figure 28] 10 is a flowchart showing an example of a performance control main process. [Figure 29] 10 is a flowchart showing an example of a performance control process. [Figure 30] 10 is a flowchart showing an example of a hold effect setting process. [Figure 31] FIG. 10 is an explanatory diagram showing final display mode setting data for active display. [Figure 32] FIG. 10 is an explanatory diagram showing change pattern setting data. [Figure 33] FIG. 10 is an explanatory diagram showing change pattern setting data. [Figure 34] FIG. 10 is an explanatory diagram showing change pattern setting data. [Figure 35] FIG. 10 is an explanatory diagram showing change pattern setting data. [Figure 36] An explanatory diagram showing whether or not to execute an active change effect and effect type setting data. [Figure 37] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 38] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 39] (1) is an explanatory diagram showing whether or not the premium performance will be performed and the performance mode setting data, (2) is an explanatory diagram showing whether or not the first conversation preview performance will be performed and the performance mode setting data, (3) is an explanatory diagram showing whether or not the first SU preview performance will be performed and the performance mode setting data, and (4) is an explanatory diagram showing whether or not the group preview performance will be performed and the performance mode setting data. [Figure 40] An explanatory diagram showing whether or not a weak SP-CU effect is executed and the effect mode setting data. [Figure 41] An explanatory diagram showing whether or not a strong SP-CU effect is executed and the effect mode setting data. [Figure 42] An explanatory diagram showing whether or not a strong SP-CU effect is executed and the effect mode setting data. [Figure 43] An explanatory diagram showing whether or not a strong SP-CU effect is executed and the effect mode setting data. [Figure 44] An explanatory diagram showing whether or not a strong SP-CU effect is executed and the effect mode setting data. [Figure 45] (7) is an explanatory diagram showing whether or not the second conversation preview performance is to be performed and the performance mode setting data, and (8) is an explanatory diagram showing whether or not the second SU preview performance is to be performed and the performance mode setting data. [Figure 46] An explanatory diagram showing whether or not high SP-CU effects are executed and the effect mode setting data. [Figure 47] An explanatory diagram showing whether or not high SP-CU effects are executed and the effect mode setting data. [Figure 48] FIG. 10 is an explanatory diagram of main display type data. [Figure 49] FIG. 10 is an explanatory diagram of main display type data. [Figure 50] FIG. 10 is an explanatory diagram of sub-display type data. [Figure 51] This is a timing chart for the sub-display when the SP effect is executed in the low B state. [Figure 52] This is a timing chart for the sub-display when the SP effect is executed in the high B state. [Figure 53] This is a timing chart regarding the sub-display of the jackpot game state. [Figure 54] FIG. 10 is an explanatory diagram showing a specific example of a performance image in which the main display is composed only of a diversion display. [Figure 55] FIG. 10 is an explanatory diagram showing a specific example of a presentation image in which the main display is composed of only new displays. [Figure 56] An explanatory diagram showing a specific example of a presentation image in which the main display is composed of a reused display and a new display. [Figure 57] An explanatory diagram showing a specific example of a presentation image in which the main display is composed of a reused display and a new display. [Figure 58] 10 is a timing chart showing the execution timing of each effect on the demo screen. [Figure 59] FIG. 10 is an explanatory diagram showing specific examples of each effect on the demo screen. [Figure 60] An explanatory diagram showing specific examples of each effect related to the effect stage in low B state. [Figure 61] 10 is an explanatory diagram showing specific examples of each effect related to eye-catching effects when the effect stage is changed. FIG. [Figure 62] This is a timing chart showing the execution timing of each effect related to the weak SP-R reach. [Figure 63] An explanatory diagram showing specific examples of each effect related to a weak SP-R reach. [Figure 64] This is a timing chart showing the execution timing of each effect related to the weak SP-A reach. [Figure 65] An explanatory diagram showing specific examples of each effect related to a weak SP-A reach. [Figure 66]This is a timing chart showing the execution timing of each effect related to the weak SP-B reach. [Figure 67] An explanatory diagram showing specific examples of each effect related to a weak SP-B reach. [Figure 68] This is a timing chart showing the execution timing of each effect related to the strong SP-A reach. [Figure 69] An explanatory diagram showing specific examples of each effect related to a strong SP-A reach. [Figure 70] An explanatory diagram showing specific examples of each effect related to a strong SP-A reach. [Figure 71] This is a timing chart showing the execution timing of each effect related to the strong SP-B reach. [Figure 72] This is an explanatory diagram showing specific examples of each effect related to a strong SP-B reach. [Figure 73] This is an explanatory diagram showing specific examples of each effect related to a strong SP-B reach. [Figure 74] This is an explanatory diagram showing specific examples of each effect related to a strong SP-B reach. [Figure 75] This is a timing chart showing the execution timing of each effect related to a strong SP-C reach. [Figure 76] An explanatory diagram showing specific examples of each effect related to a strong SP-C reach. [Figure 77] An explanatory diagram showing specific examples of each effect related to a strong SP-C reach. [Figure 78] An explanatory diagram showing specific examples of each effect related to a strong SP-C reach. [Figure 79] This is a timing chart showing the execution timing of each effect related to the strong SP-D reach. [Figure 80] An explanatory diagram showing specific examples of each effect related to a strong SP-D reach. [Figure 81] An explanatory diagram showing specific examples of each effect related to a strong SP-D reach. [Figure 82] FIG. 10 is an explanatory diagram showing specific examples of each effect related to the full rotation effect. [Figure 83]FIG. 10 is an explanatory diagram showing specific examples of each effect related to the first active change effect. [Figure 84] FIG. 10 is an explanatory diagram showing specific examples of each effect related to the second active change effect. [Figure 85] An explanatory diagram showing specific examples of each effect related to pseudo-consecutive effects. [Figure 86] An explanatory diagram showing specific examples of each performance related to the first conversation preview performance. [Figure 87] An explanatory diagram showing specific examples of each effect related to the first SU preview effect. [Figure 88] An explanatory diagram showing specific examples of each effect related to the first transition effect. [Figure 89] An explanatory diagram showing specific examples of each effect related to the second transition effect. [Figure 90] An explanatory diagram showing specific examples of each of the group preview effects. [Figure 91] FIG. 10 is an explanatory diagram showing specific examples of each effect related to the title CU effect. [Figure 92] FIG. 10 is an explanatory diagram showing specific examples of dialogue caption CU effects. [Figure 93] FIG. 10 is an explanatory diagram showing specific examples of each cut-in effect. [Figure 94] FIG. 10 is an explanatory diagram showing specific examples of each effect related to the normal operation promotion effect. [Figure 95] FIG. 10 is an explanatory diagram showing specific examples of each effect related to the special operation promotion effect. [Figure 96] FIG. 10 is an explanatory diagram showing specific examples of each of the premium effects. [Figure 97] FIG. 10 is an explanatory diagram showing specific examples of each effect related to the high B state effect mode. [Figure 98] This is a timing chart showing the execution timing of each effect related to the SP-X reach. [Figure 99] This is an explanatory diagram showing specific examples of each effect related to SP-X reach. [Figure 100] This is an explanatory diagram showing specific examples of each effect related to SP-X reach. [Figure 101]This is a timing chart showing the execution timing of each effect related to SP-Y reach. [Figure 102] This is an explanatory diagram showing specific examples of each effect related to SP-Y reach. [Figure 103] This is an explanatory diagram showing specific examples of each effect related to SP-Y reach. [Figure 104] This is a timing chart showing the execution timing of each effect related to SP-Z reach. [Figure 105] This is an explanatory diagram showing specific examples of each effect related to SP-Z reach. [Figure 106] This is an explanatory diagram showing specific examples of each effect related to SP-Z reach. [Figure 107] An explanatory diagram showing specific examples of each performance related to the second conversation preview performance. [Figure 108] An explanatory diagram showing specific examples of each effect related to the second SU preview effect. [Figure 109] An explanatory diagram showing specific examples of each effect related to the jackpot FF effect. [Figure 110] An explanatory diagram showing specific examples of each effect related to the jackpot RD effect. [Figure 111] An explanatory diagram showing specific examples of each effect related to the jackpot RD effect. [Figure 112] An explanatory diagram showing specific examples of each effect related to the jackpot RD effect. [Figure 113] An explanatory diagram showing specific examples of each effect related to miss fluctuations. [Figure 114] An explanatory diagram showing specific examples of each effect related to miss fluctuations. [Figure 115] An explanatory diagram showing specific examples of each effect related to miss fluctuations. [Figure 116] An explanatory diagram showing specific examples of each presentation related to jackpot fluctuations. [Figure 117] An explanatory diagram showing specific examples of each presentation related to jackpot fluctuations. [Figure 118] An explanatory diagram showing specific examples of each presentation related to jackpot fluctuations. [Figure 119]An explanatory diagram showing specific examples of each presentation related to jackpot fluctuations. DETAILED DESCRIPTION OF THE INVENTION
[0010] [Form 1] The gaming machine of type 1 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; the demonstration display includes the reuse display and the new display; the diversion display is displayed for a first period in the demonstration display; the new display is displayed for a second period in the demonstration display; The first period is longer than the second period (as shown in Figure 58, during the period in which the demo image is displayed, the reused display is displayed for 15 seconds and the new display is displayed for 7 seconds, so the period in which the demo image, which is the reused display, is displayed is longer than the period in which the demo image, which is the new display, is displayed), gaming machine.
[0011] According to this embodiment, a demonstration display made up of a reused display and a new display is displayed, thereby preventing a decline in the player's interest. Furthermore, by making the period during which the reused display in the demonstration display is displayed longer than the period during which the new display in the demonstration display is displayed, it is possible to make the player feel nostalgic. Corresponding drawing: Figure 58
[0012] [Form 2] The gaming machine of type 2 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; the demonstration display includes the reused display and a composite display including both the reused display and the new display; the diversion display is displayed for a first period in the demonstration display; the composite display is displayed for a second period in the demonstration display; The first period is longer than the second period (as shown in FIG. 58, a demo image consisting only of a reused display is displayed for 10 seconds, and a demo image consisting of a reused display and a new display is displayed for 5 seconds), a gaming machine.
[0013] According to this embodiment, a demonstration display made up of a reused display and a new display is displayed, thereby preventing a decline in the player's interest. In addition, by making the period during which the reused display in the demonstration display is displayed longer than the period during which the composite display including the new display in the demonstration display is displayed, it is possible to make the player feel nostalgic. Corresponding drawing: Figure 58
[0014] [Form 3] Form 3 gaming machines are: A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to cause the display means to display a predetermined display (SP reach effect) suggesting that the game will be controlled to the advantageous state, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The diversion display includes a first diversion display and a second diversion display, The new display includes a first new display and a second new display, The demonstration display includes the first reuse display and the first new display. The ratio of the display period of the first new display to the display period of the demonstration display is a specific ratio (as shown in FIG. 58, for the main display, the display period of the series of images in the demonstration screen is 22 seconds, while the display period of the new display is 7 seconds, and the ratio is approximately 31%); The predetermined display includes the second reuse display and the second new display, The ratio of the display period of the second new display to the display period of the predetermined display is a predetermined ratio (as shown in FIG. 79, for the main display, the display period of a series of images in strong SP-D is 80 to 85 seconds, while the display period of the new display is 80 to 85 seconds, and the ratio is 100%), A gaming machine in which the predetermined percentage is higher than the specific percentage (100%>31%).
[0015] According to this embodiment, a demonstration display made up of a reused display and a new display is displayed, thereby preventing a decline in the player's interest. Furthermore, by making the proportion of the display period of new displays in the predetermined display higher than the proportion of the display period of new displays in the demonstration display, it is possible to give the player a sense of freshness. Corresponding drawings: Figure 58, Figure 79
[0016] [Form 4] Form 4 gaming machines are: A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to cause the display means to display a predetermined display (a special button image shown in FIG. 95) that suggests that the game will be controlled to the advantageous state, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The predetermined display includes the new display (as shown in FIG. 95, the special button image is the new display); The demonstration display includes a special display that reuses the new display (as shown in Figure 59, the second demo image includes a special button processed image that reuses and processes a special button image), a gaming machine.
[0017] According to this embodiment, a demonstration display including a reused display and a new display is displayed, thereby preventing a decline in the player's interest. Furthermore, by displaying a reused display based on a new display in the demonstration display, it is possible to encourage the player to play. Corresponding drawings: Figure 59, Figure 95
[0018] [Form 5] The gaming machine of type 5 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means It is possible to execute a predetermined effect (SP effect) that suggests that the game is controlled to the advantageous state, A title display (SP title image) suggesting the name of the predetermined effect can be displayed on the display means, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The predetermined effects include a first predetermined effect (weak SP effect) and a second predetermined effect (strong SP effect), The title display includes a first title display corresponding to the first predetermined effect (an SP title image (Powerful Roulette) corresponding to a weak SP-R effect) and a second title display corresponding to the second predetermined effect (an SP title image (Mumu VS Bakuchu) corresponding to a strong SP-A effect), The first title display includes a first new display as the new display (the SP title image (Powerful Roulette) corresponding to the weak SP-R effect is a new display), The second title display includes a second new display as the new display (the SP title image (Mumu VS Bakuchu) corresponding to the strong SP-A effect is a new display), The performance control means After the first title display is displayed, the first predetermined effect including the third new display as the new display can be executed (as shown in FIG. 63, after the SP title image (Powerful Roulette) is displayed, the second weak SPR image or the like as a new display is displayed), After the second title display is displayed, the second predetermined effect including the diverted display can be executed (as shown in FIGS. 69 and 70, after the SP title image (Mumu VS Bakuchu) is displayed, the second strong SPA image, which is a diverted display, is displayed), A gaming machine in which the rate at which the advantageous state is controlled differs when the first predetermined effect is executed and when the second predetermined effect is executed (as shown in Figures 10 to 15, the probability of winning increases in the order of weak SP < strong SP).
[0019] According to this embodiment, by displaying a title display including a new display, it is possible to give the player a sense of novelty. In addition, the rate at which the game is controlled to an advantageous state differs depending on whether a reused display or a new display is displayed after the title display is displayed in a predetermined presentation, so the player can be made to pay attention to the presentation after the title display is displayed. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 63, Figure 69, Figure 70
[0020] [Form 6] The gaming machine of type 6 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The gaming machine is a gaming machine that uses predetermined content (content P), The performance control means It is possible to execute a predetermined effect (SP effect) that suggests that the game is controlled to the advantageous state, A title display (SP title image) suggesting the name of the predetermined effect can be displayed on the display means, The predetermined effects include a first predetermined effect (strong SP-B effect) and a second predetermined effect (weak SP-R effect), The title display includes a first title display (SP title image of strong SP-B effect (Episode 1: The Relationship Between the Two)) corresponding to the first predetermined effect, and a second title display (SP title image of weak SP-R effect (Powerful Roulette)) corresponding to the second predetermined effect, The first title display includes at least a part of the name corresponding to one of a plurality of stories related to the predetermined content (as shown in FIGS. 72 to 74, the SP title image (Episode 1: The Relationship Between the Two) with a strong SP-B effect is related to the story of Episode 1 of the content P), The second title display does not include the name (as shown in FIG. 63, the SP title image (Powerful Roulette) of the weak SP-R effect is not related to the story of the content P), A gaming machine in which the probability of being controlled into the advantageous state is higher when the first predetermined effect is executed than when the second predetermined effect is executed (as shown in Figures 10 to 15, the expected probability of a jackpot increases in the order of weak SP-R < strong SP-B).
[0021] According to this embodiment, by displaying a first title display including a name corresponding to the story of the specified content, it is possible to draw the player's attention to the specified presentation, while by displaying a second title display that does not include a name corresponding to the story of the specified content, it is possible to prevent the player from getting bored. In addition, the rate at which the game is controlled to an advantageous state varies depending on whether or not the title display includes a name corresponding to the story of the specified content, thereby drawing the player's attention to the title display. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 63, Figure 72, Figure 73, Figure 74
[0022] [Form 7] The gaming machine of type 7 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The gaming machine is a gaming machine that uses predetermined content (content P), The performance control means It is possible to execute a predetermined effect (SP effect) that suggests that the game is controlled to the advantageous state, In the predetermined performance, it is possible to display on the display means an information display (an image related to a CU performance (cut-in performance, operation prompt performance, etc.) having a higher display priority than the SP performance, as shown in Figures 93 to 95) that is displayed with priority over the predetermined performance, A title display (SP title image) suggesting the name of the predetermined effect can be displayed on the display means, The predetermined effects include a first predetermined effect (strong SP-B effect) and a second predetermined effect (strong SP-A). The title display includes a first title display corresponding to the first predetermined effect and a second title display corresponding to the second predetermined effect, The first title display includes at least a part of the name corresponding to one of a plurality of stories related to the predetermined content (as shown in FIGS. 72 to 74, the SP title image (Episode 1: The Relationship Between the Two) with a strong SP-B effect is related to the story of Episode 1 of the content P), The second title display does not include the name (as shown in FIGS. 69 to 70, the SP title image (Mumu VS Bakuchu) of the strong SP-A effect is not related to the story of the content P), A gaming machine in which the percentage at which the information display is displayed in the first predetermined effect is lower than the percentage at which the information display is displayed in the second predetermined effect (as shown in Figures 42 and 43, in the strong SP-A effect, the cut-in effect is executed 100% of the time and the operation prompt effect is executed 20 to 30% of the time, while in the strong SP-B effect, the cut-in effect is not executed and the operation prompt effect is executed 20 to 25% of the time).
[0023] According to this embodiment, in the first predetermined effect in which a first title display including a name corresponding to the episode number of the predetermined content is displayed, the execution rate of the information display is set lower than that of the second predetermined effect, thereby making it possible to draw the player's attention to the content of the first predetermined effect. Corresponding drawings: Figure 42, Figure 43, Figure 69, Figure 70, Figure 72, Figure 73, Figure 74
[0024] [Form 8] The gaming machine of type 8 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The gaming machine is a gaming machine that uses predetermined content (content P), The performance control means It is possible to execute a predetermined effect (SP effect other than strong SP-D effect) that suggests that the advantageous state is controlled, It is possible to execute a specific effect (strong SP-D effect) different from the predetermined effect, A title display (SP title image) suggesting the name of the predetermined effect can be displayed on the display means, When executing the predetermined effect, a transition effect (second transition effect) that suggests executing the specific effect can be executed, The predetermined effects include a first predetermined effect (strong SP-B effect, strong SP-C effect) and a second predetermined effect (weak SP effect), When the specific effect is executed, the probability of being controlled to the advantageous state is higher than when the predetermined effect is executed (as shown in Figures 10 to 15, in the SP effect, the strong SP-D effect has the highest jackpot expectation), The title display includes a first title display corresponding to the first predetermined effect and a second title display corresponding to the second predetermined effect, The first title display includes at least a part of the name corresponding to one of a plurality of stories related to the predetermined content (as shown in FIGS. 72 to 74, the SP title image (Episode 1: The Relationship Between the Two) with a strong SP-B effect is related to the story of Episode 1 of the content P), The second title display does not include the name (as shown in Figures 63 to 67, the SP title image of the weak SP effect is not related to the story of the content P), A gaming machine in which the transition effect is executed more frequently when the second predetermined effect is executed than when the first predetermined effect is executed (as shown in Figures 10 to 15, when a weak SP effect is executed, there is at least a possibility that it will develop into a strong SP-D, i.e., the probability that the second transition effect will be executed is at least greater than 0%. On the other hand, when a strong SP-B effect is executed, there is no possibility that it will develop into a strong SP-D, i.e., the probability that the second transition effect will be executed is 0%).
