gaming machines
By integrating adjustable and fixed light-emitting means, the gaming machine addresses the issue of reduced entertainment value due to dimming, enhancing player engagement through dynamic lighting effects.
Patent Information
- Application Number
- JP2024229391
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-12-25
- Publication Date
- 2025-09-08
- Estimated Expiration
- 2044-12-25
AI Technical Summary
Conventional pachinko gaming machines face a challenge in maintaining high entertainment value when light intensity settings are reduced, leading to undesirable dimming of light emissions.
The gaming machine incorporates a first light-emitting means that adjusts light intensity during special game states and a second light-emitting means that maintains predetermined intensity, independent of the adjusted setting, enhancing game excitement through dynamic lighting effects.
This approach increases player engagement and enjoyment by providing visually engaging light displays that enhance the gaming experience.
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. [Background technology]
[0002] Conventionally, some pachinko gaming machines, which are an example of gaming machines, are provided with a light-emitting means capable of emitting light, as described in Patent Document 1 below. A light intensity setting value can be set within a predetermined light intensity setting range based on an operation of an operating means. Therefore, a player can adjust the light intensity of the light-emitting means by setting an arbitrary light intensity setting value. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-213635 Summary of the Invention [Problem to be solved by the invention]
[0004] However, when the light intensity setting value is reduced, there are some light emitting means for which the light intensity (brightness) when emitting light is reduced, which is undesirable, and there is room for improvement in order to increase the entertainment value of the game.
[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]
[0006] The gaming machine of the present invention comprises: a game control means for controlling a special game state when a win is determined in the win determination; a performance control means capable of controlling the performance; an operable operating means; a first light emitting means capable of emitting light in a special light emitting mode indicating that the game is controlled to the special game state when the game is controlled to the special game state; When the special game state is being controlled To, and a second light emitting means capable of emitting light in a specific light emitting manner that indicates a specific value based on the number of balls shot by a player, The performance control means A light intensity setting value can be set within a predetermined light intensity setting range based on an operation on the operating means, This gaming machine is characterized in that when the light intensity setting value is changed from a first light intensity value to a second light intensity value smaller than the first light intensity value while being controlled in the special gaming state, the first light-emitting means emits light in the special light-emitting mode at a light intensity based on the second light intensity value, while the second light-emitting means emits light in the specific light-emitting mode at a predetermined light intensity regardless of the second light intensity value. [Effects of the Invention]
[0007] According to the present invention, it is possible to increase interest in games. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] 10A is an explanatory diagram showing the types of game states, and FIG. 10B is an explanatory diagram showing the types of big win games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of an auxiliary game. [Figure 5] FIG. 10 is an explanatory diagram showing the types of presentation modes. [Figure 6] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 7] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 8]This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach of the special chart change performance. [Figure 10] An explanatory diagram showing a specific example of a hold effect. [Figure 11] An explanatory diagram showing a specific example of a movable object effect. [Figure 12] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 13] FIG. 2 is a first block diagram of a portion relating to control of the gaming machine. [Figure 14] 10 is a specific example of a fluctuation pattern determination table. [Figure 15] 10 is a specific example of a look-ahead determination table. [Figure 16] 10 is a specific example of a pattern determination table. [Figure 17] FIG. 2 is an explanatory diagram showing specific examples of indicators installed on the game board. [Figure 18] FIG. 2 is a second block diagram of the part related to the control of the gaming machine. [Figure 19] FIG. 3 is an explanatory diagram showing a specific example of information that can be stored in the main control unit. [Figure 20] 10 is a flowchart showing a specific example of main control processing performed by a main control unit. [Figure 21] 10 is a flowchart showing a specific example of main-side timer interrupt processing performed by the main control unit. [Figure 22] 10 is a flowchart showing a specific example of special diagram and special signal processing for main-side timer interrupt processing. [Figure 23] 10 is a flowchart showing