[0025] According to this embodiment, since the second predetermined effect is executed more frequently than the first predetermined effect, the player can be made to expect that the transition effect will be executed even when the second predetermined effect is executed in which a second title display that does not include a name corresponding to any of the multiple stories related to the specified content is displayed. Furthermore, by executing a first predetermined effect in which a first title display including a name corresponding to one of a plurality of stories related to the predetermined content is displayed, players who are familiar with the content can feel nostalgic, and the enjoyment of the game can be increased. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 63, Figure 64, Figure 65, Figure 66, Figure 67, Figure 72, Figure 73, Figure 74
[0026] [Form 9] The gaming machine of type 9 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The gaming machine is a gaming machine that uses predetermined content (content P), The performance control means It is possible to execute a predetermined effect (SP effect) that suggests that the game is controlled to the advantageous state, A title display (SP title image) suggesting the name of the predetermined effect can be displayed on the display means, The predetermined effects include a first predetermined effect (weak SP-A, weak SP-B) and a second predetermined effect (strong SP-B, strong SP-C), The title display includes a first title display corresponding to the first predetermined effect and a second title display corresponding to the second predetermined effect, The first title display includes at least a part of the name of the character of the predetermined content (as shown in FIG. 65, the SP title image (Boingo) of the weak SP-A effect includes the name of the character X of the content P), The second title display does not include the name of the character of the predetermined content (as shown in Figures 72 to 74, the SP title image (Episode 1: The Relationship Between the Two) of the strong SP-B effect does not include the name of the character of content P), The first predetermined effect is executed more frequently than the second predetermined effect (as shown in FIGS. 30 to 36, the weak SP effect is executed more frequently than the strong SP effect), A gaming machine in which the probability of being controlled into the advantageous state is higher when the second predetermined effect is executed than when the first predetermined effect is executed (as shown in Figures 10 to 15, a strong SP effect has a higher expectation of a jackpot than a weak SP effect).
[0027] According to this embodiment, even if the first predetermined effect, in which a first title display including the name of a character from the predetermined content is displayed, is configured to be controlled to an advantageous state less frequently than the second predetermined effect, in which a second title display not including the name of a character from the predetermined content is displayed, the first predetermined effect is executed more frequently than the second predetermined effect, thereby increasing the opportunities for characters from the predetermined content to appear and improving the enjoyment of the gaming machine in which the predetermined content is used. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 65, Figure 72, Figure 73, Figure 74
[0028] [Form 10] The gaming machine of type 10 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The gaming machine is a gaming machine that uses predetermined content (content P), The performance control means It is possible to execute a predetermined effect (SP effect) that suggests that the game is controlled to the advantageous state, In the predetermined performance, it is possible to display on the display means an information display (an image related to a CU performance (cut-in performance, operation prompt performance, etc.) having a higher display priority than the SP performance, as shown in Figures 93 to 95) that is displayed with priority over the predetermined performance, A title display (SP title image) suggesting the name of the predetermined effect can be displayed on the display means, The predetermined effects include a first predetermined effect (weak SP-A effect, weak SP-B effect) and a second predetermined effect (weak SP-R effect), The title display includes a first title display corresponding to the first predetermined effect and a second title display corresponding to the second predetermined effect, The first title display includes at least a part of the name of the character of the predetermined content (as shown in FIG. 65, the SP title image (Boingo) of the weak SP-A effect includes the name of the character X of the content P), The second title display does not include the name of the character of the predetermined content (as shown in FIG. 63, the SP title image (Powerful Roulette) of the weak SP-R effect does not include the name of the character of content P), A gaming machine in which the information display is displayed more frequently when the first predetermined effect is executed than when the second predetermined effect is executed (as shown in Figure 40 (5C), the rate at which a cut-in effect is executed in a weak SP-A effect is 5 to 10%, while the rate at which a cut-in effect is executed in a weak SP-R effect is 0%).
[0029] According to this embodiment, the first predetermined effect in which a first title display including the name of a character from the predetermined content is displayed has a higher rate of displaying information displays than the second predetermined effect in which a second title display not including the name of a character from the predetermined content is displayed, thereby increasing the opportunities for characters from the predetermined content to appear while also enhancing interest by using information displays. Corresponding drawings: Figure 40, Figure 63, Figure 65
[0030] [Form 11] The gaming machine of type 11 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The gaming machine is a gaming machine that uses predetermined content (content P), The performance control means It is possible to execute a predetermined effect (SP effect other than strong SP-D effect) that suggests that the advantageous state is controlled, It is possible to execute a specific effect (strong SP-D effect) different from the predetermined effect, A title display (SP title image) suggesting the name of the predetermined effect can be displayed on the display means, When executing the predetermined effect, a transition effect (second transition effect) that suggests executing the specific effect can be executed, The predetermined effects include a first predetermined effect (weak SP-A effect, weak SP-B effect) and a second predetermined effect (strong SP-B effect, strong SP-C effect), When the specific effect is executed, the probability of being controlled to the advantageous state is higher than when the predetermined effect is executed (as shown in Figures 10 to 15, in the SP effect, the strong SP-D effect has the highest jackpot expectation), The title display includes a first title display corresponding to the first predetermined effect and a second title display corresponding to the second predetermined effect, The first title display includes at least a part of the name of the character of the predetermined content (as shown in FIG. 65, the SP title image (Boingo) of the weak SP-A effect includes the name of the character X of the content P), The second title display does not include the name of the character of the predetermined content (as shown in Figures 72 to 74, the SP title image (Episode 1: The Relationship Between the Two) of the strong SP-B effect does not include the name of the character of content P), A gaming machine in which the transition effect is executed more frequently when the first predetermined effect is executed than when the second predetermined effect is executed (as shown in Figures 10 to 15, when a weak SP effect is executed, there is at least a possibility that it will develop into a strong SP-D, i.e., the probability that the second transition effect will be executed is at least greater than 0%. On the other hand, when a strong SP-B effect is executed, there is no possibility that it will develop into a strong SP-D, i.e., the probability that the second transition effect will be executed is 0%).
[0031] According to this embodiment, the first predetermined effect, in which a first title display including the name of a character of the predetermined content is displayed, has a higher rate of execution of a transition effect than the second predetermined effect, in which a second title display not including the name of a character of the predetermined content is displayed, thereby increasing the number of opportunities for the character of the predetermined content to appear, while also increasing the number of opportunities for the transition effect to be executed, thereby improving interest. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 65, Figure 72, Figure 73, Figure 74
[0032] [Form 12] The gaming machine of type 12 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The gaming machine is a gaming machine that uses predetermined content (content P), The performance control means It is possible to execute a predetermined effect (SP effect) that suggests that the game is controlled to the advantageous state, A title display (SP title image) suggesting the name of the predetermined effect can be displayed on the display means, The predetermined effects include a first predetermined effect (strong SP-B effect, strong SP-C effect) and a second predetermined effect (weak SP-A effect, weak SP-B effect), The title display includes a first title display corresponding to the first predetermined effect and a second title display corresponding to the second predetermined effect, The first title display includes at least a part of the name corresponding to one of a plurality of stories related to the predetermined content (as shown in FIGS. 72 to 74, the SP title image (Episode 1: The Relationship Between the Two) with a strong SP-B effect is related to the story of Episode 1 of the content P), The second title display includes at least a part of the name of the character of the predetermined content (as shown in FIG. 65, the SP title image (Boingo) of the weak SP-A effect includes the name of the character X of the content P), A gaming machine in which the second predetermined effect is executed more frequently than the first predetermined effect (as shown in Figures 10 to 15, the weak SP-A effect is executed more frequently than the strong SP-B effect).
[0033] According to this embodiment, by increasing the rate at which the second predetermined effect is executed compared to the first predetermined effect, the opportunities for executing predetermined effects related to characters in the predetermined content can be increased, providing an opportunity for players to become aware of the predetermined content. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 65, Figure 72, Figure 73, Figure 74
[0034] [Form 13] The gaming machine of type 13 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means It is possible to execute a predetermined effect (SP effect) that notifies whether or not the advantageous state is controlled, A suggestion effect can be executed in which a suggestion display (a normal button image, a special button image) suggesting that the game will be controlled to the advantageous state is displayed on the display means, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The suggestion display includes a first suggestion display (normal button image) using the reused display and a second suggestion display (special button image) using the new display, The predetermined performance includes a first part (the first part up to the SP result branch) until the result of whether or not the advantageous state is controlled is announced, and a second part (the part after the SP result branch, the second part of the jackpot pattern) in which the fact that the advantageous state is controlled is announced, The performance control means is capable of causing the display means to display either the first suggestion display or the second suggestion display before the second part of the predetermined performance is executed (as shown in FIG. 43, in the strong SP performance, an operation promotion performance (normal button image, special button image) can be executed), When the second suggestion display is displayed, the probability that the second part of the predetermined effect will be executed is higher than when the first suggestion display is displayed (as shown in FIG. 43, when a special button image is displayed, the probability of a jackpot is higher than when a normal button image is displayed), The second part of the predetermined effect includes the new display (as shown in FIG. 81, the second part (winning effect) of the strong SP-D effect is a new display).
[0035] According to this embodiment, a new display is displayed in the second part of the predetermined presentation, which suggests that the game will be controlled to an advantageous state, thereby making the player feel the novelty of the second part of the predetermined presentation and increasing interest. Corresponding drawings: Figure 43, Figure 81
[0036] [Form 14] The gaming machine of type 14 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means It is possible to execute a predetermined effect (SP effect) that notifies whether or not the advantageous state is controlled, It is possible to execute a suggestion effect (CU effect) that suggests that the game will be controlled to the advantageous state, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The predetermined effect is There is a first predetermined effect (strong SP-D effect) including the new display and a second predetermined effect (strong SP-A effect) including the reused display, The first part (the first part up to the SP result branch) until the success or failure of whether or not the advantageous state will be controlled is notified, and the second part (the part after the SP result branch, the second part of the jackpot pattern) in which the fact that the advantageous state will be controlled is notified, The performance control means is capable of executing the suggestion performance in the first part of the predetermined performance, A gaming machine in which the number of suggestive effects that can be executed is greater when the first predetermined effect is executed than when the second predetermined effect is executed (as shown in Figures 41 to 44, a strong SP-D effect can execute five types of CU effects, while a strong SP-A effect can execute four types of CU effects).
[0037] According to this embodiment, by making the number of suggestive effects that can be executed in the first predetermined effect including new displays greater than the number of suggestive effects that can be executed in the second predetermined effect including reused displays, the first predetermined effect gives the player a sense of novelty, and by executing more suggestive effects, it is possible to increase interest. Also, the second predetermined effect gives the player a sense of nostalgia, and by reducing the number of suggestive effects that can be executed, it is possible to attract the player's attention to the second predetermined effect. Corresponding drawings: Figure 41, Figure 42, Figure 43, Figure 44
[0038] [Form 15] The gaming machine of type 15 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means It is possible to execute suggestive effects (SP effects, CU effects, variable notice effects, etc.) that suggest that the game will be controlled to the advantageous state, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The suggestive performance includes a first suggestive performance and a second suggestive performance, The first suggestion effect is an effect that uses the new display more than the reused display (weak SP-R effect, first active change effect, etc.), The second suggestion effect is an effect that uses the reused display more than the new display (strong SP-A effect, first SU effect, etc.), A gaming machine in which the first suggestion effect has more types than the second suggestion effect (as shown in Figures 48 and 49, there are 16 types of effects that use new displays more often than reused displays, and 10 types of effects that use reused displays more often than new displays).
[0039] According to this embodiment, suggestive effects including reused displays and new displays are executed, making the player feel nostalgic and new. In addition, in this gaming machine, the first suggestive effects, which include more new displays than reused displays, have more variety than the second suggestive effects, which include more reused displays than new displays, thereby preventing players from getting bored. Corresponding drawings: Figure 48, Figure 49
[0040] [Form 16] The gaming machine of type 16 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means It is possible to execute suggestive effects (SP effects, CU effects, variable notice effects, etc.) that suggest that the game will be controlled to the advantageous state, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The suggestive performance includes a first suggestive performance and a second suggestive performance, The first suggestion effect is an effect that uses more of the new display than the reused display (as shown in FIGS. 48 and 49, it is possible to execute a strong SP-D effect that uses more of the new display than the reused display), The second suggestion effect is an effect that uses more of the reused display than the new display (as shown in FIGS. 48 and 49, it is possible to execute a strong SP-A effect that uses more of the reused display than the new display), A gaming machine in which the rate at which the advantageous state is controlled differs when the first suggestive effect is executed and when the second suggestive effect is executed (as shown in Figures 10 to 15, the strong SP-D effect has a higher expectation of a jackpot than the strong SP-A effect).
[0041] According to this embodiment, suggestive effects including reused displays and new displays are executed, making the player feel nostalgic and new. In addition, in this gaming machine, the first suggestive effect, which includes more new displays than reused displays, and the second suggestive effect, which includes more reused displays than new displays, are controlled to an advantageous state at different rates, which makes it possible to draw the player's attention to the reused displays and the new displays. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 48, Figure 49
[0042] [Form 17] The gaming machine of type 17 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means It is possible to execute a predetermined effect (strong SP-D effect) that notifies whether or not the advantageous state is controlled, It is possible to execute a special effect (full rotation effect) that notifies the player that the game is controlled to the advantageous state, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The predetermined effect includes a predetermined main display (a main display during the strong SP-D effect) and a predetermined sub-display (a dialogue caption that is a sub-display during the strong SP-D effect), The special effect includes a special main display (a main display during the full rotation effect) and a special sub-display (a dialogue caption of the sub-display during the full rotation effect), The predetermined sub-display can be in a variety of forms (as shown in FIG. 41, the dialogue caption during the special performance can be displayed in three patterns: white, red, and gold). The special sub-display has fewer types of modes than the predetermined sub-display (the dialogue caption during the full rotation effect is displayed in only one rainbow-colored pattern), The predetermined main display is a performance that uses the new display more than the diverted display (as shown in FIG. 48, the main display during the strong SP-D performance mainly uses the new display), The special main display is a presentation that makes more use of the reused display than the new display (as shown in Figure 48, the main display during the full rotation presentation mainly uses the reused display), in this gaming machine.
[0043] According to this embodiment, the number of types of special sub-displays for special effects is smaller than the number of types of predetermined sub-displays for predetermined effects, so that attention can be drawn to the special main display for special effects. Furthermore, by making the special main display of the special effect consist of many reused displays, it is possible to make the player feel nostalgic and to make the player interested in the predetermined images. Corresponding drawings: Figure 41, Figure 48
[0044] [Form 18] The gaming machine of type 18 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; Display means (image display device 5); sound output means (speakers 8L, 8R); The gaming machine is a gaming machine that uses predetermined content (content P), The performance control means It is possible to execute a predetermined effect (strong SP-D effect) that notifies whether or not the advantageous state is controlled, It is possible to execute a special effect (full rotation effect) that notifies the player that the game is controlled to the advantageous state, It is possible to cause the display means to display a reused display that reuses a predetermined image of the predetermined content (a well-known image of the content P), a new display different from the reused display can be displayed on the display means; The predetermined effect is a display that uses the new display more than the reused display (as shown in FIG. 48, the main display during the strong SP-D effect mainly uses the new display), The special effect is a display that uses the reused display more than the new display (as shown in Figure 48, the main display during the full rotation effect mainly uses the reused display), The sound output means It is possible to output a reused sound that reuses the predetermined sound of the predetermined content (the public notice sound of the content P), It is possible to output a new voice different from the reused voice, When the new display is displayed in the predetermined effect, the new sound can be output (as shown in Figures 80 and 81, in the strong SP-D effect, new lines of dialogue (character A, character B, and character C "Yume Yume Nana Jam Appears!!") are output from speakers 8L and 8R), When the reused display is displayed during the special effect, it is possible to output the new sound instead of the reused sound (as shown in Figure 82, during the full rotation effect, new dialogue sounds (character A, character B, and character C "Cheers!!") are output from speakers 8L and 8R), gaming machine.
[0045] According to this embodiment, when a reuse display is displayed, new audio is output instead of the reuse audio based on the specified audio used in the specified content, thereby improving the effect of the special presentation. Corresponding drawings: Figure 48, Figure 80, Figure 81, Figure 82
[0046] [Form 19] The gaming machine of type 19 is A gaming machine (pachinko gaming machine 1) capable of executing variable display of specific identification information (variable display of special symbols), and capable of controlling to an advantageous state (jackpot gaming state) advantageous to a player by deriving a specific display result (jackpot) as a display result of the variable display of the specific identification information, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means In one variable display, the first performance (strong SP-D performance) and the second performance (strong SP-A performance) can be executed, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The first effect is an effect that uses the new display more than the reused display (as shown in FIG. 48, the main display during the strong SP-D effect mainly uses the new display), The second performance is a performance that uses the reused display more than the new display (as shown in FIG. 48, the main display during the strong SP-A performance mainly uses the reused display), The performance control means can cause the display means to display a fanfare display (jackpot FF image) that notifies the player that the game will be controlled to the advantageous state after a specific display result is derived as the display result of the one variable display, The fanfare display uses the new display (as shown in Figure 109, the jackpot type notification image and the right-hit notification image, which are jackpot FF images, are new displays), in this gaming machine.
[0047] According to this embodiment, the first effect, which includes many new displays, and the second effect, which includes many reused displays, give the player a sense of nostalgia and newness, and by displaying a fanfare display, which includes many new displays, after the first and second effects, the player can feel a sense of newness when the game is controlled to an advantageous state, thereby increasing interest. Corresponding drawings: Figure 48, Figure 109
[0048] [Form 20] The gaming machine of type 20 is A gaming machine (pachinko gaming machine 1) capable of executing variable display of specific identification information (variable display of special symbols), and capable of controlling to an advantageous state (jackpot gaming state) advantageous to a player by deriving a specific display result (jackpot) as a display result of the variable display of the specific identification information, A performance control means (performance control CPU 120) capable of executing performance; Display means (image display device 5); sound output means (speakers 8L, 8R); The gaming machine is a gaming machine that uses predetermined content (content P), The performance control means In the variable display, before a specific display result is derived as a display result of the variable display, a suggestion effect (strong SP-D effect) that suggests that the game will be controlled to the advantageous state can be executed, It is possible to cause the display means to display a reused display that reuses a predetermined image of the predetermined content (a well-known image of the content P), a new display different from the reused display can be displayed on the display means; the sound output means is capable of outputting a new sound (new sound) that does not use the predetermined sound of the predetermined content (public sound of content P), In the suggestive effect, the new sound is output (as shown in Figures 80 and 81, in the strong SP-D effect, new lines of dialogue (character A, character B, and character C "Yume Yume Nana Jam appears!!") are output from speakers 8L and 8R), The presentation control means can cause the display means to display a fanfare display informing that the game will be controlled to the advantageous state after a specific display result is derived as the display result of the variable display (as shown in FIG. 109, after "jackpot" is derived as the display result, a jackpot type notification image is displayed as a jackpot FF image), The fanfare display includes the new display corresponding to the name of the advantageous state (as shown in FIG. 109(1), the jackpot type notification image includes the name of the jackpot (Yume Yume BONUS)), The sound output means is capable of outputting the new sound associated with the new display when the new display of the fanfare display is displayed (the sound (Mumu Bonus) output in association with the jackpot type notification image is a new sound), a gaming machine.
[0049] According to this embodiment, when the fanfare display is displayed, a new display and a new sound are output, thereby emphasizing the fanfare display when the game is controlled to an advantageous state, thereby increasing interest. Corresponding drawings: Figure 80, Figure 81, Figure 109
[0050] [Form 21] The gaming machine of type 21 is A gaming machine (pachinko gaming machine 1) capable of executing variable display of specific identification information (variable display of special symbols), and capable of controlling to an advantageous state (jackpot gaming state) advantageous to a player by deriving a specific display result (jackpot) as a display result of the variable display of the specific identification information, A performance control means (performance control CPU 120) capable of executing performance; Display means (image display device 5); sound output means (speakers 8L, 8R); The gaming machine is a gaming machine that uses predetermined content (content P), The performance control means It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; In the variable display, before a specific display result is derived as a display result of the variable display, it is possible to display a first character display corresponding to a predetermined character (character A (Yume-chan)) of the predetermined content on the display means (as shown in Figures 69 and 70, in the strong SP-A performance, character A is displayed in the second strong SPA image, etc.), After a specific display result is derived as the display result of the variable display, it is possible to display a fanfare display on the display means to notify that the advantageous state will be controlled (as shown in FIG. 109, after "jackpot" is derived as the display result, a jackpot FF image (jackpot type notification image, right-hit notification image) is displayed), The first character display includes the reused display (the image of character A included in the second strong SPA image, etc. is a reused display), The fanfare display includes the new display corresponding to the name related to the advantageous state and the second character display corresponding to the predetermined character (as shown in FIG. 109(1), the first jackpot FF image, which is a jackpot type notification image, is a new display, and includes an image including the characters "Yume Yume BONUS" related to the name of the jackpot, and an image of character A), The second character display includes the new display (the image of character A included in the first jackpot FF image is a new display), the sound output means is capable of outputting a new sound that does not use the predetermined sound of the predetermined content (the public-facing sound of the content P); When the fanfare display is displayed, a sound related to the fanfare display including the new sound corresponding to the second character display is output (as shown in Figure 109 (1), based on the fact that the first jackpot FF image contains character A and the words "Yume Yume BONUS", a new sound, a jackpot type notification sound (character A "Mumu Bonus"), is output from speakers 8L and 8R), gaming machine.
[0051] According to this embodiment, when the fanfare display is displayed, a new display and a new sound are output, thereby emphasizing the fanfare display and increasing interest. Corresponding drawings: Figure 69, Figure 70, Figure 109
[0052] [Form 22] The gaming machine of type 22 is A gaming machine (pachinko gaming machine 1) capable of executing variable display of specific identification information (variable display of special symbols), and capable of controlling to an advantageous state (jackpot gaming state) advantageous to a player by deriving a specific display result (jackpot) as a display result of the variable display of the specific identification information, A performance control means (performance control CPU 120) capable of executing performance; Display means (image display device 5); Variable winning means (first special variable winning ball device 7A, second special variable winning ball device 7B) that can be controlled to a first state (open state) in which the game medium can easily enter and a second state (closed state) in which the game medium cannot or has difficulty entering; A round control means (CPU 103 that controls a big win round) that can execute a round game multiple times by controlling the variable winning means to change the variable winning means from the first state to the second state when the variable winning means is controlled to the advantageous state; and a game value providing means (a CPU 103 that performs a prize ball payout process) that can provide game value when the game medium enters the variable winning means when the game is controlled to the advantageous state. The performance control means It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; After a specific display result is derived as a display result of the variable display, a round game presentation can be executed in the round game (as shown in Figures 110 to 112, when a jackpot is derived, a jackpot round presentation is executed), In the round game performance, a background display (a jackpot RD background image corresponding to music X, music Y, or music Z) and a round-related display (a jackpot round number display, a total number of winning balls display) related to the round game that is different from the background display can be displayed on the display means. The background display includes the diversion display (as shown in FIG. 111, the jackpot RD background image of the second jackpot RD image corresponding to the music Y is a diversion display), The round-related display includes the new display (as shown in FIG. 111, the display of the number of jackpot rounds and the display of the total number of winning balls of the second jackpot RD image corresponding to the song Y are new displays), gaming machine.
[0053] According to this embodiment, in a round game, a background display including a reused display is displayed, giving the player a sense of nostalgia, and a round-related display including a new display is displayed, giving the player a sense of novelty. Corresponding drawings: Figure 110, Figure 111, Figure 112
[0054] [Form 23] The gaming machine of type 23 is A gaming machine (pachinko gaming machine 1) capable of executing variable display of specific identification information (variable display of special symbols), and capable of controlling to an advantageous state (jackpot gaming state) advantageous to a player by deriving a specific display result (jackpot) as a display result of the variable display of the specific identification information, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The advantageous state includes a first advantageous state (jackpot A) and a second advantageous state (jackpot B, jackpot C) that is more advantageous than the first advantageous state, The performance control means It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; When controlled to the first advantageous state, it is possible to display the first background display on the display means (as shown in FIG. 111, when controlled to jackpot A, it is possible to display the jackpot RD background image included in the second jackpot RD image), When controlled to the second advantageous state, it is possible to display the second background display on the display means (as shown in FIG. 112, when controlled to jackpot B or jackpot C, it is possible to display the jackpot RD background image included in the third jackpot RD image), The first background display includes the diversion display (as shown in FIG. 111, the jackpot RD background image included in the second jackpot RD image is a diversion display), The second background display includes the new display (as shown in FIG. 112, the jackpot RD background image included in the third jackpot RD image is a new display), gaming machine.
[0055] According to this embodiment, the degree of advantage differs depending on whether the background display during an advantageous state includes a reused display or a new display, so that the player can be made to pay attention to the background display during an advantageous state. Corresponding drawings: Figure 111, Figure 112
[0056] [Form 24] The gaming machine of type 24 is A gaming machine (pachinko gaming machine 1) capable of executing variable display of specific identification information (variable display of special symbols), and capable of controlling to an advantageous state (jackpot gaming state) advantageous to a player by deriving a specific display result (jackpot) as a display result of the variable display of the specific identification information, A performance control means (performance control CPU 120) capable of executing performance; Display means (image display device 5); A state control means (CPU 103) is provided which can control a normal state and a special state (time-saving state, probability variable state) which is more advantageous than the normal state, The performance control means It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; It is possible to execute a first effect (first expectation-related effect), a second effect (second expectation-related effect), a third effect (third expectation-related effect), and a fourth effect (fourth expectation-related effect), which suggest that the game will be controlled to the advantageous state; The first effect and the second effect include the reuse display (as shown in FIGS. 48 and 49, the first expectation-related effect and the second expectation-related effect are reuse displays), The third effect and the fourth effect include the new display (as shown in FIGS. 48 and 49, the third expectation-related effect and the fourth expectation-related effect are new displays), The first and third effects can be executed in the normal state (as shown in FIGS. 48 and 49, the first expectation-related effect and the third expectation-related effect are executed in the normal state), The second and fourth effects can be executed in the special state (as shown in FIGS. 48 and 49, the second expectation-related effect and the fourth expectation-related effect are executed in a time-saving state, etc.), The first effect has a larger number of types than the second effect (as shown in FIGS. 48 and 49, there are eight types of first expectation-related effects and four types of second expectation-related effects), A gaming machine in which the third effect has more types than the fourth effect (as shown in Figures 48 and 49, there are 14 types of third expectation-related effects and 4 types of fourth expectation-related effects).
[0057] According to this embodiment, effects including reused displays and new displays are executed in the normal state and the special state, and the normal state has a greater number of types of effects including reused displays than the special state, and the normal state and the special state have a greater number of types of effects including new displays, which allows the player to feel a sense of novelty in both the normal state and the special state. Corresponding drawings: Figure 48, Figure 49
[0058] [Form 25] The gaming machine of type 25 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; Display means (image display device 5); sound output means (speakers 8L, 8R); A state control means (CPU 103) is provided which can control a normal state and a special state (time-saving state, probability variable state) which is more advantageous than the normal state, The gaming machine is a gaming machine that uses predetermined content (content P), The performance control means It is possible to cause the display means to display a reused display that reuses a predetermined image of the predetermined content (a well-known image of the content P), It is possible to execute a first effect (a full rotation effect among the first expectation-related effects) and a second effect (a second SU notice effect among the second expectation-related effects) that suggest that the game will be controlled to the advantageous state, the sound output means is capable of outputting a new sound that does not use the predetermined sound of the predetermined content (the public-facing sound of the content P); The first and second effects include the reused display (as shown in Figures 48 and 49, the full rotation effect and the second preview effect are reused displays), The first effect can be executed in the normal state (as shown in Figures 48 and 49, the full rotation effect is executed in the normal state), The second performance can be executed in the special state (as shown in Figures 48 and 49, the second SU notice performance is executed in a time-saving state, etc.), The sound output means outputs the new sound when the reused display is displayed, rather than reusing the specified sound of the specified content (as shown in Figures 82 and 108, when a main display, which is a reused display, is displayed in a full rotation performance or a second SU preview performance, the sound corresponding to this main display is new sound), a gaming machine.
[0059] According to this embodiment, when an effect including a reused display is executed in the normal state and the special state, new sound is output, which gives the player a sense of nostalgia and freshness. Corresponding drawings: Figure 48, Figure 49, Figure 82, Figure 108
[0060] [Form 26] The gaming machine of type 26 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; Display means (image display device 5); sound output means (speakers 8L, 8R); A state control means (CPU 103) is provided which can control a normal state and a special state (time-saving state, probability variable state) which is more advantageous than the normal state, The gaming machine is a gaming machine that uses predetermined content (content P), The performance control means It is possible to cause the display means to display a reused display that reuses a predetermined image of the predetermined content (a well-known image of the content P), It is possible to cause the display means to display a new display different from the reused display, It is possible to execute a first performance (first conversation preview performance) and a second performance (second conversation preview performance) that suggest that the game will be controlled to the advantageous state, the sound output means is capable of outputting a new sound that does not use the predetermined sound of the predetermined content (the public-facing sound of the content P); The first and second effects include the new display (as shown in Figures 48 and 49, the first conversation preview effect and the second conversation preview effect are new displays), The first effect can be executed in the normal state (as shown in Figures 48 and 49, the first conversation preview effect is executed in the normal state), The second performance can be executed in the special state (as shown in FIGS. 48 and 49, the second conversation preview performance is executed in a time-saving state, etc.), The sound output means outputs the new sound when the new display is displayed (as shown in Figures 86 and 107, the new sound is output when the main display, which is a new display corresponding to the first conversation preview performance or the second conversation preview performance, is displayed).
[0061] According to this embodiment, when a presentation including a new display is executed in the normal state and the special state, a new sound is output, thereby improving the presentation effect while giving the player a sense of novelty. Corresponding drawings: Figure 48, Figure 49, Figure 86, Figure 107
[0062] [Form 27] The gaming machine of type 27 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means It is possible to display a reused display that reuses a predetermined image (known image) on the display means, It is possible to cause the display means to display a new display different from the reused display, It is possible to display on the display means a predetermined character display (an image of character A) that suggests that the game will be controlled to the advantageous state, The predetermined character display is The first predetermined character display which is the reused display (as shown in Figures 69 and 70, the image of character A included in the second strong SPA image of the strong SP-A performance is a reused display), a second predetermined character display which is a character common to the first predetermined character display and is the new display (as shown in Figures 80 and 81, the image of character A included in the second strong SPD image of the strong SP-D effect is a new display); A gaming machine in which the second predetermined character display is displayed more frequently than the first predetermined character (as shown in Figures 48 and 49, there are eight types of expectation-related effects including the image of a reused character A, and 11 types of expectation-related effects including the image of a newly displayed character A, so there are more types of expectation-related effects including the image of a newly displayed character A than expectation-related effects including the image of a reused character A).
[0063] According to this embodiment, by displaying predetermined character displays including reused displays and new displays, the player can feel a sense of nostalgia and newness, and by increasing the proportion of predetermined character displays including new displays displayed compared to predetermined character displays including reused displays, interest can be increased. Corresponding drawings: Figure 48, Figure 49, Figure 69, Figure 70, Figure 80, Figure 81
[0064] [Form 28] The gaming machine of type 28 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The demonstration display includes a predetermined character display corresponding to a predetermined character (as shown in FIG. 59, the first demonstration image and the second demonstration image among the demonstration images include an image of character J), The predetermined character display is The first predetermined character display (the image of character J included in the second demo image, which is the reused display) is the reused display, a second predetermined character display (an image of character J, which is a new display included in the first demo image) that is a predetermined character common to the first predetermined character display and is the new display, A gaming machine in which the first predetermined character display is displayed at a higher rate than the second predetermined character (as shown in Figure 58, the display period of character J, which is a reused display included in the second demo image, is 10 seconds, and the display period of character J, which is a new display included in the first demo image, is 5 seconds).
[0065] According to this embodiment, by displaying predetermined character displays including reused displays and new displays, the player can feel a sense of nostalgia and newness, and by increasing the proportion of predetermined character displays including reused displays displayed compared to predetermined character displays including new displays, interest can be increased. Corresponding drawings: Figure 58, Figure 59
[0066] [Form 29] The gaming machine of type 29 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; Display means (image display device 5); A state control means (CPU 103) is provided which can control a normal state and a special state (time-saving state, probability variable state) which is more advantageous than the normal state, The performance control means It is possible to display a reused display that reuses a predetermined image (known image) on the display means, It is possible to cause the display means to display a new display different from the reused display, It is possible to display on the display means a predetermined character display (an image of character A) that suggests that the game will be controlled to the advantageous state, The predetermined character display is A first predetermined character display including the reused display (an image of character A which is the reused display); a second predetermined character display (an image of character A as a new display) which is a character common to the first predetermined character display and is the new display; the performance control means is capable of causing the display means to display the predetermined character display in the normal state and the special state; When controlled to the normal state, the first predetermined character display is displayed at a higher rate than when controlled to the special state (as shown in Figures 48 and 49, there are five types of first expectation-related effects in which character A appears, and three types of second expectation-related effects in which character A appears, so when controlled to the low B state, there are more effects using the image of character A, which is a reused display, than when controlled to the high B state), A gaming machine in which the second predetermined character display is displayed more frequently when controlled in the normal state than when controlled in the special state (as shown in Figures 48 and 49, there are nine types of third expectation-related effects in which character A appears, and two types of fourth expectation-related effects in which character A appears, so when controlled in the low B state, there are more effects using the image of character A, which is a new display, than when controlled in the high B state).
[0067] According to this embodiment, by displaying predetermined character displays including reused displays and new displays, it is possible to give the player a sense of nostalgia and newness, and by displaying a higher proportion of the first predetermined character display and the second predetermined character display in the normal state than in the special state, it is possible to increase the interest of the player in the normal state, which takes a longer period of time to play than the special state. Corresponding drawings: Figure 48, Figure 49
[0068] [Form 30] The gaming machine of type 30 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; Display means (image display device 5); A state control means (CPU 103) is provided which can control a normal state and a special state (time-saving state, probability variable state) which is more advantageous than the normal state, The performance control means When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to execute a predetermined effect (SP effect) that suggests that the game is controlled to the advantageous state, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The demonstration display includes the reused display and a specific display corresponding to a specific scene of the predetermined effect (as shown in FIG. 59, as the second demo image, a second demo background image (starry sky background image) which is a reused display, an image including character J, and a special button processed image related to a special operation promotion effect (special button image) which can be executed during the SP effect are displayed), The specific scene of the predetermined effect is a scene including the new display (as shown in Figure 95, the special operation promotion effect that can be executed during the SP effect displays a special button image, which is a new display), gaming machine.
[0069] According to this embodiment, in the demonstration display, an image corresponding to a specific scene of a predetermined effect is displayed, so that the player can recognize the specific scene even when the predetermined effect is not being executed, and can also be drawn to the predetermined effect. Corresponding drawings: Figure 59, Figure 95
[0070] [Form 31] The gaming machine of type 31 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means It is possible to execute a predetermined effect (strong SP-D effect) that notifies whether or not the advantageous state is controlled, A character display (character image) corresponding to the character can be displayed on the display means, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The character representation includes a first character representation corresponding to a first character (an image of character A corresponding to character A) and a second character representation corresponding to a second character (an image of character X corresponding to character X), The first character display includes the reused display and the new display (as shown in FIG. 69, an image of character A in the reused display is displayed, and as shown in FIG. 80, an image of character A in the new display is displayed), The second character display includes the reused display and the new display (as shown in FIG. 65, an image of character X, which is a reused display, is displayed, and as shown in FIG. 80, an image of character X, which is a new display, is displayed), The first character display is displayed more frequently than the second character display (as shown in Figures 48 and 49, there are 19 types of expectation-related effects that include the image of character A, and there are 3 types of expectation-related effects that include the image of character X, so character A appears more frequently in expectation-related effects than character X), The predetermined effect includes the first character display, which is the new display, and the second character display, which is the new display (as shown in FIGS. 80 and 81, includes an image of character A and an image of character X, which are new displays), The performance control means is capable of causing the display means to display a notification display informing that the predetermined performance will be controlled to the advantageous state (as shown in FIG. 81 (7A), in the strong SP-D performance, a 7A strong SPD image is displayed informing that the display result will be a "jackpot"); The notification display includes the first character display (the seventh A-strong SPD image includes an image of character A, which is a new display).
[0071] According to this embodiment, the first character display and the second character display are displayed in a predetermined presentation, thereby increasing the interest of the predetermined presentation, and the first character display is included in the notification display that notifies that control has been made to an advantageous state, thereby drawing more attention to the first character. Corresponding drawings: Figure 48, Figure 49, Figure 65, Figure 69, Figure 80, Figure 81
[0072] [Form 32] The gaming machine of type 32 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means It is possible to execute a predetermined effect (SP effect) that suggests that the game is controlled to the advantageous state, A character display (character image) corresponding to the character can be displayed on the display means, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The character representation includes a first character representation corresponding to a first character (an image of character A corresponding to character A) and a second character representation corresponding to a second character (an image of character X corresponding to character X), The first character display includes the reused display and the new display (as shown in FIG. 69, an image of character A in the reused display is displayed, and as shown in FIG. 80, an image of character A in the new display is displayed), The second character display includes the reused display and the new display (as shown in FIG. 65, an image of character X, which is a reused display, is displayed, and as shown in FIG. 80, an image of character X, which is a new display, is displayed), The first character display is displayed more frequently than the second character display (as shown in Figures 48 and 49, there are 19 types of expectation-related effects that include the image of character A, and there are 3 types of expectation-related effects that include the image of character X, so character A appears more frequently in expectation-related effects than character X), The predetermined effects include a first predetermined effect (weak SP-B effect) and a second predetermined effect (weak SP-A effect), The first predetermined effect includes the first character display that is the new display (as shown in FIG. 67, in the weak SP-B effect, an image of character A that is the new display is displayed), The second predetermined effect includes the second character display that is the new display (as shown in FIG. 65, in the weak SP-A effect, an image of character X that is the new display is displayed), A gaming machine in which the probability of being controlled into the advantageous state is higher when the first predetermined effect is executed than when the second predetermined effect is executed (as shown in Figures 10 to 15, the probability of a jackpot is higher when the weak SP-B effect is executed than when the weak SP-A effect is executed).
[0073] According to this embodiment, by displaying a first character display, which is a new display, and a second character display, which is a new display, in a predetermined performance, the interest in the predetermined performance can be increased, and by having a higher probability of the first predetermined performance in which the first character is displayed being controlled to an advantageous state than the second predetermined performance in which the second character is displayed, more attention can be drawn to the first character, which is a new display. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 48, Figure 49, Figure 65, Figure 67, Figure 69, Figure 80
[0074] [Form 33] The gaming machine of type 33 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing performance; display means (image display device 5); The performance control means It is possible to execute a predetermined effect (SP effect) that suggests that the game is controlled to the advantageous state, A character display (character image) corresponding to the character can be displayed on the display means, It is possible to display a reused display that reuses a predetermined image (known image) on the display means, a new display different from the reused display can be displayed on the display means; The character representation includes a first character representation corresponding to a first character (an image of character A corresponding to character A) and a second character representation corresponding to a second character (an image of character X corresponding to character X), The first character display includes the reused display and the new display (as shown in FIG. 69, an image of character A in the reused display is displayed, and as shown in FIG. 80, an image of character A in the new display is displayed), The second character display includes the reused display and the new display (as shown in FIG. 65, an image of character X, which is a reused display, is displayed, and as shown in FIG. 80, an image of character X, which is a new display, is displayed), The first character display is displayed more frequently than the second character display (as shown in Figures 48 and 49, there are 19 types of expectation-related effects that include the image of character A, and there are 3 types of expectation-related effects that include the image of character X, so character A appears more frequently in expectation-related effects than character X), The predetermined effects include a first predetermined effect (strong SP-A effect) and a second predetermined effect (weak SP-A effect), The first predetermined effect includes the first character display which is the reused display (as shown in FIGS. 69 and 70, in the strong SP-A effect, character A which is the reused display is displayed), The second predetermined effect includes the second character display which is the reused display (as shown in FIG. 65, in the weak SP-A effect, the character X which is the reused display is displayed), A gaming machine in which the probability of being controlled into the advantageous state is higher when the first predetermined effect is executed than when the second predetermined effect is executed (as shown in Figures 10 to 15, the probability of a jackpot is higher when a strong SP-A effect is executed than when a weak SP-A effect is executed).