a specific example of processing during special drawing standby for special drawing and special call processing. [Figure 24] 10 is a flowchart showing a specific example of processing during variable display of special charts in special chart / special call processing. [Figure 25] This is a flowchart showing a specific example of processing during special drawing confirmation in special drawing and special telephone processing. [Figure 26] 10 is a flowchart showing a specific example of processing during the opening of special chart and special call processing. [Figure 27] This is a flowchart showing a specific example of processing during a round for special drawings and special calls. [Figure 28] 10 is a flowchart showing a specific example of processing during the ending of special chart and special call processing. [Figure 29] 10 is a flowchart showing a specific example of a display process of a main-side timer interrupt process. [Figure 30] A flowchart showing a specific example of right-hit state LED processing of the display processing. [Figure 31] A flowchart showing a specific example of status 4 processing of right-hit status LED processing. [Figure 32] A flowchart showing a specific example of status 1 processing of right-hit status LED processing. [Figure 33] 10 is a flowchart showing a specific example of output processing in main-side timer interrupt processing. [Figure 34] 10 is a flowchart showing a specific example of sub-control main processing performed by the performance control unit. [Figure 35] 10 is a flowchart showing a specific example of 10 ms timer interrupt processing performed by the performance control unit. [Figure 36] 10 is a flowchart showing a specific example of a command analysis process for a 10 ms timer interrupt process. [Figure 37] FIG. 10 is an explanatory diagram showing a specific example of an opening effect. [Figure 38] An explanatory diagram showing a specific example of a right-hit continuation effect. [Figure 39] An explanatory diagram showing a specific example of a left-hit confirmation effect. [Figure 40] An explanatory diagram showing a specific example of a right-hit confirmation effect. [Figure 41] An explanatory diagram showing the flow from the start of the first win to the end of the time-saving state. [Figure 42] This is an explanatory diagram showing a first specific example of the presentation flow for special chart change presentation. [Figure 43] This is an explanatory diagram showing a first specific example of a display pattern that changes during a special pattern change display. [Figure 44]FIG. 10 is an explanatory diagram showing a first specific example of a performance control unit. [Figure 45] (A) is a specific example of a reach symbol selection table, (B) is a specific example of a reach line notice selection table, and (C) is a specific example of a reach symbol action notice selection table. [Figure 46] This is an explanatory diagram showing a first specific example of a reach in a special chart change performance. [Figure 47] This is an explanatory diagram showing a first specific example of a reach line notice. [Figure 48] This is an explanatory diagram showing a first specific example of a reach pattern action announcement. [Figure 49] An explanatory diagram showing a second specific example of the presentation flow for special chart change presentation. [Figure 50] An explanatory diagram showing a second specific example of a display pattern that changes during a special pattern change display. [Figure 51] FIG. 10 is an explanatory diagram showing a second specific example of a performance control unit. [Figure 52] (A) is a specific example of a reach symbol selection table, (B) is a specific example of a reach voice notice selection table, and (C) is a specific example of a reach symbol action notice selection table. [Figure 53] This is an explanatory diagram showing a second specific example of a reach in a special chart change performance. [Figure 54] An explanatory diagram showing a specific example of a reach voice announcement. [Figure 55] An explanatory diagram showing a second specific example of a reach pattern action announcement. [Figure 56] An explanatory diagram showing a third specific example of the presentation flow for special chart change presentation. [Figure 57] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode. [Figure 58] An explanatory diagram showing a third specific example of a display pattern that changes during a special pattern change display. [Figure 59] FIG. 10 is an explanatory diagram showing a third specific example of a performance control unit. [Figure 60](A) is a specific example of a reach symbol selection table, (B) is a specific example of a reach symbol action notice selection table, and (C) is a specific example of a reach line notice selection table. [Figure 61] This is an explanatory diagram showing a third specific example of a reach in a special chart change performance. [Figure 62] This is an explanatory diagram showing a fourth specific example of a reach in a special chart change performance. [Figure 63] An explanatory diagram showing a third specific example of a reach pattern action announcement. [Figure 64] This is a third specific example of a reach pattern action announcement, and is an explanatory diagram showing a continuation of Figure 63. [Figure 65] An explanatory diagram showing a fourth specific example of a reach pattern action announcement. [Figure 66] This is a fourth specific example of a reach