[0075] According to this embodiment, by displaying a first character display which is a reused display and a second character display which is a reused display in a predetermined performance, the interest in the predetermined performance can be increased, and by having a higher probability that the first predetermined performance in which the first character is displayed will be controlled to an advantageous state than the second predetermined performance in which the second character is displayed, it is possible to draw more attention to whether the first character which is a reused display or the second character which is a reused display is displayed. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 48, Figure 49, Figure 65, Figure 69, Figure 70, Figure 80
[0076] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described below with reference to the accompanying drawings.
[0077] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0078] Incidentally, the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Incidentally, variations also include the display of a certain symbol in a flashing manner. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Incidentally, variable display may also be expressed as variable display or variation.
[0079] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." It is to be noted that there may be only one type of special symbol display device that variably displays the special symbol.
[0080] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.
[0081] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.
[0082] In addition, a display area 5S is provided in the upper left corner of the display screen (display area) of the image display device 5 for displaying the first reserved memory number (for example, the number "0"), the second reserved memory number (for example, the number "4") and small patterns corresponding to the decorative pattern, and the small patterns are displayed variably in response to the variable display of the decorative pattern.
[0083] In addition, the first reserved memory number, second reserved memory number, reserved display, small symbol, error display (not shown) indicating an error state that has occurred in the pachinko game machine 1, right-hit notification image that encourages the player to perform a right-hit operation, and remaining time-saving display that indicates the number of remaining time-saving times may be displayed in front of (higher layer than) the performance images (object images) such as characters, thereby preventing the performance images from overlapping and reducing the visibility of the first reserved memory number, second reserved memory number, small symbol and error display, while the decorative symbol may be displayed behind (lower layer than) the performance images, thereby preventing the decorative symbol from overlapping and reducing the visibility of the performance images.
[0084] The small symbol is also referred to as the fourth symbol. The fourth symbol is a symbol indicating that the special symbols (first special symbol, second special symbol) are being variably displayed. It is variably displayed by a constant operation in a manner that is always visible on a display device such as the image display device 5. The variably displayed fourth symbol allows the player to recognize whether the decorative symbol is currently being variably displayed, even if the decorative symbol is difficult to recognize, such as when the effect content, including the variably displayed decorative symbol, momentarily disappears from the screen or when the movable body 32 completely or partially covers the screen of the image display device 5. The effect control CPU 120, upon receiving the first variable display start command, operates the image display device 5 to variably display the fourth symbol corresponding to the first special symbol. Furthermore, upon receiving the second variable display start command, the effect control CPU 120 operates the image display device 5 to variably display the fourth symbol corresponding to the second special symbol.
[0085] The lower part of the screen of the image display device 5 is provided with display areas (special symbol pending memory display area 5U, active display area 5F) for displaying pending displays corresponding to variable displays whose execution is pending and active displays corresponding to variable displays currently being executed. The pending displays and active displays are collectively referred to as variable display-compatible displays corresponding to variable displays. In this embodiment, a special symbol pending memory display area 5U is provided that is common to the first and second special symbols. However, a first special symbol pending memory display area in which a first pending display representing a variable display whose execution of the first special symbol is pending is displayed, and a second special symbol pending memory display area in which a second pending display representing a variable display whose execution of the second special symbol is pending may also be provided separately. In this embodiment, the special symbol pending memory display area 5U is a display area that displays a pending display corresponding to the first special symbol when the game is in a normal state, and a display area that displays a pending display corresponding to the second special symbol when the game is in a time-saving state or a probability variable state. Furthermore, the active display area 5F is a display area that displays an active display corresponding to the first special symbol when the game state is in the normal state, and is a display area that displays an active display corresponding to the second special symbol when the game state is in the time-saving state or the special state.
[0086] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0087] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0088] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0089] The variable winning ball device 6B (a normal electric device) forms a second start winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 2). The variable winning ball device 6B, for example, includes an electric device with a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece is in an upright position, thereby creating a closed state in which game balls cannot enter the second start winning opening (also referred to as the second start winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable winning ball device 6B is in a tilted position, thereby creating an open state in which game balls can enter the second start winning opening (also referred to as the second start winning opening being in an open state). When a game ball enters the second start winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B is not limited to the above, as long as it can be changed between a closed state and an open state.
[0090] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0091] Between the winning ball device 6A and the variable winning ball device 6B are provided a first special variable winning ball device 7A and a second special variable winning ball device 7B, each having a large winning opening. The first special variable winning ball device 7A has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and forms a first large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door, and the second special variable winning ball device 7B has a large winning opening door that is driven to open and close by a solenoid 83 (see Figure 2), and forms a second large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door.
[0092] In the first special variable winning ball device 7A, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the first large prize opening, and game balls cannot enter (pass through) the first large prize opening. On the other hand, in the first special variable winning ball device 7A, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the first large prize opening, and game balls can easily enter the first large prize opening.
[0093] Similarly, in the second special variable winning ball device 7B, when the solenoid 83 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the second large prize opening, preventing game balls from entering (passing through) the second large prize opening. On the other hand, in the second special variable winning ball device 7B, when the solenoid 83 for the large prize opening door is in the on state, the large prize opening door opens the second large prize opening, making it easier for game balls to enter the second large prize opening.
[0094] A gaming ball that enters the first large prize opening is detected by a first count switch 23 (see FIG. 2), and a gaming ball that enters the second large prize opening is detected by a second count switch 24 (see FIG. 2). When a gaming ball is detected by the first count switch 23 or the second count switch 24, that is, when a gaming ball enters the large prize opening, a predetermined number of gaming balls (for example, 15) are paid out as prize balls. When a gaming ball enters the large prize opening, more prize balls are paid out than when a gaming ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0095] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0096] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, at the lower left of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and variably displays normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0097] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0098] A normal symbol hold indicator 25C is provided below the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0099] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0100] In addition, the game area in this embodiment is composed of a left game area 2L, which is an area formed to the left of the image display device 5, where game balls can flow down and enter the general winning port 10 and the first starting winning port formed by the winning ball device 6A, and a right game area 2R, which is an area formed to the right of the image display device 5, where game balls can flow down and enter the second starting winning port formed by the variable winning ball device 6B and the first large winning port and second large winning port formed by the special variable winning ball device 7, and can pass through the passing gate 41.
[0101] In addition, the normal state in this embodiment is a game state in which the player mainly shoots game balls toward the left game area 2L, and the time-saving state, special mode state, and jackpot game state in this embodiment are game states in which the player shoots game balls toward the right game area 2R.
[0102] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area, and a button lamp 9e is provided below the gaming board 2. The main lamp 9a, side lamps 9b, and button lamps 9e provided in the gaming machine frame 3 are also referred to as "frame lamps."
[0103] A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1), and a movable body lamp 9d is provided on the movable body 32. An attacca lamp 9c is provided near the special variable winning ball device 7 on the game board 2, and a decorative lamp 9f is provided on the left side of the skill board 2. The attacca lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the game board 2 are also referred to as "board lamps." The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f may be collectively referred to as the game effect lamp 9. The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f are each configured to include an LED. The various lamps will be described later.
[0104] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.
[0105] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray from which prize balls are paid out when the upper tray is full.
[0106] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).
[0107] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0108] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0109] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0110] In this normal game, if a specific normal symbol (a normal winning symbol) is stopped and displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is stopped and displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).
[0111] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0112] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0113] Furthermore, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a predetermined upper limit number (for example, 4).
[0114] In special game games, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol differs depending on the type of jackpot described below) is displayed as a confirmed special symbol, it is a "jackpot," and if a special symbol other than the jackpot symbol (a losing symbol, for example, "-") is displayed as a confirmed special symbol, it is a "miss."
[0115] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.
[0116] In the jackpot game state, the first and second large prize openings formed by the special variable prize ball device 7 are opened in a predetermined manner. This open state continues until either a predetermined period (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize openings reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize openings can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize openings are opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (e.g., 10 times, 6 times, etc.) is reached.
[0117] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0118] In addition, a jackpot type is set for a "jackpot." For example, there are prepared a plurality of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. As the jackpot type, there may be provided a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which almost no prize balls can be obtained.
[0119] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0120] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0121] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0122] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).
[0123] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).
[0124] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.
[0125] In this embodiment, the large prize entry port that opens in a specific round (for example, the 6th round) differs depending on the type of jackpot, and in the type of jackpot in which the second prize entry port opens in that specific round, the game ball enters the second large prize entry port, that is, the game state is controlled to a high probability, high base state after the jackpot game ends based on the detection by the second count switch 24.
[0126] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may also be performed using audio output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or any other effect device including some or all of these.
[0127] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0128] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when they form part of a jackpot combination, which will be described later.
[0129] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.
[0130] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0131] When the display result of the special symbol game is a "miss," the state of the variable display of the decorative symbol does not become a reach state, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative symbol becomes a reach state, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").
[0132] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0133] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.
[0134] During the jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. As the jackpot effect, an effect to notify the number of rounds or an improvement effect to indicate that the value of the jackpot gaming state is increasing may be executed.
[0135] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).
[0136] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards, such as a payout control board, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.
[0137] A power switch 91 is connected to the power supply board 17, and by operating the power switch 91 (turning it on), power from an AC power source such as an external power source such as a commercial power supply, such as AC 100V, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting AC to DC, and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0138] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0139] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.
[0140] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.
[0141] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0142] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0143] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), first count switch 23, second count switch 24) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0144] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch 92 provided on the power supply board 17.
[0145] The output circuit 111 transmits solenoid drive signals (such as signals to turn on the solenoid 81, 82, and 83) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoids 82 and 83 for the large prize opening door.
[0146] The pachinko gaming machine 1 in this embodiment is also provided with a payout control board (not shown). The payout control board is connected to a payout device that is driven to pay out a predetermined number of game balls (for example, 3, 5, 10, 15, etc.) to a player based on the receipt of a payout signal, and a game ball detection sensor that is provided in a payout passage through which the game balls paid out by the payout device pass, and is capable of stopping the operation of the payout device according to the state of the game ball detection signal received from the game ball detection sensor.
[0147] In addition, a handle sensor for detecting the amount of operation by the player and a touch ring (touch sensor) for detecting that the player is gripping the ball-hitting operation handle 30 are connected to the payout control board, and based on signals input from these sensors, the payout control board controls a launching device capable of launching game balls onto the game board 2. In addition, a signal indicating whether or not the touch ring is detected and a signal indicating that a game ball has been launched by the launching device are input from the payout control board to the game control microcomputer 100 of the main board 11.
[0148] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0149] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0150] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0151] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0152] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0153] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0154] The display control unit 123, based on an instruction to execute a performance from the performance control CPU 120, supplies the image display device 5 with a video signal corresponding to the performance to be executed, thereby displaying a performance image on the image display device 5. The display control unit 123 also performs display processing to output image data in the display image creation area of the VRAM area specified by the display register as a video signal. In this embodiment, the display image creation area and the drawing area are switched for each V blank. Therefore, drawing is performed in the area assigned as the drawing area in one V blank, and then switched to the display image creation area in the next V blank, so that the image data drawn in the previous V blank is displayed and output, while drawing is performed in the other area during that time.
[0155] 3, the display control unit 123 generates an image to be displayed on the image display device 5 by superimposing (compositing) a plurality of layers, and therefore the VRAM area is provided with a layer image drawing area for drawing and arranging the images of each layer, and a display image creation area for further superimposing (compositing) the images drawn and arranged in each layer image drawing area to generate an image to be displayed on the image display device 5. Note that each layer image drawing area has a concept of upper, middle, and lower, and the higher the layer image drawing area, the higher the display priority is set on the image display device 5, and the lower the layer image drawing area, the lower the display priority is set on the image display device 5.
[0156] As shown in FIG. 4, the VRAM area includes a layer 1 image drawing area for drawing and arranging a background image as an image of layer 1, a layer 2 image drawing area for drawing and arranging a decorative pattern as an image of layer 2, a layer 3 image drawing area for drawing and arranging an object image such as a character as an image of layer 3, a layer 4 image drawing area for drawing and arranging an enlargement effect image as an image of layer 4, which will be described later, a layer 5 image drawing area for drawing and arranging a decorative effect image as an image of layer 5, which will be described later, a layer 6 image drawing area for drawing and arranging a break precursor image (glass plate image, etc.) as an image of layer 6, and a glass plate image A as an image to be broken that is displayed in place of the glass plate image and a layer 7 image for drawing and arranging an image to be displayed when glass plate image A is broken. Layer 7 image drawing area for drawing and placing the fragment images that are generated by the above process, Layer 8 image drawing area for drawing and placing the operation effect image described later as the image of Layer 8, Layer 9 image drawing area for drawing and placing the whiteout image 003SG303 described later as the image of Layer 9, Layer 10 image drawing area for drawing and placing the operation prompt image described later as the image of Layer 10, Layer 11 image drawing area for drawing and placing the variable display compatible display (hold display and active display) as the image of Layer 11, Layer 12 image drawing area for drawing and placing the right-hit display and left-hit display images described later as the image of Layer 12, and Layer 13 image drawing area for drawing and placing the small pattern (4th pattern) as the image of Layer 13.
[0157] In this embodiment, the enlargement effect refers to an image that resembles (is similar to) the target image in each effect and that enlarges over time. The image has a higher transparency than the target image and gradually increases as the image enlarges. The decorative effect refers to an image that differs in shape from the target image in each effect and has the same transparency as the target image at least at the start of display (0% transparency). Furthermore, the development cost of the enlargement effect is lower than that of the decorative effect. Specifically, the creation of a decorative effect requires the preparation of dedicated material data and then processing that material data appropriately, which requires a certain amount of time. However, the enlargement effect can be created in a short period of time by reusing the material data of a decorative pattern. In other words, the enlargement effect is an image that can effectively highlight a target image that you want to draw attention to, while requiring low development costs.
[0158] In this embodiment, it is possible to generate an image to be displayed on the display screen of the image display device 5 by superimposing the images drawn and arranged in these layer 1 image drawing area to layer 13 image drawing area. Also, as shown in Figures 4 and 5, the image drawn in the layer 1 image drawing area is set to have the lowest display priority, the image drawn in the layer 2 image drawing area is set to have a higher display priority than the image drawn in the layer 1 image drawing area, the image drawn in the layer 3 image drawing area is set to have a higher display priority than the image drawn in the layer 2 image drawing area, the image drawn in the layer 4 image drawing area is set to have a higher display priority than the image drawn in the layer 3 image drawing area, the image drawn in the layer 5 image drawing area is set to have a higher display priority than the image drawn in the layer 4 image drawing area, the image drawn in the layer 6 image drawing area is set to have a higher display priority than the image drawn in the layer 5 image drawing area, and the image drawn in the layer 7 image drawing area is set to have a higher display priority than the image drawn in the layer 6 image drawing area. images drawn in the Layer 8 image drawing area have a higher display priority than images drawn in the Layer 7 image drawing area, images drawn in the Layer 9 image drawing area have a higher display priority than images drawn in the Layer 8 image drawing area, images drawn in the Layer 10 image drawing area have a higher display priority than images drawn in the Layer 9 image drawing area, images drawn in the Layer 11 image drawing area have a higher display priority than images drawn in the Layer 10 image drawing area, images drawn in the Layer 12 image drawing area have a higher display priority than images drawn in the Layer 11 image drawing area, and images drawn in the Layer 13 image drawing area have a higher display priority than images drawn in the Layer 12 image drawing area.
[0159] That is, the image drawn in the layer 1 image drawing area is the image displayed at the lowest level in the image display device 5, the image drawn in the layer 2 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 1 image drawing area in the image display device 5, the image drawn in the layer 3 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 2 image drawing area in the image display device 5, the image drawn in the layer 4 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 3 image drawing area in the image display device 5, the image drawn in the layer 5 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 4 image drawing area in the image display device 5, the image drawn in the layer 6 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 5 image drawing area in the image display device 5, and the image drawn in the layer 7 image drawing area is the image displayed (preferentially displayed) above the image drawn in the layer 6 image drawing area in the image display device 5. an image drawn in the layer 8 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 7 image drawing area in the image display device 5; an image drawn in the layer 9 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 8 image drawing area in the image display device 5; an image drawn in the layer 10 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 9 image drawing area in the image display device 5; an image drawn in the layer 11 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 10 image drawing area in the image display device 5; an image drawn in the layer 12 image drawing area is an image that is displayed (has priority) above the image drawn in the layer 11 image drawing area in the image display device 5; and an image drawn in the layer 13 image drawing area is an image that is displayed at the topmost level in the image display device 5.
[0160] Note that the image drawing area and its layer structure are not limited to the examples shown in Figures 4 and 5. In the following, the image to be mainly drawn or placed will include information indicating whether it is a main display or a sub-display, which will be described later.
[0161] For example, with regard to the image drawing area, the VRAM area includes a Layer 1 image drawing area for drawing and placing a background image (main display) as an image of Layer 1, a Layer 2 image drawing area for drawing and placing a decorative pattern (sub-display) as an image of Layer 2, a Layer 3 image drawing area for drawing and placing an object image such as a character (main display) as an image of Layer 3, a Layer 10 image drawing area for omitting images from Layers 4 to 9 and drawing and placing an operation promotion image (main display) as an image of Layer 10, a Layer 11 image drawing area for drawing and placing a variable display compatible display (pending display or active display) (sub-display) as an image of Layer 11, a Layer 12 image drawing area for drawing and placing images of right-hit display and left-hit display (such as the right-hit notification image: main display and constant right-hit image: sub-display described below) as an image of Layer 12, and a Layer 13 image drawing area for drawing and placing a small pattern (fourth pattern) (sub-display) as an image of Layer 13.
[0162] The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the lamp on / off mode) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0163] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0164] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0165] Furthermore, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0166] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0167] The I / O 125 mounted on the performance control board 12 includes an input port for inputting output control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0168] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0169] FIG. 6(A) is an explanatory diagram showing an example of the contents of a performance control command used in this embodiment. The performance control command is, for example, two bytes in length, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "0," and the first bit of the EXT data is set to "0." Note that the command format shown in FIG. 6(A) is merely an example, and other command formats may also be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.
[0170] In the example shown in FIG. 6(A), command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variable pattern specification command that specifies the variable pattern (variable display time (variable display time)) of decorative symbols (also called effect symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5 in response to the variable display of special symbols in the special symbol game. Here, XXH represents an unspecified hexadecimal number and may be any value set according to the instructions of the effect control command. Note that the variable pattern specification command sets different EXT data depending on the specified variable pattern, etc.
[0171] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies variable display results such as special symbols, decorative symbols, etc. In the variable display result specification command, different EXT data is set depending on the determination result (predetermined result) of whether the variable display result (also called variable display result) is a "miss" or a "jackpot," and the determination result of which of several types of jackpot type will be used if the variable display result is a "jackpot" (jackpot type determination result), for example, as shown in Figure 6(B).
[0172] For example, as shown in FIG. 6(B), in the variable display result designation command, command 8C00H is a first variable display result designation command indicating a predetermined result that the variable display result will be "miss." Command 8C01H is a second variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "jackpot A." Command 8C02H is a third variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "jackpot B." Command 8C03H is a fourth variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "jackpot C."
[0173] Command 8F00H is a symbol determination command that specifies the stopping (determination) of the variation of decorative symbols in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5. Command 95XXH is a game state designation command that specifies the current game state of the pachinko gaming machine 1. In the game state designation command, different EXT data is set depending on the current game state of the pachinko gaming machine 1, for example. As a specific example, command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state), and command 9502H is a third game state designation command corresponding to a game state in which time-saving control and probability variable control are performed (high probability high base state, probability variable state). In addition, the high probability high base state may be simply referred to as the "probability change state."
[0174] Command A0XXH is a jackpot start command (also called a "fanfare command") that specifies the display of a performance image that indicates the start of a jackpot game. Command A2XXH is a notification command during which the large prize opening is open, notifying that the large prize opening is in an open state during a winning game. Command A2XXH is a notification command after the large prize opening is open, notifying that the large prize opening has changed from an open state to a closed state during a winning game. Command A3XXH is a command to specify the end of a winning game, specifying the display of an effect image at the end of a winning game.
[0175] In the hit start designation command and the hit end designation command, different EXT data may be set according to the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result designation command. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the large prize opening notification command and the large prize opening after opening notification command, for example, different EXT data is set according to the number of rounds executed in the jackpot state (for example, "0" to "10") described later.
[0176] Command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established, based on the occurrence of a start winning (first start winning) when a gaming ball that has passed through (entered) the first start port formed by the winning ball device 6A is detected by the first start port switch 22A. Command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established, based on the occurrence of a start winning (second start winning) when a gaming ball that has passed through (entered) the second start port formed by the variable winning ball device 6B is detected by the second start port switch 22B. Command B300H is a large prize opening entry designation command that notifies that 15 prize balls will be paid out based on the fact that a game ball that has passed through (entered) the first large prize opening or the second large prize opening of the special variable prize ball device 7 is detected by the first count switch 23 or the second count switch 24 and a prize has been won.
[0177] Command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the number of reserved special symbols can be specified. Command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the number of reserved special symbols can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a first start port entry designation command is transmitted, for example, based on the first start condition being met when a gaming ball passes (enters) the first start port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a second start port entry designation command is transmitted, for example, based on the second start condition being met when a gaming ball passes (enters) the second start port. In addition, the first pending memory number notification command and the second pending memory number notification command may be sent in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the pending memory number decreases).
[0178] Commands C4XXH and C6XXH are presentation control commands (commands specifying the result of judgment at the time of winning) that indicate the content of the judgment result at the time of winning. Of these, command C4XXH is a design specification command that indicates the result of judgment at the time of winning, whether the variable display result will be a "jackpot" or not, and the type of jackpot (probable win, non-probable win, or sudden probability win). Furthermore, command C6XXH is a variation category command that indicates the result of judgment at the time of winning, that is, whether the random number value for determining the variation pattern will be a "non-reach," "super reach," or "other (normal reach)."
[0179] Instead of the first reserved memory number notification command or the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be sent. In other words, a total reserved memory number notification command may be used to notify an increase (or decrease) in the total reserved memory number.
[0180] Command D000H is a V entry notification command for notifying that a gaming ball has entered the second large entry slot during a jackpot game, that is, that a gaming ball has been detected by the second count switch 24. Hereinafter, in this embodiment, the detection of a gaming ball by the second count switch 24 during a jackpot game may be referred to as a "V entry." In this embodiment, "V entry" refers to the execution of both time-saving control and probability variable control in the high base state after the end of the jackpot game in which the entry occurred (being controlled to a high probability high base state).
[0181] Command 9F00H is a customer waiting demonstration display designation command for designating the execution of a customer waiting demonstration display (customer waiting demonstration).
[0182] 6(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning slot, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of variable display times for which the probability variable control or time-saving control is executed, etc. may be provided.
[0183] 7 is an explanatory diagram illustrating an example of random number values counted on the main board 11. As shown in FIG. 7, on the main board 11, the following numerical data are controlled to be countable: a random number value MR1 for determining the special symbol display result, a random number value MR2 for determining the type of jackpot, a random number value MR3 for determining the type of variation pattern, a random number value MR4 for determining the variation pattern, a random number value MR5 for determining the normal symbol display result, and a random number value MR6 for determining the initial value of the random number value MR5. Note that random number values other than these may be used to enhance the gaming effect. Such random numbers used to control the progress of the game are also called gaming random numbers.
[0184] The random number circuit 104 may count the numerical data indicating some or all of these random number values MR1 to MR6. The CPU 103 may count the numerical data indicating some of the random number values MR1 to MR6 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown).
[0185] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the game state to a jackpot by treating the variable display result of a special symbol or the like in a special symbol game as a "jackpot," and takes a value in the range of, for example, "0" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type as either "jackpot A," "jackpot B," or "jackpot C" when the variable display result is a "jackpot," and takes a value in the range of, for example, "0" to "99."
[0186] The random number value MR3 for determining the type of variation pattern is a random number value used to determine the type of variation pattern in the variable display of special patterns and decorative patterns as either "non-reach," "normal reach," or "super reach," and takes a value in the range of "0" to "4095," for example.
[0187] The random number value MR4 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "0" to "255", for example.
[0188] The random number value MR5 for determining the normal symbol display result is a random number value used to determine whether the variable display result in the normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.
[0189] The random number value MR6 for determining the MR initial value is a random number value used to determine the initial value of the random number value MR5, and takes a value in the range of "3" to "13", for example.
[0190] 8 shows an example of the configuration of the display result determination table stored in the ROM 101. In the present embodiment, a common display result determination table is used for the first special symbol and the second special symbol, but the present invention is not limited to this, and individual display result determination tables may be used for the first special symbol and the second special symbol.
[0191] The display result determination table is a table that is referenced to determine whether or not to control the variable display result into a jackpot game state as a "jackpot" based on a random number value MR1 for determining the special pattern display result before a confirmed special pattern that is a variable display result is derived and displayed in a special pattern game using the first special pattern by the first special pattern display device 4A or a special pattern game using the second special pattern by the second special pattern display device 4B.
[0192] In the display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is normal state or time-saving state (low probability state), or special chart state (high probability state).
[0193] In the display result determination table, table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to set the special symbol display result as a "jackpot" and control it to a jackpot gaming state. In the display result determination table, when the gaming state is a probability variable state (high probability state), more determination values are assigned to the special symbol display result of "jackpot" than when it is in a normal state or a time-saving state (low probability state). As a result, the probability that the pachinko gaming machine 1 determines that the special symbol display result is a "jackpot" and controls it to a jackpot gaming state is higher (approximately 1 / 30 in this embodiment) than the probability that it determines that the special symbol display result is a "jackpot" and controls it to a jackpot gaming state when it is in a time-saving state (low probability state) (approximately 1 / 300 in this embodiment). In other words, in the display result determination table, determination data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the Panko gaming machine 1 is in a probability state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0194] 9A shows an example of the configuration of a jackpot type determination table stored in ROM 101. The jackpot type determination table in this embodiment is a table that is referenced to determine one of a plurality of jackpot types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and that the jackpot game state is to be controlled. In the jackpot type determination table, a number (determination value) that is compared with the random number value MR2 for jackpot type determination is assigned to a plurality of jackpot types, such as "jackpot A," "jackpot B," and "jackpot C," depending on whether the special symbol that is variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).
[0195] Here, the types of jackpots in this embodiment will be explained using Figure 9 (B). In this embodiment, the types of jackpots are jackpot A, jackpot B, and jackpot C, for which time-saving control is executed for a maximum of 100 variable displays after the end of the jackpot gaming state. In addition, these jackpots A, jackpot B, and jackpot C are also jackpots for which probability variable control is executed for a maximum of 100 variable displays after the end of the jackpot gaming state by the game ball entering the second large winning slot (so-called V entry) in the sixth round of the jackpot gaming state.
[0196] The jackpot game state resulting from "Jackpot A" is a jackpot game state (6 rounds and a jackpot where V cannot be won) in which rounds that change the first large prize entry port to an open state advantageous to the player are repeated 6 times in rounds 1 to 6; the jackpot game state resulting from "Jackpot B" is a jackpot game state (6 lands and a jackpot where V can be won) in which the first large prize entry port is changed to an open state advantageous to the player in rounds 1 to 5, while the second large prize entry port is changed to an open state advantageous to the player in round 6; and the jackpot game state resulting from "Jackpot C" is a jackpot game state (10 lands and a jackpot where V can be won) in which the first large prize entry port is changed to an open state advantageous to the player in rounds 1 to 5 and rounds 7 to 10, while the second large prize entry port is changed to an open state advantageous to the player in round 6.
[0197] In this embodiment, at least the time-saving control is executed after the jackpot game state ends, and if a jackpot occurs while the time-saving control is being executed, the time-saving control (and the special rate control) is executed again after the jackpot game state ends, resulting in a so-called consecutive jackpot state in which the jackpot game state occurs continuously without going through the normal state.
[0198] In this embodiment, an example is given in which there are three types of jackpots, jackpot A to jackpot C, but the present invention is not limited to this, and there may be two or more, or four or more, types of jackpots.
[0199] 9(A), in the jackpot type determination table, the allocation of determination values to the jackpot types of "jackpot A," "jackpot B," and "jackpot C" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. In other words, when the variably displayed special chart is the first special chart, a predetermined range of determination values (values in the range of "0" to "49") is assigned to the jackpot types of "jackpot A" and "jackpot B" with fewer rounds, while when the variably displayed special chart is the second special chart, no determination value is assigned to the jackpot types of "jackpot A" and "jackpot B." By setting it this way, when determining the jackpot type as one of a plurality of types in a special game using the first special symbol by the first special symbol display device 4A, and when determining the jackpot type as one of a plurality of types in a special game using the second special symbol by the second special symbol display device 4B, the proportion of the jackpot type determined as a "jackpot A" or "jackpot B" with a small number of rounds can be made different. In particular, in a special game using the second special symbol, the jackpot type is not determined to be "jackpot A" or "jackpot B" with a small number of rounds, so that, for example, in a game state where game balls are likely to enter the second start winning hole formed by the variable winning ball device 6B due to the high opening control accompanying the time-saving control, frequent occurrence of a jackpot state with a small number of prize balls can be avoided, thereby preventing a decrease in game interest.
[0200] [Fluctuation pattern] 10 and 11 are explanatory diagrams showing specific examples of the fluctuation patterns in this embodiment. The fluctuation patterns in this embodiment are roughly divided into a loss fluctuation pattern in which the variable display result is a loss and a jackpot fluctuation pattern in which the variable display result is a jackpot.
[0201] [Deviation fluctuation pattern] As shown in Figure 10, the miss fluctuation patterns are roughly divided into a non-reach miss fluctuation pattern (fluctuation pattern type is non-reach fluctuation pattern) in which none of the reach effects are executed and it becomes a miss, a normal reach fluctuation pattern (fluctuation pattern type is normal reach fluctuation pattern) in which the reach effect of the normal reach is executed and it becomes a miss, and a low base weak super reach R reach effect (low B / weak SP-R) and a low base weak super reach A reach effect (low B / weak S) in the normal state (low base state). P-A), or the fluctuation pattern of a low base weak super reach B reach performance (low B / weak SP-B) is executed and it becomes a miss (fluctuation pattern type is low base weak super reach (low B / weak SP) fluctuation pattern), in the normal state (low base state), the fluctuation pattern of a low base strong super reach A reach performance (low B / strong SP-A) is executed and it becomes a miss (fluctuation pattern type is low base strong super reach A fluctuation pattern), normal state (low base state), the fluctuation pattern of low base strong Super Reach B (fluctuation pattern type: low base strong Super Reach B fluctuation pattern), where the reach performance of low base strong Super Reach B (low B / strong SP-B) is finally executed and it is a miss, in the normal state (low base state), the fluctuation pattern of low base strong Super Reach C (fluctuation pattern type: low base strong Super Reach C fluctuation pattern), where the reach performance of low base strong Super Reach C (low B / strong SP-C) is finally executed and it is a miss, in the normal state (low base state), the fluctuation pattern of low base strong Super Reach D (fluctuation pattern type: low base strong Super Reach D fluctuation pattern), where the reach performance of low base strong Super Reach D (low B / strong SP-D) is finally executed and it is a miss, in the time-saving state or probability variable state (high base state), the fluctuation pattern of high base Super Reach X (fluctuation pattern type: high base Super Reach X fluctuation pattern),In the time-saving state or the probability variable state (high base state), a high base Super Reach Y fluctuation pattern (fluctuation pattern type is high base Super Reach Y fluctuation pattern) is provided in which the high base Super Reach Y reach performance (high B / SP-Y) is finally executed and results in a miss, and in the time-saving state or the probability variable state (high base state), a high base Super Reach Z fluctuation pattern (fluctuation pattern type is high base Super Reach Z fluctuation pattern) is provided in which the high base Super Reach Z reach performance (high B / SP-Z) is finally executed and results in a miss.
[0202] (Non-reach) There are four types of fluctuation patterns for non-reach fluctuation patterns: PA1-1, in which the special chart fluctuation time is 12000 ms and no reach performance is executed when the number of reserved memories of the target special chart for variable display is 2 or less in normal state; PA1-2, in which the special chart fluctuation time is 5000 ms and no reach performance is executed when the number of reserved memories of the target special chart for variable display is 3 in normal state; PA1-3, in which the special chart fluctuation time is 2000 ms and no reach performance is executed during time-saving control (time-saving state or special probability state); and PA1-4, in which the special chart fluctuation time is 8000 ms and no reach performance is executed during time-saving control (time-saving state or special probability state).
[0203] (Normal reach) There are three types of fluctuation patterns for the normal reach fluctuation pattern type: PA2-1A, where the special chart fluctuation time is 20,000 ms and the normal reach reach performance is executed resulting in a miss; PA2-1B, where the special chart fluctuation time is 35,000 ms and the normal reach reach performance is executed after one pseudo consecutive performance is executed resulting in a miss; and PA2-1C, where the special chart fluctuation time is 50,000 ms and the normal reach reach performance is executed after two pseudo consecutive performances are executed resulting in a miss.
[0204] (Weak SP: Weak SP-R, Weak SP-A, Weak SP-B) The fluctuation patterns for the low base weak super reach (low B / weak SP) fluctuation pattern type are PA2-2, in which the special chart fluctuation time is 73,000 ms, pseudo consecutive performances are executed twice, followed by a normal reach reach performance and a low base weak super reach R reach performance (hereinafter referred to as a "weak SP-R performance" or the like as appropriate), resulting in a miss; PA2-3, in which the special chart fluctuation time is 83,000 ms, pseudo consecutive performances are executed twice, followed by a normal reach reach performance and a low base weak super reach A reach performance (hereinafter referred to as a "weak SP-A performance" or the like as appropriate), resulting in a miss; and PA2-4, in which the special chart fluctuation time is 83,000 ms, pseudo consecutive performances are executed twice, followed by a normal reach reach performance and a low base weak super reach B reach performance (hereinafter referred to as a "weak SP-B performance" or the like as appropriate), resulting in a miss.
[0205] (Strong SP-A) The fluctuation pattern type of low base strong super reach A is PA2-5, where the special chart fluctuation time is 133,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach A reach performance (hereinafter referred to as "strong SP-A performance") is executed and a miss is obtained; and the special chart fluctuation time is 143,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach A reach performance is obtained. There are four types of fluctuation patterns: PA2-6, in which a reach effect (strong SP-A effect) is executed and a miss occurs; PA2-7, in which the special chart fluctuation time is 143,000 ms, two pseudo consecutive effects, a normal reach reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach A reach effect (strong SP-A effect), and a miss occurs; and PA2-8, in which the special chart fluctuation time is 80,000 ms, in which a normal reach reach effect is executed, followed by a low base strong super reach A reach effect (strong SP-A effect), and a miss occurs.
[0206] (Strong SP-B) The fluctuation pattern type of low base strong super reach B is PA2-9, where the special chart fluctuation time is 143,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach B reach performance (hereinafter referred to as "strong SP-B performance") is executed and a miss occurs; the special chart fluctuation time is 153,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach B reach performance occurs. There are four types of fluctuation patterns: PA2-10, in which a pseudo-consecutive effect (strong SP-B effect) is executed and a miss occurs; PA2-11, in which the special chart fluctuation time is 153,000 ms, two pseudo-consecutive effects, a normal reach reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach B reach effect (strong SP-B effect), resulting in a miss; and PA2-12, in which the special chart fluctuation time is 90,000 ms, in which a normal reach reach effect is executed, followed by a low base strong super reach B reach effect (strong SP-B effect), resulting in a miss.
[0207] (Strong SP-C) The fluctuation pattern type of low base strong super reach C is PA2-13, where the special chart fluctuation time is 143,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach C reach performance (hereinafter referred to as "strong SP-C performance") is executed and a miss is obtained; the special chart fluctuation time is 153,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach C reach performance is obtained. There are four types of variation patterns: PA2-14, in which a reach effect (strong SP-C effect) is executed and a miss occurs; PA2-15, in which the special chart variation time is 153,000 ms, two pseudo consecutive effects, a normal reach reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach C reach effect (strong SP-C effect), and a miss occurs; and PA2-16, in which the special chart variation time is 90,000 ms, in which a normal reach reach effect is executed, followed by a low base strong super reach C reach effect (strong SP-C effect), and a miss occurs.
[0208] (Strong SP-D) The fluctuation pattern type of low base strong super reach D is PA2-17, where the special chart fluctuation time is 163,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach D reach performance (hereinafter referred to as "strong SP-D performance") is executed and a miss is obtained; the special chart fluctuation time is 173,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach D reach performance is obtained. There are four types of variation patterns: PA2-18, in which a win (strong SP-D effect) is executed and a miss occurs; PA2-19, in which the special chart variation time is 173,000 ms, and after two pseudo-consecutive effects, a normal reach reach effect, and a low base weak super reach B reach effect are executed, a low base strong super reach D reach effect (strong SP-D effect) is executed and a miss occurs; and PA2-20, in which the special chart variation time is 110,000 ms, and after a normal reach reach effect is executed, a low base strong super reach D reach effect (strong SP-D effect) is executed and a miss occurs.
[0209] In addition, although details will be described later, in a variation pattern accompanied by a strong SP reach, when a strong SP reach is executed, a transition effect may be executed to notify that it will develop into a strong SP reach. For example, the execution timing of the transition effect may include the following. - The timing before the Strong SP Reach performance is executed - Timing when the Strong SP Reach performance begins Timing after the start of the Strong SP Reach performance
[0210] In this embodiment, a first transition effect and a second transition effect may be provided as transition effects. When a strong SP reach develops into a strong SP-A, a strong SP-B, or a strong SP-C, the first transition effect may be executed, and when a strong SP reach develops into a strong SP-D, the second transition effect may be executed. The presentation modes of the first transition effect and the second transition effect will be explained later in FIG. 88 and FIG. 89.
[0211] (High B / SP: SP-X, SP-Y, SP-Z) The fluctuation pattern type of high base super reach X is a fluctuation pattern of PA2-21, in which the special chart fluctuation time is 50,000 ms, and after the reach performance of normal reach is executed, the reach performance of high base super reach X (hereinafter referred to as "SP-X performance") is executed and results in a miss. The fluctuation pattern type of high base super reach Y is one type of fluctuation pattern PA2-22, in which the special chart fluctuation time is 60,000 ms, and after the reach performance of a normal reach is executed, the reach performance of a high base super reach Y (hereinafter referred to as "SP-Y performance") is executed, resulting in a miss. The fluctuation pattern type of high base super reach Z is one type of fluctuation pattern PA2-23, in which the special chart fluctuation time is 70,000 ms, and after the reach performance of a normal reach is executed, the reach performance of a high base super reach Z (hereinafter referred to as "SP-Z performance") is executed, resulting in a miss.
[0212] [Jackpot fluctuation pattern] Also, as shown in Figure 11, as for the jackpot fluctuation patterns, similar to the miss fluctuation patterns, there are fluctuation patterns of the following fluctuation pattern types: low base weak super reach A, low base weak super reach A, low base strong super reach A, low base strong super reach B, low base strong super reach C, low base super reach D, high base super reach X, high base super reach Y, high base super reach Z, and a fluctuation pattern of the low base full rotation fluctuation pattern type.
[0213] (Weak SP: Weak SP-A, Weak SP-B) As shown in Figure 11, the fluctuation pattern type for low base weak super reach A has one type of fluctuation pattern PB2-3, in which the special chart fluctuation time is 88,000 ms, and after two pseudo consecutive performances and a normal reach reach performance are executed, a low base weak super reach A reach performance (weak SP-A performance) is executed, resulting in a jackpot. The fluctuation pattern type for low base weak super reach B is a special chart fluctuation time of 88,000 ms, and after two pseudo consecutive performances and a normal reach reach performance are executed, a low base weak super reach B reach performance (weak SP-B performance) is executed, resulting in a jackpot, and one type of fluctuation pattern PB2-4 is provided.