pattern action announcement, and is an explanatory diagram showing a continuation of Figure 65. [Figure 67] An explanatory diagram showing a second specific example of a reach line notice. [Figure 68] FIG. 10 is a perspective view of a pachinko gaming machine according to a fifth embodiment. [Figure 69] FIG. [Figure 70] 1A is a front view illustrating the standby state of the movable plate body, FIG. 1B is a front view illustrating the moving state of the movable plate body, and FIG. 1C is a front view illustrating the rotating state of the movable plate body. [Figure 71] FIG. [Figure 72] FIG. 10 is a rear view of the pachinko gaming machine according to the fifth embodiment. [Figure 73] A block diagram showing the electrical configuration of the game control board. [Figure 74] FIG. 10 is a block diagram showing the electrical configuration of the performance control board. [Figure 75] (A) is a table showing general map-related judgment information, and (B) is a table showing special map-related judgment information. [Figure 76](A) is an example of the configuration of a hit determination table, (B) is an example of the configuration of a normal game fluctuation pattern determination table, and (C) is an example of the configuration of an auxiliary game control table. [Figure 77] (A) is an example of the configuration of a jackpot determination table, (B) is an example of the configuration of a jackpot symbol type determination table, and (C) is an example of the configuration of a reach determination table. [Figure 78] This is an example of the configuration of the Special Chart 1 fluctuation pattern determination table. [Figure 79] This is an example of the configuration of the special chart 2 fluctuation pattern determination table. [Figure 80] 10 is a configuration example of a first prefetch determination table. [Figure 81] 10 is a configuration example of a second prefetch determination table. [Figure 82] (A) is an example of the configuration of a jackpot game control table, and (B) is an example of the configuration of a game status setting table. [Figure 83] FIG. 10A is a diagram showing an example of a demo video, and FIG. 10B is a diagram showing an example of a setting screen. [Figure 84] (A) is a diagram showing an example of the first normal background image, (B) is a diagram showing an example of the second normal background image, (C) is a diagram showing an example of the third normal background image, (D) is a diagram showing an example of a special bonus background image, and (E) is a diagram showing an example of a time-saving background image. [Figure 85] (A) is a diagram showing an example of a big win opening presentation, (B) is a diagram showing an example of a round presentation, and (C) is a diagram showing an example of a big win ending presentation. [Figure 86] (A) is a diagram showing an example of a performance pattern, and (B) is a diagram showing an example of a performance pattern display area. [Figure 87] This is a diagram showing an example of a special chart change effect when there is no reach and it is a miss. [Figure 88] This is a diagram showing an example of the special chart change performance from the start to the reach. [Figure 89] FIG. 10 is a diagram illustrating an example of N reach. [Figure 90] FIG. 10 is a diagram illustrating an example of an L reach. [Figure 91] This is a diagram showing an example of L reach, and is a continuation of Figure 90. [Figure 92] FIG. 10 is a diagram showing an example of an SP reach. [Figure 93] This is a diagram showing an example of an SP reach, and is a continuation of Figure 91. [Figure 94] This is a diagram showing an example of an SP reach, and is a continuation of Figure 93. [Figure 95] FIG. 10 is a diagram showing an example of a movable object effect. [Figure 96] FIG. 10 is a diagram showing an example of an operation presentation. [Figure 97] FIG. 10 is a diagram showing an example of a hold effect. [Figure 98] FIG. 10 is a diagram showing an example of a hold change notice. [Figure 99] FIG. 10 is a diagram showing an example of a hold change notice. [Figure 100] 10 is a flowchart of a game control main process. [Figure 101] 10 is a flowchart of the game control side timer interrupt processing. [Figure 102] 10 is a flowchart of a sensor detection process. [Figure 103] FIG. 103 is a flowchart of the sensor detection process, and is a continuation of FIG. 102. [Figure 104] 10 is a flowchart of a normal operation process. [Figure 105] 10 is a flowchart of a special action process. [Figure 106] 10 is a flowchart of a special symbol waiting process. [Figure 107] This is a flowchart of the Special Figure 1 fluctuation pattern determination process. [Figure 108] 10 is a flowchart of special symbol variation processing. [Figure 109] 10 is a flowchart of a special symbol determination process. [Figure 110] 10 is a flowchart of a main process for performance control. [Figure 111] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 112] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 113] 10 is a flowchart of a received command analysis process. [Figure 114] This is a flowchart of the received command analysis process, and is a continuation of Figure 113. [Figure 115] FIG. 13 is a front view of a game board according to a sixth embodiment. [Figure 116] 10 is an explanatory diagram showing a schematic configuration of the gaming board after the gaming ball has entered the second large winning slot 15. FIG. [Figure 117] FIG. 13 is a block diagram showing the