[0214] (Strong SP-A) The fluctuation pattern type of low base strong super reach A is the fluctuation pattern of PB2-5, where the special chart fluctuation time is 138,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach A reach performance (strong SP-A performance) is executed and a jackpot is reached, and the special chart fluctuation time is 148,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach A reach performance (strong SP There are four types of fluctuation patterns: PB2-6, in which a pseudo consecutive effect, a normal reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach A reach effect (strong SP-A effect), resulting in a jackpot; PB2-7, in which the special chart fluctuation time is 148,000 ms, in which two pseudo consecutive effects, a normal reach reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach A reach effect (strong SP-A effect), resulting in a jackpot; and PB2-9, in which the special chart fluctuation time is 85,000 ms, in which a normal reach reach effect is executed, followed by a low base strong super reach A reach effect (strong SP-A effect), resulting in a jackpot.
[0215] (Strong SP-B) The fluctuation pattern type of low base strong super reach B is the special chart fluctuation time of 148000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach B reach performance (strong SP-B performance) is executed and a jackpot is reached. PB2-9, the special chart fluctuation time is 158000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach B reach performance (strong SP-B There are four types of fluctuation patterns: PB2-10, in which a pseudo consecutive effect, a normal reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach B reach effect (strong SP-B effect), resulting in a jackpot; PB2-11, in which the special chart fluctuation time is 158,000 ms, in which two pseudo consecutive effects, a normal reach reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach B reach effect (strong SP-B effect), resulting in a jackpot; and PB2-12, in which the special chart fluctuation time is 95,000 ms, in which a normal reach reach effect is executed, followed by a low base strong super reach B reach effect (strong SP-B effect), resulting in a jackpot.
[0216] (Strong SP-C) The fluctuation pattern type of low base strong super reach C is the special chart fluctuation time of 148000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach C reach performance (strong SP-C performance) is executed to result in a jackpot. PB2-13, the special chart fluctuation time is 158000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach C reach performance (strong SP- There are four types of fluctuation patterns: PB2-14, in which a pseudo consecutive effect, a normal reach reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach C reach effect (strong SP-C effect), resulting in a jackpot; PB2-15, in which the special chart fluctuation time is 158,000 ms, in which two pseudo consecutive effects, a normal reach reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach C reach effect (strong SP-C effect), resulting in a jackpot; and PB2-16, in which the special chart fluctuation time is 95,000 ms, in which a normal reach reach effect is executed, followed by a low base strong super reach C reach effect (strong SP-C effect), resulting in a jackpot.
[0217] (Strong SP-D) The fluctuation pattern type of low base strong super reach D is the special chart fluctuation time of 168000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach D reach performance (strong SP-D performance) is executed and a jackpot is reached. PB2-17, the special chart fluctuation time is 178000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach D reach performance (strong SP-D There are four types of fluctuation patterns: PB2-18, in which a pseudo consecutive effect, a normal reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach D reach effect (strong SP-D effect), resulting in a jackpot; PB2-19, in which the special chart fluctuation time is 178,000 ms, in which two pseudo consecutive effects, a normal reach reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach D reach effect (strong SP-D effect), resulting in a jackpot; and PB2-20, in which the special chart fluctuation time is 115,000 ms, in which a normal reach reach effect is executed, followed by a low base strong super reach D reach effect (strong SP-D effect), resulting in a jackpot.
[0218] (High B / SP: SP-X, SP-Y, SP-Z) The fluctuation pattern type of high base super reach X is a fluctuation pattern of PB2-21, in which the special chart fluctuation time is 53,000 ms, and after the normal reach reach performance is executed, the high base super reach X reach performance (SP-X performance) is executed, resulting in a jackpot. The fluctuation pattern type for high base super reach Y is PB2-21, in which the special chart fluctuation time is 63,000 ms, and after the normal reach reach performance is executed, the high base super reach Y reach performance (SP-Y performance) is executed, resulting in a jackpot. The fluctuation pattern type for High Base Super Reach Z is PB2-22, which has a special chart fluctuation time of 73,000 ms, and after the normal reach reach effect is executed, the high base super reach Z reach effect (SP-Z effect) is executed, resulting in a jackpot.
[0219] As a variation pattern of the low base full rotation variation pattern type, the special chart variation time is 200000 ms, and when the variation display starts, the full rotation effect is immediately executed and a jackpot is achieved. One type of variation pattern, PB2-0, is provided. The full rotation effect will be explained in Figure 82 below.
[0220] [Fluctuation pattern type determination table] The judgment table stored in ROM101 includes a plurality of fluctuation pattern type judgment tables for determining the type of fluctuation pattern according to the game status and the variable display result, and a plurality of fluctuation pattern type judgment tables for determining the fluctuation pattern according to the fluctuation pattern determined in the fluctuation pattern type judgment table, the game status, the variable display result, and the number of reserved memories of special patterns that execute the variable display (number of reserved memories that are subject to variable display).
[0221] In this embodiment, a variation pattern type determination table is selected according to the game state and the variable display result. Next, the selected variation pattern type determination table is compared with the read random number value MR3 to determine the variation pattern type.
[0222] ([Normal state] Missing fluctuation pattern type determination table A) For example, if the game state is normal and the variable display result is "miss," the miss variation pattern type determination table A shown in Figure 12 (A1) is selected, and the value of the miss variation pattern type determination table A is compared with the value of the random number value MR3 to determine the variation pattern type.
[0223] If the value of the random number value MR3 is in the range of 0 to 3299, the fluctuation pattern type is determined to be "non-reach", if the value of the random number value MR3 is in the range of 3300 to 4053, the fluctuation pattern type is determined to be "normal reach", if the value of the random number value MR3 is in the range of 4054 to 4063, the fluctuation pattern type is determined to be "low base weak super reach R (low B / weak SP-R)", if the value of the random number value MR3 is in the range of 4064 to 4070, the fluctuation pattern type is determined to be "low base weak super reach A (low B / weak SP-A)", if the value of the random number value MR3 is in the range of 4071 to 4073, the fluctuation pattern type is determined to be "low base weak super reach B If the value of the random number value MR3 is in the range of 4074 to 4081, the fluctuation pattern type is determined to be "Low base strong super reach A (Low B / Strong SP-A)", if the value of the random number value MR3 is in the range of 4082 to 4088, the fluctuation pattern type is determined to be "Low base strong super reach B (Low B / Strong SP-B)", if the value of the random number value MR3 is in the range of 4089 to 4094, the fluctuation pattern type is determined to be "Low base strong super reach C (Low B / Strong SP-C)", and if the value of the random number value MR3 is in the range of 4095, the fluctuation pattern type is determined to be "Low base strong super reach D (Low B / Strong SP-D)".
[0224] ([Time-saving state and probability state] Variation pattern type determination table B for misses) In addition, when the game state is a time-saving state or a probability variable state and the variable display result is a "miss," the miss variation pattern type determination table B shown in Figure 12 (B1) is selected, and the value of the miss variation pattern type determination table B is compared with the value of the random number value MR3 to determine the variation pattern type.
[0225] If the value of the random number value MR3 is in the range of 0 to 3849, the fluctuation pattern type is determined to be "non-reach", if the value of the random number value MR3 is in the range of 3850 to 4048, the fluctuation pattern type is determined to be "normal reach", if the value of the random number value MR3 is in the range of 4049 to 4066, the fluctuation pattern type is determined to be "high base super reach X", if the value of the random number value MR3 is in the range of 4067 to 4083, the fluctuation pattern type is determined to be "high base super reach Y", and if the value of the random number value MR3 is in the range of 4084 to 4095, the fluctuation pattern type is determined to be "high base super reach Z".
[0226] ([Normal state] Big hit fluctuation pattern type determination table A) Also, if the game state is normal and the variable display result is "jackpot," the jackpot fluctuation pattern type determination table A shown in Figure 12 (A2) is selected, and the fluctuation pattern type is determined by comparing the jackpot fluctuation pattern type determination table A with the value of the random number value MR3.
[0227] If the value of the random number value MR3 is 0, the fluctuation pattern type is determined to be "low base weak super reach A (low B / weak SP-A)", if the value of the random number value MR3 is 1, the fluctuation pattern type is determined to be "low base weak super reach B (low B / weak SP-B)", if the value of the random number value MR3 is in the range of 2 to 975, the fluctuation pattern type is determined to be "low base strong super reach A (low B / strong SP-A)", if the value of the random number value MR3 is in the range of 976 to 20 ...976 to 2075, the fluctuation pattern type is determined to be "low base strong super reach A (low B / strong SP-A)", if the value of the random number value MR3 is in the range of 976 to 2075, the fluctuation pattern type is determined to be "low base strong super reach B (low B / strong SP-B)", if the value of the random number value MR3 is in the range of If the value of the random number value MR3 is in the range of 2076 to 3380, the fluctuation pattern type is determined to be "low base strong super reach B (low B / strong SP-B)", if the value of the random number value MR3 is in the range of 2076 to 3380, the fluctuation pattern type is determined to be "low base strong super reach C (low B / strong SP-C)", if the value of the random number value MR3 is in the range of 3381 to 4094, the fluctuation pattern type is determined to be "low base strong super reach D (low B / strong SP-D)", and if the value of the random number value MR3 is in the range of 4095, the fluctuation pattern type is determined to be "full rotation".
[0228] ([Time-saving state and probability change state] Big hit fluctuation pattern type determination table B) In addition, if the game state is a time-saving state or a probability variable state and the variable display result is a jackpot, the jackpot fluctuation pattern type determination table B shown in Figure 12 (B2) is selected, and the jackpot fluctuation pattern type determination table B is compared with the value of the random number value MR3 to determine the fluctuation pattern type.
[0229] If the value of the random number value MR3 is in the range of 0 to 975, the fluctuation pattern type is determined to be "high base super reach X", if the value of the random number value MR3 is in the range of 976 to 2275, the fluctuation pattern type is determined to be "high base super reach Y", and if the value of the random number value MR3 is in the range of 2276 to 4095, the fluctuation pattern type is determined to be "high base super reach C".
[0230] [Fluctuation pattern determination table] After determining the type of variation pattern as described above, one of the variation pattern determination tables shown in Figures 13 to 15 is selected depending on the game status, the variable display result, and the number of reserved memories of special patterns that will execute the variable display (number of reserved symbols for variable display), and the selected variation pattern determination table is compared with the read random number value MR4 to determine the variation pattern.
[0231] ([Normal state / 0-2 reserved] Missing fluctuation pattern judgment table A) If the variable display result is "miss", the game state is normal, and the number of reserved memories for variable display is 0 to 2, the miss variation pattern determination table A shown in Figure 13 (A) is selected, and the miss variation pattern determination table A is compared with the value of the random number value MR4 to determine the variation pattern.
[0232] If the determined type of fluctuation pattern is non-reach, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA1-1. If the determined type of fluctuation pattern is a normal reach, if the value of the random number value MR4 is within the range of 0 to 140, the fluctuation pattern is determined to be PA2-1A, if the value of the random number value MR4 is within the range of 141 to 220, the fluctuation pattern is determined to be PA2-1B, and if the value of the random number value MR4 is within the range of 221 to 255, the fluctuation pattern is determined to be PA2-1C. If the determined type of fluctuation pattern is low base weak super reach R, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-2. If the determined type of fluctuation pattern is low base weak super reach A, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-3. If the determined fluctuation pattern type is low base weak super reach B, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-4.
[0233] If the determined type of fluctuation pattern is low base strong super reach A, if the value of the random number value MR4 is within the range of 0 to 89, the fluctuation pattern is determined to be PA2-5, if the value of the random number value MR4 is within the range of 90 to 169, the fluctuation pattern is determined to be PA2-6, if the value of the random number value MR4 is within the range of 170 to 239, the fluctuation pattern is determined to be PA2-7, and if the value of the random number value MR4 is within the range of 240 to 255, the fluctuation pattern is determined to be PA2-8.
[0234] If the determined type of fluctuation pattern is low base strong super reach B, if the value of the random number value MR4 is within the range of 0 to 89, the fluctuation pattern is determined to be PA2-9, if the value of the random number value MR4 is within the range of 90 to 169, the fluctuation pattern is determined to be PA2-10, if the value of the random number value MR4 is within the range of 170 to 239, the fluctuation pattern is determined to be PA2-11, and if the value of the random number value MR4 is within the range of 240 to 255, the fluctuation pattern is determined to be PA2-12.
[0235] If the determined type of fluctuation pattern is low base strong super reach C, if the value of the random number value MR4 is within the range of 0 to 89, the fluctuation pattern is determined to be PA2-13, if the value of the random number value MR4 is within the range of 90 to 169, the fluctuation pattern is determined to be PA2-14, if the value of the random number value MR4 is within the range of 170 to 239, the fluctuation pattern is determined to be PA2-15, and if the value of the random number value MR4 is within the range of 240 to 255, the fluctuation pattern is determined to be PA2-16.
[0236] If the determined type of fluctuation pattern is low base strong super reach D, if the value of the random number value MR4 is within the range of 0 to 89, the fluctuation pattern is determined to be PA2-17, if the value of the random number value MR4 is within the range of 90 to 169, the fluctuation pattern is determined to be PA2-18, if the value of the random number value MR4 is within the range of 170 to 239, the fluctuation pattern is determined to be PA2-19, and if the value of the random number value MR4 is within the range of 240 to 255, the fluctuation pattern is determined to be PA2-20.
[0237] ([Normal state / 3 or more reserved items] Missing fluctuation pattern judgment table B) If the variable display result is "miss", the game state is normal, and the number of reserved memories for variable display is three or more, the miss variation pattern determination table B shown in Figure 13 (B) is selected, and the value of the miss variation pattern determination table B is compared with the value of the random number value MR4 to determine the variation pattern.
[0238] When the determined type of fluctuation pattern is non-reach, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA1-2. In the following, the description of the same parts as those in FIG. 13(A) will be omitted.
[0239] ([Time-saving state and probability change state] Variation pattern determination table C for misses) If the variable display result is "miss" and the game state is a time-saving state or a probability variable state, the miss fluctuation pattern determination table C shown in Figure 14 (C) is selected, and the miss fluctuation pattern determination table C is compared with the value of the random number value MR4 to determine the fluctuation pattern.
[0240] If the determined type of fluctuation pattern is non-reach, if the value of the random number value MR4 is within the range of 0 to 200, the fluctuation pattern is determined to be PA1-3, and if the value of the random number value MR4 is within the range of 201 to 255, the fluctuation pattern is determined to be PA1-4. If the determined type of fluctuation pattern is a normal reach, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-1A. If the determined fluctuation pattern type is high base super reach X, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-21. If the determined type of fluctuation pattern is high base super reach Y, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-22. If the determined type of fluctuation pattern is high base super reach Z, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-23.
[0241] ([Normal state] Big hit fluctuation pattern determination table A) If the variable display result is "jackpot" and the game status is normal, the jackpot fluctuation pattern determination table A shown in Figure 15 (D) is selected, and the fluctuation pattern is determined by comparing the jackpot fluctuation pattern determination table A with the value of the random number value MR4.
[0242] When the determined variation pattern type is full rotation, if the value of the random number value MR4 is within the range of 0 to 255, the variation pattern is determined to be PA2-0. If the determined type of fluctuation pattern is low base weak super reach A, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-3. If the determined type of fluctuation pattern is low base weak super reach B, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-4.
[0243] If the determined type of fluctuation pattern is low base strong super reach A, if the value of the random number value MR4 is within the range of 0 to 15, the fluctuation pattern is determined to be PA2-5, if the value of the random number value MR4 is within the range of 16 to 85, the fluctuation pattern is determined to be PA2-6, if the value of the random number value MR4 is within the range of 86 to 205, the fluctuation pattern is determined to be PA2-7, and if the value of the random number value MR4 is within the range of 206 to 255, the fluctuation pattern is determined to be PA2-8.
[0244] If the determined type of fluctuation pattern is low base strong super reach B, if the value of the random number value MR4 is within the range of 0 to 15, the fluctuation pattern is determined to be PA2-9, if the value of the random number value MR4 is within the range of 16 to 85, the fluctuation pattern is determined to be PA2-10, if the value of the random number value MR4 is within the range of 86 to 205, the fluctuation pattern is determined to be PA2-11, and if the value of the random number value MR4 is within the range of 206 to 255, the fluctuation pattern is determined to be PA2-12.
[0245] If the determined type of fluctuation pattern is low base strong super reach C, if the value of the random number value MR4 is within the range of 0 to 15, the fluctuation pattern is determined to be PA2-13, if the value of the random number value MR4 is within the range of 16 to 85, the fluctuation pattern is determined to be PA2-14, if the value of the random number value MR4 is within the range of 86 to 205, the fluctuation pattern is determined to be PA2-15, and if the value of the random number value MR4 is within the range of 206 to 255, the fluctuation pattern is determined to be PA2-16.
[0246] If the determined type of fluctuation pattern is low base strong super reach D, if the value of the random number value MR4 is within the range of 0 to 15, the fluctuation pattern is determined to be PA2-17, if the value of the random number value MR4 is within the range of 16 to 85, the fluctuation pattern is determined to be PA2-18, if the value of the random number value MR4 is within the range of 86 to 205, the fluctuation pattern is determined to be PA2-19, and if the value of the random number value MR4 is within the range of 206 to 255, the fluctuation pattern is determined to be PA2-20.
[0247] ([Time-saving state and probability change state] Big hit fluctuation pattern judgment table C) If the variable display result is "jackpot" and the game state is a time-saving state or a probability variable state, the jackpot fluctuation pattern determination table C shown in Figure 15 (E) is selected, and the fluctuation pattern is determined by comparing the jackpot fluctuation pattern determination table C with the value of the random number value MR4.
[0248] If the determined fluctuation pattern type is high base super reach X, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-21. If the determined type of fluctuation pattern is high base super reach Y, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-22. If the determined type of fluctuation pattern is high base super reach Z, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-23.
[0249] As shown in Figures 12 (A1) and (A2), when the fluctuation pattern type is "Weak SP-R", if the display result is "Miss", the value of the random number value MR3 is "9" (4054 to 4063), and when the display result is "Jack Hit", the value of the random number value MR3 is "0" (-). Also, when the fluctuation pattern type is "Weak SP-A", if the display result is "Miss", the value of the random number value MR3 is "7" (4064 to 4070), and when the display result is "Jack Hit", the value of the random number value MR3 is "1" (0). Also, when the fluctuation pattern type is "Weak SP-B", if the display result is "Miss", the value of the random number value MR3 is "3" (4071 to 4073), and when the display result is "Jack Hit", the value of the random number value MR3 is "1" (1).
[0250] Therefore, when comparing the ratio of the display results of the number of values of random number value MR3 (= number of values of random number value MR3 when there is a jackpot / (number of values of random number value MR3 when there is a miss + number of values of random number value MR3 when there is a jackpot)), if the fluctuation pattern type is determined to be one of the "low base super reach", the expectation of a jackpot increases in the order of Weak SP-R < Weak SP-A < Weak SP-B.
[0251] Similarly, as shown in Figures 12 (A1) and (A2), when the fluctuation pattern type is "Strong SP-A", if the display result is "Miss", the value of the random number value MR3 is "9" (4074 to 4081), and when the display result is "Jackpot", the value of the random number value MR3 is "974" (2 to 975). Also, when the fluctuation pattern type is "Strong SP-B", if the display result is "Miss", the value of the random number value MR3 is "7" (4082 to 4088), and when the display result is "Jackpot", the value of the random number value MR3 is "1100" (976 to 2075). Also, when the fluctuation pattern type is "Strong SP-C", if the display result is "Miss", the value of the random number value MR3 is "6" (4089 to 4094), and when the display result is "Jack Hit", the value of the random number value MR3 is "1305" (2076 to 3380). Also, when the fluctuation pattern type is "Strong SP-D", if the display result is "Miss", the value of the random number value MR3 is "1" (4095), and when the display result is "Jackpot", the value of the random number value MR3 is "714" (3381 to 4094).
[0252] Therefore, when comparing the percentages of the display results of the number of values of the random number value MR3, if the fluctuation pattern type is determined to be one of the "low base strong super reach", the expected probability of a jackpot increases in the order of Strong SP-A < Strong SP-B < Strong SP-C < Strong SP-D.
[0253] Furthermore, based on the above, when comparing the percentages of the display results of the number of values of the random number value MR3, if the fluctuation pattern type is determined to be one of the "low base super reach", the probability of a jackpot increases in the order of weak SP < strong SP.
[0254] Similarly, as shown in FIGS. 12(B1) and (B2), when the variation pattern type is "Strong SP-X", when the display result is "miss", the number of values of the random number value MR3 is "18" (4049 to 4066), and when the display result is "big win", the number of values of the random number value MR3 is "976" (0 to 975). Also, when the variation pattern type is "SP-Y", when the display result is "miss", the number of values of the random number value MR3 is "17" (4067 to 4083), and when the display result is "big win", the number of values of the random number value MR3 is "1300" (976 to 2275). Also, when the variation pattern type is "SP-Z", when the display result is "miss", the number of values of the random number value MR3 is "12" (4084 to 4095), and when the display result is "big win", the number of values of the random number value MR3 is "1820" (2276 to 4095).
[0255] Therefore, when comparing the ratio of the display result of the number of values of the random number value MR3, when the variation pattern type is determined to be "High base super reach", the big win expectation degree increases in the order of SP-X < SP-Y < SP-Z.
[0256] As shown in FIGS. 13 to 15, by calculating the ratio of the display result of the number of values of the random number value MR4 by the above-described calculation method, when the variation pattern type is "Low base strong super reach", the expectation degree of developing into low base strong super reach increases in the order of Weak SP-R < Weak SP-A < Weak SP-B.
[0257] Therefore, in the present embodiment, in the variation pattern with super reach, the big win expectation degree increases in the order of Weak SP-R < Weak SP-A < Weak SP-B << Strong SP-A < Strong SP-B < Strong SP-C < Strong SP-D. Note that the variation pattern with full rotation is determined only when the display result is "big win", so the full rotation effect is an effect that notifies the player that the big win is determined.
[0258] The RAM 102 provided in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM, part or all of which is backed up by a backup power supply created on a predetermined power supply board. In other words, even if the power supply to the pachinko gaming machine 1 is stopped, part or all of the contents of the RAM 102 are preserved for a predetermined period (until the capacitor serving as the backup power supply discharges and the backup power supply is no longer able to supply power). In particular, at least data corresponding to the game status, i.e., the control status of the game control means (such as a special symbol process flag) and data indicating the number of unpaid balls should be stored in the backup RAM. The data corresponding to the control status of the game control means is data necessary to restore the control status to the state before the power outage, etc., based on that data, when power is restored after a power outage, etc. Furthermore, the data corresponding to the control status and the data indicating the number of unpaid balls are defined as data indicating the progress of the game.
[0259] In such RAM 102, for example, a game control data holding area 003SG150 as shown in Fig. 16 is provided as an area for holding various data used to control the progress of the game in the pachinko game machine 1. The game control data holding area 003SG150 shown in Fig. 16 includes a first special symbol reserve memory unit 003SG151A, a second special symbol reserve memory unit 003SG151B, a normal symbol reserve memory unit 003SG151C, a game control flag setting unit 003SG152, a game control timer setting unit 003SG153, a game control counter setting unit 003SG154, and a game control buffer setting unit 003SG155.
[0260] The first special symbol pending memory unit 003SG151A stores pending data of special symbol games (special symbol games using the first special symbol in the first special symbol display device 4A) in order of winning, in which a game ball has passed (entered) the first starting winning port formed by the winning ball device 6A, resulting in a starting winning (first starting winning) but which has not yet started.
[0261] The second special symbol pending memory unit 003SG151B stores pending data of special symbol games (special symbol games using the second special symbol in the second special symbol display device 4B) in order of winning, in which a game ball has passed (entered) the second start winning port formed by the variable winning ball device 6B and a start winning (second start winning) has occurred but has not yet started.
[0262] As an example, the first special chart reserve memory unit 003SG151A associates the order of winning (the order of detection of the game ball) into the first start entry port with a reserve number, and stores numerical data indicating a random number value MR1 for determining the variable display result, a random number value MR2 for determining the type of win, a random number value MR3 for determining the type of fluctuation pattern, and a random number value MR4 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition when the game ball passes (enters), as reserve data until the number of memories reaches a predetermined upper limit value (for example, "4"). In addition, the second special chart reserve memory unit 003SG151B associates the reserved number with the order of winning (the order of detection of the game ball) into the second start entry port, and stores numerical data indicating the random number value MR1 for determining the variable display result, the random number value MR2 for determining the type of win, the random number value MR3 for determining the type of fluctuation pattern, and the random number value MR4 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104 etc. based on the establishment of the first start condition when the game ball passes (enters), as reserved data until the number of memories reaches a predetermined upper limit value (for example, "4").
[0263] In this way, the reserved data stored in the first special chart reserved memory unit 003SG151A and the second special chart reserved memory unit 003SG151B indicates that the execution of a special chart game using the first special chart or a special chart game using the second special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display results (special chart display results) in these special chart games.
[0264] In this embodiment, when the hold information (first hold information) based on the establishment of the first start condition by the game ball passing through (entering) the first start entry port and the hold information (second hold information) based on the establishment of the second start entry by the game ball passing through (entering) the second start entry port are stored in separate hold memory units in association with the hold number, the variable display based on the second hold memory information is executed in priority over the variable display based on the first hold information.
[0265] The normal symbol reserve memory unit 003SG151C stores reserve information for normal symbol games that have not yet been started by the normal symbol display device 20, even though the gaming ball has been detected by the gate switch 21. For example, the normal symbol reserve memory unit 003SG151C associates the gaming balls with reserve numbers in the order in which they are detected by the gate switch 21, and stores numerical data indicating the random number value MR5 for determining the normal symbol display result extracted by the CPU 103 from the random number circuit 104, etc., based on the passage of the gaming ball, as reserved data until the number reaches a predetermined upper limit value (for example, "4").
[0266] The game control flag setting unit 003SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 003SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.
[0267] The game control timer setting unit 003SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 003SG153 stores data indicating timer values of each of a plurality of types of timers.
[0268] The game control counter setting unit 003SG154 is provided with multiple types of counters for counting count values used to control the progress of a game in the pachinko game machine 1. For example, data indicating the count values of each of the multiple types of counters is stored in the game control counter setting unit 003SG154. Here, the game control counter setting unit 003SG154 may be provided with a random counter for counting some or all of the game random numbers in a manner that allows the CPU 103 to update them by software.
[0269] The random counter of the game control counter setting unit 003SG154 stores, as a random count value, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR1 to MR5, and the numerical data indicating each random number value is updated periodically or irregularly in accordance with the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be software for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be software for updating the random count value by performing predetermined processing such as scrambling or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.
[0270] The game control buffer setting unit 003SG155 is provided with various buffers that temporarily store data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 003SG155 stores data indicating buffer values for each of a plurality of types of buffers.
[0271] 2, the ROM 121 mounted on the performance control board 12 stores not only a performance control program but also various data tables used to control performance operations. For example, the ROM 121 stores table data constituting a plurality of judgment tables prepared so that the performance control CPU 120 can make various judgments, decisions, and settings, and pattern data constituting various performance control patterns.
[0272] As an example, the ROM 121 stores a presentation control pattern table that stores a plurality of presentation control patterns that the presentation control CPU 120 uses to control presentation operations by various presentation devices (for example, the image display device 5, speakers 8L, 8R, game effect lamp 9, decorative LEDs, presentation models, etc.). The presentation control patterns correspond to various presentation operations executed according to the progress of the game in the pachinko gaming machine 1 and are composed of data indicating the control content of the operations. The presentation control pattern table may store, for example, a presentation control pattern for when special symbols are variable displayed, a notice presentation control pattern, various presentation control patterns, etc.
[0273] The RAM 122 mounted on the performance control board 12 shown in Fig. 2 is provided with a performance control data holding area 003SG190 as shown in Fig. 17(A) as an area for holding various data used to control performance operations. The performance control data holding area 003SG190 shown in Fig. 17(A) includes a performance control flag setting unit 003SG191, a performance control timer setting unit 003SG192, a performance control counter setting unit 003SG193, and a performance control buffer setting unit 003SG194.
[0274] The performance control flag setting unit 003SG191 is provided with multiple types of flags whose states can be updated in accordance with the performance operation state, such as the display state of the performance image on the screen of the image display device 5, and the performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 003SG191 stores data indicating the value of the flag and data indicating the on or off state for each of the multiple types of flags.
[0275] The performance control timer setting unit 003SG192 is provided with multiple types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 003SG192 stores data indicating the timer values of each of the multiple types of timers.
[0276] The performance control counter setting unit 003SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 003SG193 stores data indicating the count values of each of the plurality of types of counters.
[0277] The performance control buffer setting unit 003SG194 is provided with various buffers that temporarily store data used to control the progress of various performance operations. For example, the performance control buffer setting unit 003SG194 stores data indicating the buffer values of each of multiple types of buffers.
[0278] In this embodiment, the data constituting the start winning time receiving command buffer 003SG194A as shown in Fig. 17 (B) is stored in a predetermined area of the performance control buffer setting unit 003SG194. The start winning time receiving command buffer 003SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol during variable display. Also, the start winning time receiving command buffer 003SG194A has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol during variable display. When a start winning occurs in the first start winning port or the second start winning port, a set of four commands, namely, a start port winning designation command (first start port winning designation command or second start port winning designation command), a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), a pattern designation command, and a variable category command, are transmitted from the main board 11 to the performance control board 12. The storage area corresponding to the first special symbol reserved memory and the storage area corresponding to the second special symbol reserved memory in the start winning reception command buffer 003SG194A have storage areas (entries) reserved for associating these start port winning designation command, reserved memory number notification command, pattern designation command, and variable category command, and storing them separately as the first special symbol reserved memory and the second special symbol reserved memory.
[0279] When the start condition is met and the variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") is started, the contents of these storage areas (entries) are shifted up one by one as described below, and the contents of buffer number "1-0" or buffer number "2-0", which stores the contents of the reserved memory for which the start condition is met, are cleared in the special drawing hit waiting process executed when the variable display is ended.
[0280] Furthermore, in this embodiment, the start winning time receiving command buffer 003SG194A has a memory area reserved for each storage area (entry) so that a hold display flag in which a flag value corresponding to the display pattern (display mode) of the hold memory display is set, a hold display final mode flag in which a flag value corresponding to the final display pattern of the hold memory display is set, and a hold display change timing flag in which a flag value corresponding to the timing at which the display pattern of the hold memory display changes to the final display pattern can be stored in association with each buffer number corresponding to the first special chart hold memory and the second special chart hold memory.
[0281] In the hold display effect setting process described below, if it is not decided to execute a hold display effect, the hold display final mode flag is set to "0", which corresponds to the normal hold display display pattern, and if it is decided to execute a hold display effect, it is set to "1" (square (◇)) or "2" (star (☆)), which corresponds to the display pattern of a hold memory display that is a special mode different from the normal display mode (for example, a square (◇) or a star (☆)). After the hold display effect determination process is executed, the hold display update process described below is further executed, so that the active display and hold display are displayed in a display mode corresponding to each hold display flag (for example, if the hold display flag value is "0", a white circle (○), if the hold display flag value is "1", a square (◇), and if the hold display flag value is "2", a star (☆)).
[0282] In addition, the hold display flag is set to "0", which corresponds to the normal hold display display pattern, and when it is decided to execute the hold display effect, the value of the hold display final mode flag is set according to the timing corresponding to the value of the hold display change timing flag.
[0283] In addition, in this embodiment, the value of the hold display change timing flag indicates the timing at which each hold memory shifts as a hold memory for each buffer number, and the performance control CPU 120 executes a process to set the value of the hold display final mode flag as the value of the hold display flag at the timing at which each hold memory shifts as a hold memory for the buffer number corresponding to the value of the hold display change timing flag.
[0284] When a start win occurs in the first start win slot, the performance control CPU 120 stores commands starting from the top (the entry with the lowest buffer number) of the empty entry corresponding to the first special symbol reserved memory in the start win reception command buffer 003SG194A, and when a start win occurs in the second start win slot, the CPU 120 stores commands starting from the top (the entry with the lowest buffer number) of the empty entry corresponding to the second special symbol reserved memory in the start win reception command buffer 003SG194A. When a start win occurs, a start win slot designation command, a reserved symbol number notification command, a symbol designation command, and a variable symbol category command are transmitted in sequence. Therefore, when commands are received, the start win slot designation command, the reserved symbol number notification command, the symbol designation command, and the variable symbol category command are stored in sequence in the storage areas corresponding to the last digits "0" to "4" of the buffer numbers corresponding to the first special symbol reserved memory or the second special symbol reserved memory.
[0285] 17(B) shown in the start winning time reception command buffer 003SG194A, each time the variable display of the decorative pattern starts, the entry corresponding to the reserved memory of the variable display that ended immediately before (the entry of buffer number "1-0" or "2-0") is deleted, and the entry corresponding to the reserved memory of the variable display that starts (the entry corresponding to buffer number "1-1" or "2-1") and the contents of the reserved memory of the entry after the variable display that starts are shifted. For example, when the variable display of the decorative pattern of the first special reserved memory is completed in the storage state shown in FIG. 17(B), each command stored in buffer number "0" is deleted, each command stored in buffer number "0" is shifted to buffer number "0", and each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "0", and each command stored in the area corresponding to buffer number "3", "4" is shifted to the area corresponding to buffer number "2", "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to the reserved memory that is variably displayed at that time.
[0286] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0287] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 18 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0288] 18, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.
[0289] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.
[0290] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a random number circuit setting process (step S8). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.
[0291] If the recovery condition is not satisfied (step S3; No), an initialization process (step S6) is performed, followed by a random number circuit setting process (step S8). The initialization process of step S6 includes a clearing process for clearing flags, counters, and buffers stored in RAM 102, and initial values are set in the work area by the execution of the clearing process.
[0292] After executing the random number circuit setting process (step S8), the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S9), and then permits the interrupt (step S10). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute the timer interrupt process.
[0293] When the CPU 103 that has executed this game control main processing receives an interrupt request signal from the CTC and accepts the interrupt request, it executes the game control timer interrupt processing shown in the flowchart of Fig. 19. When the game control timer interrupt processing shown in Fig. 19 starts, the CPU 103 first executes a predetermined switch processing to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, the first count switch 23, and the second count switch 24 via the switch circuit 110 (step S21). Next, by executing a predetermined main side error processing, it diagnoses an abnormality in the pachinko game machine 1 and can issue a warning if necessary depending on the diagnosis result (step S22). After this, by executing a predetermined information output process, data such as jackpot information (information indicating the number of jackpots that have occurred, etc.), start information (information indicating the number of start winnings, etc.), and probability fluctuation information (information indicating the number of times the game has entered a special state, etc.) is output, which is supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0294] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the jackpot game state, the control of the game state, etc.
[0295] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.
[0296] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.
[0297] (Special pattern processing) Fig. 20 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 19. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0298] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission of the performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 19.
[0299] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S117 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S117), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.
[0300] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" and, if so, the type of jackpot, are determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. In this embodiment, the special symbol game using the second special symbol is executed with priority over the special symbol game using the first special symbol (also referred to as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").
[0301] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.
[0302] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining one of a plurality of fluctuation patterns using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether or not the display result is a "jackpot". In the fluctuation pattern setting process, when a fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.
[0303] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.
[0304] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.
[0305] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to stop the variation of the special symbol and to stop displaying (deriving) the confirmed special symbol that is the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." If the display result is a "miss," the game state is also updated if the game is in a time-saving state or a probability variable state and the end of the number-cutting is established. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0306] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoids 82 and 83 for the jackpot opening port is executed. At this time, depending on the jackpot type, for example, the maximum opening period for the jackpot opening port, the jackpot opening port to be opened, and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.
[0307] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by count switches 23 and 24. When the large prize opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to solenoid 82 for the large prize opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.
[0308] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of times the round that opens the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of times the round has been executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of times the round has been executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.
[0309] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.
[0310] (Start winning judgment processing) FIG. 21 is a flowchart showing the start winning determination process (S101) shown in FIG. 20. In the start winning determination process, the CPU 103 first determines whether the first start opening switch 22A, which is provided corresponding to the first start winning opening formed by the winning ball device 6A, is on or not based on a detection signal from the first start opening switch 22A (003SGS101). At this time, if the first start opening switch 22A is on (003SGS101; Y), it determines whether the first special symbol reserved memory number, which is the number of reserved memories for the special symbol game using the first special symbol, has reached a predetermined upper limit (e.g., "4" as the upper limit memory number) (003SGS102). The CPU 103 may specify the first special symbol reserved memory number by, for example, reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit 003SG154. When the number of reserved memories of the first special chart is not the upper limit value in 003SGS102 (003SGS102; N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 003SG155 is set to "0" (003SGS103).
[0311] When the first start opening switch 22A is off in 003SGS101 (003SGS101; N), or when the number of first special symbol reserved memories has reached the upper limit in 003SGS102 (003SGS102; Y), it is determined whether the second start opening switch 22B, which is provided corresponding to the second start opening formed by the variable winning ball device 6B, is on or not (003SGS104). At this time, if the second start opening switch 22B is on (003SGS104; Y), it is determined whether the second special symbol reserved memory number, which is the number of reserved memories for the special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit memory number) (003SGS105). The CPU 103 can specify the number of reserved second special symbols by reading the second reserved memory count value, which is the stored value of the second reserved memory count counter provided in the game control counter setting unit 003SG154. When the second reserved memory count is not the upper limit value in 003SGS105 (003SGS105; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 003SG155 is set to "2" (003SGS106).
[0312] After executing either of the processes 003SGS103 and 003SGS106, the number of reserved special symbols corresponding to the start port buffer value, which is the value stored in the start port buffer, is updated by adding 1 (003SGS107). For example, when the start port buffer value is "0," the first reserved symbol count value is added by 1, while when the start port buffer value is "2," the second reserved symbol count value is added by 1. Thus, the first reserved symbol count value is updated to increase by 1 when the gaming ball passes (enters) the first start port and the first start condition corresponding to the special symbol game using the first special symbol is established. Furthermore, the second reserved symbol count value is updated to increase by 1 when the gaming ball passes (enters) the second start port and the second start condition corresponding to the special symbol game using the second special symbol is established. At this time, the total reserved symbol count is also updated to increase by 1 (003SGS108). For example, the total reserved memory count value, which is the stored value of the total reserved memory count counter provided in the game control counter setting unit 003SG154, can be updated to add 1.
[0313] After executing the process of 003SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the jackpot type, the random number value MR3 for determining the variation pattern type, and the random number value MR4 for determining the variation pattern from the numerical data updated by the random number circuit 104 and the random counter of the game control counter setting unit 003SG154 (003SGS109). The numerical data indicating each extracted random number value and the start port buffer value are stored by being set as reservation information at the beginning of an empty entry in the special chart reservation memory unit (003SGS110).
[0314] The numerical data indicating the random number value MR1 for determining the special symbol display result and the random number value MR2 for determining the type of jackpot are used to determine whether the variable display result of the special symbol or decorative symbol is a "jackpot" or not, and further to determine the type of jackpot if the variable display result is a "jackpot." The random number value MR3 for determining the variation pattern is used to determine the variation pattern including the variable display time of the special symbol or decorative symbol. By executing the processing of 003SGS109, the CPU 103 extracts numerical data indicating all of the random number values used to determine the variable display mode including the variable display result and variable display time of the special symbol or decorative symbol.
[0315] Following the processing of 003SGS110, a setting for sending a start port winning designation command according to the start port buffer value is made (003SGS111). For example, when the start port buffer value is "0," a setting for sending a first start port winning designation command to the performance control board 12 is made by storing the storage address of the first start port winning designation command table in ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer. On the other hand, when the start port buffer value is "2," a setting for sending a second start port winning designation command to the performance control board 12 is made by storing the storage address of the second start port winning designation command table in ROM 101 in the buffer area of the transmission command buffer. The start port winning designation command set in this way is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control processing of S27 shown in FIG. 19 after the special symbol process processing is completed.