electrical configuration of the game control board according to the sixth embodiment. [Figure 118] 10A is a configuration example of a jackpot determination table according to the sixth embodiment, and FIG. 10B is a configuration example of a jackpot symbol type determination table according to the sixth embodiment. [Figure 119] 13 is a configuration example of a jackpot game control table according to the sixth embodiment. [Figure 120] (A) is an example of the configuration of a normal small win game control table, and (B) is an example of the configuration of a time-saving small win game control table. [Figure 121] (A) is a time chart showing the flow of a normal small win game, and (B) is a time chart showing the flow of a time-shortened small win game. [Figure 122] 10 is a diagram showing an example of the configuration of a game status setting table. [Figure 123] An example of the configuration of a special chart 2 variation pattern determination table related to the sixth embodiment. [Figure 124] FIG. 10 is a diagram showing a schematic front view of a pachinko gaming machine according to a sixth embodiment, for explaining a frame lamp mounted on the pachinko gaming machine. [Figure 125] FIG. 10 is an explanatory diagram illustrating a first specific background image. [Figure 126] FIG. 10 is an explanatory diagram illustrating a second specific background image. [Figure 127] An explanatory diagram explaining specific performance patterns. [Figure 128]FIG. 10 is an explanatory diagram illustrating a first specific phrase image. [Figure 129] FIG. 10 is an explanatory diagram illustrating a second specific phrase image. [Figure 130] FIG. 10 is an explanatory diagram illustrating a third specific phrase image. [Figure 131] FIG. 10 is an explanatory diagram illustrating a fourth specific phrase image. [Figure 132] 10A and 10B are explanatory diagrams illustrating the display mode of an icon and a specific icon image. [Figure 133] FIG. 4 is an explanatory diagram illustrating a first light emission pattern. [Figure 134] FIG. 10 is an explanatory diagram illustrating a second light emission pattern. [Figure 135] FIG. 10 is an explanatory diagram illustrating a third light emission pattern. [Figure 136] An explanatory diagram showing a specific example of the first normal specific effect. [Figure 137] An explanatory diagram showing a specific example of a special jackpot presentation. [Figure 138] An explanatory diagram showing a specific example of a 1st RUSH specific effect. [Figure 139] An explanatory diagram showing a specific example of a second RUSH specific effect. [Figure 140] An explanatory diagram showing a specific example of a 3rd RUSH specific effect. [Figure 141] An explanatory diagram showing a specific example of a 4th RUSH specific effect. [Figure 142] An explanatory diagram showing a specific example of the 5th RUSH specific effect. [Figure 143] FIG. 10 is an explanatory diagram showing a specific example of a specific effect during non-play. [Figure 144] FIG. 10 is an explanatory diagram showing a specific example of a specific effect during non-play. [Figure 145] An explanatory diagram showing a specific example of the second normal specific effect. [Figure 146] FIG. [Figure 147] FIG. [Figure 148] A front view showing the second large prize device and other details. [Figure 149] FIG. [Figure 150] (A) is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and (B) is a front view of the performance unit when the above-board movable device and the below-board movable device are activated. [Figure 151] FIG. 2 is a block diagram showing the electrical configuration of the main control board. [Figure 152] FIG. 2 is a block diagram showing the electrical configuration of the sub-control board. [Figure 153] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Fig. 154] (A) is a winning determination table, (B) is a normal game fluctuation pattern determination table, and (C) is an auxiliary game control table. [Figure 155] (A) is a jackpot determination table, (B) is a jackpot symbol type determination table, and (C) is a reach determination table. [Figure 156] This is a table for determining the variation pattern of Special Chart 1. [Figure 157] This is a table for determining the variation pattern of Special Chart 2. [Figure 158] This is a look-ahead determination table. [Figure 159] This is a jackpot game control table. [Figure 160] FIG. [Figure 161] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode. [Figure 162] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 163] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Fig. 164] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 165] An explanatory diagram showing a specific example of a hold effect. [Figure 166] An explanatory diagram showing a specific example of a movable object effect. [Figure 167] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 168] 10 is a flowchart of a main control process. [Figure 169] 10 is a flowchart of a main-side timer interrupt process. [Figure 170] 10 is a flowchart of a sub-control main process. [Figure 171] 10 is a flowchart of a sub-side timer interrupt process. [Fig. 172] This is a time chart of each effect before the target fluctuation begins. [Figure 173] This is a time chart of each effect after the target fluctuation has started. [Fig. 174] FIG. 10 is a diagram showing an impact vibration being executed in a performance example. [Figure 175] This is a diagram showing that a pre-reading vibration is executed in a performance