[0316] Following the processing of 003SGS111, the CPU 103 executes a winning random number value determination process (step 003SGS112), and then performs settings for transmitting a reserved memory number notification command to the performance control board 12, for example, by storing the storage address of the reserved memory number notification command table in ROM 101 in a buffer area designated by a transmission command pointer in the transmission command buffer (003SGS113). The reserved memory number notification command thus set is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control process of S27 shown in Figure 19 after the special symbol process process has ended.
[0317] After executing the processing of 003SGS113, it is determined whether the start port buffer value is "0" (003SGS114). At this time, if the start port buffer value is "0" (Y in 003SGS114), the start port buffer is cleared and its stored value is initialized to "0" (003SGS115), and then the processing of 2390SGS104 is advanced to. In contrast, if the start port buffer value is "2" (N in 003SGS114), the start port buffer is cleared and its stored value is initialized to "0" (003SGS116), and then the start winning processing is terminated. As a result, even if both the first start port switch 22A and the second start port switch 22B simultaneously detect a start winning of a valid game ball, it is possible to reliably complete the processing based on the detection of both valid start winnings.
[0318] (Random number determination process when winning) FIG. 22(A) is a flowchart showing an example of the process executed in step 003SGS112 of FIG. 21 as a random number value determination process at the time of winning. In this embodiment, when the variable display of the special symbol or decorative symbol is initiated, a normal special symbol process (described later) determines whether or not to control the special symbol display result (the variable display result of the special symbol) as a "jackpot" and to enter a jackpot gaming state. Furthermore, a variable pattern setting process (described later) determines a variable pattern that specifically defines the variable display mode of the decorative symbol. Separately from these determinations, when a gaming ball is detected in a start winning slot (first start winning slot or second start winning slot), the CPU 103 executes the random number value determination process at the time of winning in step 003SGS112 to determine whether or not a jackpot symbol is determined to be statically displayed as the special symbol display result, and whether or not the variable display mode of the decorative symbol becomes a predetermined display mode accompanied by a super reach. As a result, before the variable display of special symbols and decorative symbols based on the detection of a game ball entering the starting winning slot begins, that is, before it is decided whether or not a jackpot will be reached at the start of the variable display, it is determined that the special symbol display result will be a "jackpot" and which category of variable display mode the decorative symbol will be, and based on this determination result, the performance control CPU 120, etc., will execute preview performances such as advance preview performances, as will be described later.
[0319] 22(A), the CPU 103 first identifies the current game state of the pachinko game machine 1 by checking the state of the time-saving flag and the probability variable flag provided in the game control flag setting unit 003SG152, for example (step 003SGS121). When the probability variable flag is on, the CPU 103 identifies the probability variable state (high probability, high base state), when the probability variable flag is off and the time-saving flag is on, the CPU 103 identifies the time-saving state (low probability, high base state), and when both the probability variable flag and the time-saving flag are off, the CPU 103 identifies the normal state (low probability, low base state).
[0320] Following the processing of step 003SGS121, the display result determination table shown in FIG. 8 is selected and set (step 003SGS122). Then, it is determined whether the numerical data indicating the random number value MR1 for determining the special symbol display result extracted in step 003SGS109 of FIG. 17 is within a predetermined jackpot determination range (step 003SGS123). The jackpot determination range is set to individual determination values assigned to the "jackpot" special symbol display result in the special symbol display result determination table selected by the processing of step 003SGS122, and the CPU 103 can determine whether or not a determination value matches the random number value MR1 by comparing the random number value MR1 with each determination value one by one. Alternatively, it is possible to set values indicating the minimum value (lower limit) and maximum value (upper limit) of the determination value included in the jackpot determination range, and the CPU 103 can determine whether or not the random number value MR1 is within the jackpot determination range by comparing the random number value MR1 with the minimum or maximum value of the jackpot determination range. At this time, by determining that the random number value MR1 is within the range of the big hit determination range, it can be determined that the variable display result based on the reserved data including the random number value MR1 is determined to be a "big hit."
[0321] If it is determined in step 003SGS123 that the result is outside the jackpot determination range, that is, if it is determined that the variable display will not result in a jackpot (step 003SGS123; N), the transmission setting of the first symbol designation command, which is a symbol designation command corresponding to the variable display result being a "miss," is executed (step 003SGS128), and a miss variation pattern type determination table corresponding to the game state is selected (step 003SGS130). For example, if the game state is the normal state, the miss variation pattern type determination table A shown in Figure 12(A) may be selected, and if the game state is the time-saving state or the probability variable state, the miss variation pattern type determination table B shown in Figure 12(B) may be selected.
[0322] Also, if it is determined in step 003SGS123 that it is within the jackpot determination range, that is, if it is determined that a jackpot will occur during variable display (step 003SGS123; Y), as shown in Figure 9 (A), the jackpot type is determined based on the random number value MR2 for jackpot type determination (step 003SGS132). At this time, the CPU 103 selects jackpot type determination table data from the table data constituting the jackpot type determination table according to the variable special chart specified corresponding to the start port buffer value ("first special chart" corresponding to "1" or "second special chart" corresponding to "2"). Then, by referring to the selected jackpot type determination table data, it determines which of multiple types the jackpot type is determined to be.
[0323] In addition, the transmission setting of the symbol designation command according to the determined jackpot type, that is, the second symbol designation command if it is jackpot A, the third symbol designation command if it is jackpot B, and the fourth symbol designation command if it is jackpot C, is executed (step 003SGS133), and a jackpot variation pattern determination table is selected and set according to the game state as a table for determining the jackpot variation pattern (step 003SGS135). In addition, in the processing of step 003SGS135, if the game state is a normal state (low probability low base state), jackpot variation pattern determination table A is selected, and if the game state is a time-saving state or a probability variable state (low probability high base state or high probability high base state), jackpot variation pattern determination table B is set.
[0324] After executing step 003SGS130 and step 003SGS135, the CPU 103 uses each fluctuation pattern type determination table set in each step and numerical data indicating the random number value MR3 for fluctuation pattern type determination to determine a fluctuation category according to the range of determination values that includes the random number value MR3 (step 003SGS138). In this embodiment, as shown in Figure 22 (B), when at least the variable display result is "miss", a variable category that will be in the variable display mode of "non-reach" regardless of the total number of reserved memories, a variable category that will be in the variable display mode of "super reach", and a variable category of "other" that will be in the variable display mode other than "non-reach" and "super reach" (for example, normal reach), and it is sufficient to be able to determine whether or not such a variable category will be determined based on the random number value MR3.
[0325] Thereafter, a variable category designation command according to the determination result of the processing in step 003SGS138 is set to be sent to the performance control board 12 (step 003SGS139), and the winning random number determination processing is terminated.
[0326] (Special pattern normal processing) Fig. 23 is a flowchart showing an example of the processing executed in S110 of Fig. 20 as the normal special symbol processing. In the normal special symbol processing shown in Fig. 23, the CPU 103 first determines whether the second special symbol reserved memory count is "0" or not (step 003SGS141). The second special symbol reserved memory count is the reserved memory count of the special symbol game using the second special symbol by the second special symbol display device 4B. For example, in the processing of step 003SGS141, it is sufficient to read out the second reserved memory count value stored in the game control counter setting unit and determine whether the read value is "0" or not.
[0327] When the second special chart reserved memory number is other than "0" in step 003SGS141 (step 003SGS141; N), the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the jackpot type, the random number value MR3 for determining the fluctuation pattern type, and the random number value MR4 for determining the fluctuation pattern are read out as reserved data stored in the second special chart reserved memory unit corresponding to the reserved number "0" (step 003SGS142). The numerical data read out at this time may be stored, for example, in a fluctuation random number buffer or the like and temporarily stored.
[0328] Following the processing of step 003SGS142, the second special chart reserved memory count value and the total reserved memory count value are updated by subtracting 1 from each other, and the second special chart reserved memory count and the total reserved memory count are updated by subtracting 1 from each other, and the data in the second special chart reserved memory unit is updated. Specifically, the reserved data indicating the random number values MR1 to MR3 stored in entries lower than the reserved number "0" in the second special chart reserved memory unit (for example, entries corresponding to reserved numbers "2" to "4") are shifted to higher positions by one entry (step 003SGS143).
[0329] Thereafter, the variable special chart designation buffer value, which is the stored value of the variable special chart designation buffer, is updated to "2" (step 003SGS144), and then the process proceeds to step 003SGS149.
[0330] On the other hand, when the second special symbol reserved memory count is "0" in step 003SGS141 (step 003SGS141; Y), it is determined whether the first special symbol reserved memory count is "0" (step 003SGS145). The first special symbol reserved memory count is the reserved memory count of a special symbol game using the first special symbol by the first special symbol display device 4A. For example, in the processing of step 003SGS145, the game control counter setting unit reads the first reserved memory count value stored in the first reserved memory count counter and determines whether the read value is "0." In this way, the processing of step 003SGS145 is executed when it is determined in step 003SGS141 that the second special symbol reserved memory count is "0," and it determines whether the first special symbol reserved memory count is "0." As a result, the special symbol game using the second special symbol is started with priority over the special symbol game using the first special symbol.
[0331] It is not limited to the special symbol game using the second special symbol being executed with priority over the special symbol game using the first special symbol, and for example, the special symbol game may be started in the order in which the game ball enters (passes) the first start winning port or the second start winning port and the start winning occurs. In this case, it is sufficient to provide a table that stores data that can identify the order in which the start winning occurs, and to determine whether to start the execution of the special symbol game using the first special symbol or the second special symbol from the stored data.
[0332] When the number of reserved memories of the first special symbol is other than "0" in step 003SGS145 (step 003SGS145; N), the following numerical data are read out as reserved data stored in the first special symbol reserved memory unit corresponding to the reserved number "0": a random number value MR1 for determining the result of the special symbol display, a random number value MR2 for determining the type of big win, a random number value MR3 for determining the type of fluctuation pattern, and a random number value MR4 for determining the fluctuation pattern (step 003SGS146). The read numerical data may be temporarily stored in, for example, a random number buffer for fluctuation.
[0333] Following the processing of step 003SGS146, the first special chart reserved memory count value and the total reserved memory count value are updated by subtracting 1 from each other, and the first special chart reserved memory count and the total reserved memory count are updated by subtracting 1 from each other, and the data in the first special chart reserved memory unit is updated. Specifically, the reserved data indicating the random number values MR1 to MR3 stored in entries lower than the reserved number "0" in the first special chart reserved memory unit (for example, entries corresponding to reserved numbers "2" to "4") are shifted to higher entries by one entry (step 003SGS147).
[0334] Thereafter, the variable special chart designation buffer value, which is the stored value of the variable special chart designation buffer, is updated to "0" (step 003SGS148), and then the process proceeds to step 003SGS149.
[0335] In step 003SGS149, the display result determination table shown in FIG. 8 is selected and set as the table to be used to determine whether the special symbol display result, which is the variable display result of the special symbol, is a "jackpot" or a "miss." Next, the numerical data indicating the random number value MR1 for determining the special symbol display result stored in the variable random number buffer is compared with the determination value assigned to each special symbol display result of "jackpot" or "miss" to determine whether the special symbol display result is a "jackpot" or a "miss" (step 003SGS150). In addition, in this step 003SGS150, if the game state at that time is a high probability state (probability variable state) in which the probability variable flag is on, if the random number value MR1 for determining the special symbol display result falls within the range of 10000 to 12180 corresponding to the high probability state (probability variable state), it is determined to be a "jackpot," and if it does not fall within the range, it is determined to be a "miss." Also, if the probability flag is off and the state is low (in this embodiment, the low probability low base state and low probability high base state), if the random number value MR1 used to determine the special chart display result falls within the range of 0 to 218, it is judged as a "jackpot," and if it does not fall within the range, it is judged as a "miss."
[0336] In this way, in the display result judgment table selected in step 003SGS149, different judgment values are assigned to a "jackpot" depending on the game state at that time (high probability, low probability). Therefore, in the processing of step 003SGS150, whether or not the special chart display result is a "jackpot" is determined using different judgment data (judgment values) depending on whether or not the game state when the variable display of a special chart game or the like is started is a high probability state. When the game state is a high probability state, it is judged (determined) to be a "jackpot" with a higher probability than when it is a low probability state.
[0337] If step 003SGS150 determines that the jackpot has been reached (step 003SGS150; Y), the jackpot flag is set to ON (step 003SGS152). At this time, the jackpot type determination table shown in FIG. 9(A) is selected and set as the table to be used for determining the jackpot type as one of several types (step 003SGS153). By referencing the jackpot type determination table thus set, it is determined which of several types the jackpot type will be, depending on whether the numerical data indicating the random number value MR2 for jackpot type determination stored in the variable random number buffer matches with the determination value assigned to each jackpot type, "jackpot A," "jackpot B," or "jackpot C," in the jackpot type determination table (step 003SGS154).
[0338] By determining the jackpot type in step 003SGS154, the game state after the jackpot game state ends—either a time-saving state (low probability, high base state) or a probability variable state (high probability, high base state) that is more advantageous to the player than the time-saving state—is determined before the fixed special symbol is derived as a variable display result. Corresponding to the jackpot type thus determined, the determined jackpot type is stored, for example, by setting a jackpot type buffer value, which is the value stored in a jackpot type buffer provided in the game control buffer setting unit (step 003SGS155). For example, if the jackpot type is jackpot A, it can be set to "0," if it is jackpot B, it can be set to "2," and if it is jackpot C, it can be set to "3." After processing step 003SGS155, the process proceeds to step 003SGS156.
[0339] Furthermore, if it is determined in step 003SGS150 that the result is a "miss" (step 003SGS150; N), the process of step 003SGS156 is executed without executing the processes of steps 003SGS152 to 003SGS155.
[0340] In step 003SGS156, the CPU 103 sets a fixed special symbol in accordance with the pre-determined result of whether or not to control to a jackpot gaming state (whether or not the jackpot flag is turned on) and the determined result of the jackpot type in the jackpot gaming state. As an example, in accordance with the pre-determined result of the special symbol display result being a "miss," a special symbol showing the symbol "-," which is a miss symbol, is set as the fixed special symbol. Also, if the special symbol display result is determined to be a "jackpot" in step 003SGS150, if the jackpot type in step 003SGS154 is "jackpot A," a special symbol showing the number "2" is set as the fixed special symbol. Also, if the jackpot type is "jackpot B," a special symbol showing the number "5" is set as the fixed special symbol. Also, if the jackpot type is "jackpot C," a special symbol showing the number "7" is set as the fixed special symbol. These fixed special symbols are merely examples, and other fixed special symbols may be set, or multiple types of symbols may be set as fixed special symbols.
[0341] After the confirmed special symbol is set in step 003SGS156, the value of the special symbol process flag is updated to "1", which corresponds to the variable pattern setting process (step 003SGS157), and then the normal special symbol processing is terminated.
[0342] If the number of reserved memories for the special symbol game using the first special symbol is "0" in step 003SGS145 (step 003SGS145; Y), a predetermined demo display setting is performed (step 003SGS158), and then the normal special symbol processing is terminated. In this demo display setting, it is determined whether or not a performance control command (customer waiting demo designation command) that designates a demonstration display (demo screen display) by, for example, displaying a predetermined performance image on the image display device 5 has been transmitted from the main board 11 to the performance control board 12. If the customer waiting demo designation command has already been transmitted, the demo display setting is terminated. On the other hand, if the command has not yet been transmitted, settings are performed to transmit the customer waiting demo designation command, and then the demo display setting is terminated.
[0343] (Variation pattern setting process) 24 is a flowchart showing an example of the processing executed in step S111 of FIG. 20 as the fluctuation pattern setting processing. In the fluctuation pattern setting processing shown in FIG. 24, the CPU 103 selects a fluctuation pattern type determination table according to the state (step 003SGS160a). For example, when the variable display result is a loss, if the gaming state is a normal state, the loss fluctuation pattern type determination table A shown in FIG. 12(A) is selected, while if the gaming state is a time-saving state or a probability variable state, the loss fluctuation pattern type determination table B shown in FIG. 12(B) is selected. Also, when the variable display result is a jackpot, if the gaming state is a normal state, the jackpot fluctuation pattern type determination table A shown in FIG. 12(C) is selected, while if the gaming state is a time-saving state or a probability variable state, the jackpot fluctuation pattern type determination table B shown in FIG. 12(D) is selected.
[0344] Then, based on numerical data indicating a random number value MR3 for determining the type of fluctuation pattern stored, for example, in a fluctuation random number buffer, the type of fluctuation pattern is determined to be one of several types by referring to the selected (set) fluctuation pattern type determination table (step 003SGS160b).
[0345] Furthermore, the CPU 103 selects a variation pattern determination table according to the state (step 003SGS161). For example, when the variable display result is a loss, if the game state is normal and the number of reserved memories of special symbols that execute variable display is 0 to 2, the loss variation pattern determination table A shown in FIG. 13(A) is selected, if the game state is normal and the number of reserved memories of special symbols that execute variable display is 3, the loss variation pattern determination table B shown in FIG. 13(B) is selected, and if the game state is a time-saving state or a probability variable state, the loss variation pattern determination table C shown in FIG. 14 is selected. Also, when the variable display result is a jackpot, if the game state is normal, the jackpot variation pattern determination table A shown in FIG. 15(A) is selected, and if the game state is a time-saving state or a probability variable state, the jackpot variation pattern determination table B shown in FIG. 15(B) is selected.
[0346] Then, based on the numerical data indicating the random number value MR4 for determining the fluctuation pattern stored, for example, in a fluctuation random number buffer, and the determined type of fluctuation pattern, the fluctuation pattern is determined to be one of several types by referring to the selected (set) fluctuation pattern determination table (step 003SGS162).
[0347] After the variation pattern is determined in step 003SGS162, settings are made to start the variation of the special symbols so that either a special symbol game using the first special symbol on the first special symbol display device 4A or a special symbol game using the second special symbol on the second special symbol display device 4B is started, depending on the value of the variable special symbol designation buffer (step 003SGS163). As an example, if the variable special symbol designation buffer value is "1", settings are made to send a drive signal to update the display of the first special symbol on the first special symbol display device 4A. On the other hand, if the variable special symbol designation buffer value is "2", settings are made to send a drive signal to update the display of the second special symbol on the second special symbol display device 4B.
[0348] Following the processing of step 003SGS163, settings are made to send various commands to be used when the special symbol starts to fluctuate (step 003SGS164). For example, when the fluctuating special symbol designation buffer value is "1", the CPU 103 stores setting data indicating the storage address (first address) in ROM 101 of the first fluctuation start command table prepared in advance in a buffer area designated by a transmission command pointer in a transmission command buffer provided in the game control buffer setting unit 003SG155 in order to sequentially send a game state designation command, a first fluctuation start command, a fluctuation pattern designation command, a variable display result desi...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player and uses content, a performance control means capable of executing a performance; a display means; The performance control means When a game is not being played, a demonstration display is displayed on the display means. It is possible to It is possible to cause the display means to display a reused display that reuses an image used in the content, It is possible to cause the display means to display a new display that does not reuse images used in the content, the diversion display includes a first diversion display, a second diversion display, and a third diversion display; the new indication includes a first new indication, a second new indication, and a third new indication; the demonstration display includes the first reuse display and the first new display; the first diversion display is displayed for a predetermined period of time in the demonstration display; the first new display is displayed for a specific period of time in the demonstration display; The predetermined period is longer than the specific period, The performance control means A first specific reach that includes the second diversion display and suggests whether or not the advantageous state will be achieved is executable; A second specific reach that includes the second new display and suggests whether or not the game will be controlled to the advantageous state can be executed; A third specific reach that includes the third reuse display and the third new display and suggests whether or not the advantageous state will be reached is executable; When the second specific reach is executed, the rate of being controlled to the advantageous state is higher than when the first specific reach is executed, A gaming machine in which the probability of being controlled to the advantageous state is higher when the third specific reach is executed than when the second specific reach is executed.
Citation Information
Patent Citations
Game machine
JP2020121156A
Game machine
JP2021036994A