example. [Figure 176] This is a diagram showing that a pre-reading vibration is executed in a performance example. [Figure 177] This is a diagram showing that vibration is executed when the fluctuation starts in the example presentation. [Figure 178] This is a diagram showing that a vibration is executed during development in a presentation example. [Figure 179] This is a diagram showing that a chance-up vibe is executed in a presentation example. [Figure 180] This is a diagram showing an example of a performance in which a vibration is activated when a prize is won. [Figure 181] This is a diagram showing an example of a presentation in which the presentation pattern is displayed in a stopped state in a jackpot mode. [Figure 182] This is a diagram showing an example of a performance in which the performance pattern is displayed stopped in a reach miss mode. [Figure 183] A figure showing a case where a special change operation presentation is executed in a presentation example. [Figure 184] This is a diagram showing that a special vibration is executed during development in an example presentation. [Figure 185] This is a diagram showing an example of a special vibration being executed when a prize is won. [Figure 186] 10 is a table showing impact button vibration effect patterns. [Figure 187] (A) is a table showing the relationship between the presence or absence of impact vibration and the possibility of development, (B) is a table showing the relationship between the type of operation effect executed before the development of the SP reach and the expected probability of winning, (C) is a table showing the relationship between the presence or absence of chance up effect and the expected probability of winning, and (D) is a table showing the relationship between the type of reach pattern of the effect pattern and the possibility of development. [Figure 188] A diagram showing the relationship between the normal button effective period for normal operation effects and the shortened special button effective period for changed special operation effects. [Figure 189] FIG. 10 is a diagram showing the relationship between the timing of operation of the operating means and the time from the start to the end of each performance. [Figure 190] FIG. 10 is a diagram showing that the volume setting value can be changed. [Figure 191] FIG. 10 is a diagram showing that the light intensity setting value can be changed. [Figure 192] (A) is a diagram showing the light emitting state of each light emitting means in a normal game state, (B) is a diagram showing the light emitting state of each light emitting means in a low probability high base state, (C) is a diagram showing the light emitting state of each light emitting means in a high probability high base state, and (D) is a diagram showing the light emitting state of each light emitting means in a jackpot game state. [Figure 193] 10A and 10B are diagrams showing the light emission modes of the light emitting means when waiting for customers. [Figure 194] (A) is a diagram showing a first special jackpot presentation, (B) is a diagram showing a second special jackpot presentation, and (C) is a diagram showing a third special jackpot presentation. [Figure 195] This is a diagram showing the relationship between the meter value indicated by the LOGO meter lamp and the execution rate of each jackpot effect. [Figure 196] FIG. 10 is a diagram showing the light emission state of each light-emitting means when the light intensity setting value is changed from "5" to "4" in the normal game state. [Figure 197] This figure shows the light emission state of each light-emitting means when the light intensity setting value is changed from "5" to "4" in a low probability high base state. [Figure 198] This figure shows the light emission state of each light-emitting means when the light intensity setting value is changed from "5" to "4" in a high probability, high base state. [Figure 199] FIG. 10 is a diagram showing the light emission state of each light-emitting means when the light intensity setting value is changed from "5" to "4" in a jackpot game state. [Figure 200] FIG. 10 is a diagram showing the light emission state of each light-emitting means when the light intensity setting value is changed from "5" to "4" while waiting for customers. [Figure 201] This is a table showing the relationship between the impact button vibration effect pattern, the possibility of development into an SP reach, and the expected probability of winning when it develops. [Figure 202] A diagram showing the relationship between the normal button validity period for normal operation presentations and the shortened special button validity period for shortened special operation presentations. [Figure 203] A figure showing that a normal operation promotion effect and a special operation promotion effect are executed simultaneously. [Figure 204] This is a table for determining the variation pattern of Special Chart 2. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, examples of embodiments of the present invention will be described in detail with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and duplicate descriptions of identical parts will be omitted as a general rule. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs may be omitted or abbreviated. Furthermore, if any flowchart is described below, the execution order of multiple processes in any multiple steps in that flowchart may be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.
[0010] <Basic embodiment> A first embodiment of the gaming machine of the present invention will be described later, but first, a basic embodiment that forms the basis of the first embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1.
[0011] 1. Structure of the gaming machine First, the structure of the pachinko gaming machine PY1 will be described with reference to Fig. 1. Fig. 1 is a front view of the pachinko gaming machine PY1.
[0012] The pachinko gaming machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached so as to be freely opened and closed relative to the outer frame 22. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached so as to be freely opened and closed relative to the game board mounting frame 2A. The front frame 23m also comprises a transparent plate 23t, and the game board 1 can be viewed from the front (player's side) through the transparent plate 23t.
[0013] The front door 23 also has an upper tray 34 for storing game balls, and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the bottom of the front door 23, and stores game balls supplied to the handle 72k. The handle 72k is installed at the bottom right of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.
[0014] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined color, and a frame movable body 58k capable of operating in a predetermined operating mode. The speakers 52 are installed in the upper left and upper right parts of the front door 23 and output, for example, background music (BGM) and sound effects. The frame lamps 53 are installed on the left and right parts of the front door 23 around the transparent plate 23t and are composed of, for example, multiple light-emitting diodes (LEDs). The frame movable body 58k is installed in the upper part of the front door 23. The frame movable body 58k also includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 1. The movement of the frame movable body 58k may be other than up and down.
[0015] The front door 23 also includes a normal button 40 that can be operated by the player and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are configured, for example, as a button with a pressing surface, a lever with a grip, or the like. The normal button 40 includes a lamp (not shown) that can emit light in a predetermined color and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to be able to emit light from the lamp and vibrate from the vibration motor. On the other hand, the special button 41 includes a lamp (not shown) that can emit light in a predetermined color and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to be able to emit light from the lamp and vibrate from the vibration motor. The normal button 40 or the special button 41 may be configured to be able to operate in a predetermined operating pattern (e.g., rotation, protrusion, etc.), or may be configured as a cross key, touch panel, or the like.
[0016] 2. Structure of the game board Next, the structure of the game board 1 attached to the game board attachment frame 2A will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 1.
[0017] The gaming board 1 has a gaming area 6 in which gaming balls launched by operating a handle 72k can flow down (fall). In the gaming area 6, gaming pins (not shown) that change the direction in which the gaming balls flow down are installed, and winning devices that allow gaming balls to win (enter or pass through) are also installed. The winning devices include a general winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large winning opening 14, and a second large winning opening 15. Each winning device is equipped with a detection sensor that detects the entry or passage of a gaming ball.
[0018] The first start hole 11 is installed at the bottom of the game area 6 so that game balls can enter. When a game ball enters the first start hole 11, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, three) as prize balls onto the upper tray 34. When a game ball enters the first start hole 11, the pachinko game machine PY1 acquires the right to undergo a jackpot determination, which will be described later. The first start hole 11 is configured so that the ease with which game balls can enter remains constant.
[0019] The second start opening 12 is installed at the bottom of the game area 6, below the first start opening 11, so that game balls can enter. When a game ball enters the second start opening 12, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, one) as prize balls onto the upper tray 34. When a game ball enters the second start opening 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination, just as when a game ball enters the first start opening 11. Unlike the first start opening 11, the second start opening 12 is equipped with an open / close member 12k and an open / close solenoid (not shown) that can be opened and closed. The pachinko game machine PY1 opens and closes the opening and closing member 12k using an opening and closing solenoid, thereby setting the second starting hole 12 in either a closed state (closed state) in which the game ball does not enter or is difficult to enter, or an open state (open state) in which the game ball enters the second starting hole 12 more easily than in the closed state.
[0020] The gate 13 is installed on the right side of the gaming area 6 so that gaming balls can pass through. When a gaming ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to receive a winning determination, which will be described later. Note that even if a gaming ball passes through the gate 13, the pachinko gaming machine PY1 does not pay out prize balls to the upper tray 34.
[0021] The first large prize opening 14 is installed in the lower right of the gaming area 6 so that game balls can enter it. When a game ball enters the first large prize opening 14, the pachinko gaming machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls onto the upper tray 34. The first large prize opening 14 is equipped with a first opening / closing door 14k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 opens and closes the first opening / closing door 14k using the opening / closing solenoid to set the first large prize opening 14 in either a closed state (closed state) in which game balls cannot enter it, or an open state (open state) in which game balls can enter it.
[0022] The second large prize opening 15 is installed in the lower right corner of the game area 6, below the first large prize opening 14, so that game balls can enter it. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls onto the upper tray 34. The second large prize opening 15 is equipped with a second opening / closing door 15k that can be opened and closed, and an opening / closing solenoid (not shown). The pachinko game machine PY1 opens and closes the second opening / closing door 15k using the opening / closing solenoid, thereby switching the second large prize opening 15 between a closed state (closed state) in which game balls cannot enter, and an open state (open state) in which game balls can enter.
[0023] The general winning openings 10 are installed at the lower left and lower right of the game area 6 so that game balls can enter them. When a game ball enters the general winning opening 10, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, five balls) to the upper tray 34 as prize balls.
[0024] In addition, an outlet 19 is provided at the bottom of the game area 6, and game balls that do not win in any of the general winning openings 10, the first starting opening 11, the second starting opening 12, the first large winning opening 14, and the second large winning opening 15 are discharged from the pachinko game machine PY1 through the outlet 19.
[0025] The gaming board 1 also includes an image display device 50 capable of displaying predetermined effects, a board lamp 54 capable of emitting light in a predetermined color, a right-hit lamp 54a also capable of emitting light in a predetermined color, and an on-board movable body 55k capable of operating in a predetermined operating mode. The image display device 50 is installed in the center of the gaming board 1 and includes a display unit 50a composed of, for example, an LCD display, a dot display, a 7-segment display, or the like. The board lamp 54 is installed above the display unit 50a and is composed of, for example, multiple LEDs. The right-hit lamp 54a is installed to the right of the display unit 50a and is composed of, for example, a single LED. The word "right hit" is written near the right-hit lamp 54a. The on-board movable body 55k is installed in front of and above the display unit 50a. The on-board movable body 55k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. The movement of the on-board movable body 55k may be other than up and down movement.
[0026] The gaming board 1 also has indicators 8 for notifying the player of the status of the pachinko gaming machine PY1. The indicators 8 are installed in the lower left corner of the gaming board 1 and are composed of, for example, multiple LEDs. The pachinko gaming machine PY1 notifies the player of the gaming status of the pachinko gaming machine PY1 (such as the variable display and stop display of special symbols, the variable display and stop display of regular symbols, the number of reserved special symbols 1, the number of reserved special symbols 2, the number of reserved regular symbols, the current gaming status, and the right-hand hitting status, as will be described later) by a combination of lighting, flashing, and extinguishing of the multiple LEDs.
[0027] 3. Basic gameplay Next, a basic game of the pachinko gaming machine PY1 will be described. The pachinko gaming machine PY1 is capable of executing a special game and a regular game using a game ball that is shot by operating the handle 72k.
[0028] 3-1. Special game When a gaming ball enters the first starting hole 11 or the second starting hole 12, the pachinko gaming machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the special symbol depending on the result of the jackpot determination. The manner in which the special symbol is variable displayed (also called "variable display time") differs depending on the type of variation pattern, which will be described later.
[0029] The right to receive the jackpot determination is, for example, a random number, and the pachinko game machine PY1 performs the jackpot determination based on the acquired random number. The jackpot determination determines whether or not a jackpot game will be played. If a jackpot game is played, it is determined that the jackpot has been won, if a small jackpot game is played, it is determined that the small jackpot has been won, and if neither a jackpot game nor a small jackpot game is played, it is determined that the game has been lost.
[0030] When the pachinko gaming machine PY1 determines that a jackpot has been won by a gaming ball entering the first starting hole 11, it performs a variable display of the first special symbol. The variable display of the first special symbol is, for example, a display in which two LEDs in the upper left of the display device 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the first special symbol in a manner that indicates the result of the jackpot determination. The static display of the first special symbol can be in a manner that indicates a jackpot win (for example, two LEDs in the upper left are lit), a manner that indicates a small jackpot win (for example, only one LED in the upper left is lit), or a manner that indicates a loss (for example, only the other LED in the upper left is lit).
[0031] On the other hand, when the pachinko gaming machine PY1 determines that a jackpot has been won by the game ball entering the second starting hole 12, it performs a variable display of the second special symbol. The variable display of the second special symbol is, for example, a display in which two LEDs at the lower left of the display devices 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the second special symbol in a manner that indicates the result of the jackpot determination. The static display of the second special symbol can be in a manner that indicates a jackpot win (for example, two LEDs at the lower left are lit), a manner that indicates a small jackpot win (for example, only one LED at the lower left is lit), or a manner that indicates a loss (for example, only the other LED at the lower left is lit).
[0032] Furthermore, if a gaming ball enters the first starting hole 11 while the special symbol is being variably displayed, the pachinko gaming machine PY1 performs a look-ahead determination, which will be described later, and stores the acquired right to receive a jackpot determination as a special symbol 1 reserve. On the other hand, if a gaming ball enters the second starting hole 12 while the special symbol is being variably displayed, the pachinko gaming machine PY1 performs a look-ahead determination and stores the acquired right to receive a jackpot determination as a special symbol 2 reserve. The pachinko gaming machine PY1 can store up to a predetermined number of special symbol 1 reserves and special symbol 2 reserves (for example, 4 special symbol 1 reserves and 4 special symbol 2 reserves). After the special symbol is stopped and displayed, the pachinko gaming machine PY1 performs a jackpot determination for the special symbol 1 reserve and the special symbol 2 reserve. In addition, when special chart 1 reserve and special chart 2 reserve are stored at the same time, the jackpot determination for special chart 2 reserve may be made with priority, or the jackpot determination for special chart 1 reserve may be made with priority, or the jackpot determination may be made in the order in which they were stored.
[0033] The pre-reading judgment is a judgment made in advance before the jackpot judgment is made as to whether or not a jackpot game will be played (whether or not a jackpot will be won in the jackpot judgment), and if a jackpot game is played, it is judged as a pre-reading win, and if a jackpot game is not played, it is judged as a pre-reading non-win. Note that if multiple types of variation patterns can be determined, the pre-reading judgment may make a variation pattern pre-determination that determines in advance the variation pattern to be determined.
[0034] When the pachinko gaming machine PY1 stores a special chart 1 reserve or a special chart 2 reserve, it notifies the player of the number. The special chart 1 reserve number is notified, for example, by two LEDs in the upper middle part of the display 8 lighting up or flashing. When the special chart 1 reserve number is "1," only one LED lights up, when the special chart 1 reserve number is "2," only two LEDs light up, when the special chart 1 reserve number is "3," only one LED flashes, and when the special chart 1 reserve number is "4," only two LEDs flash. On the other hand, the special chart 2 reserve number is notified, for example, by two LEDs in the lower middle part of the display 8 lighting up or flashing. When the special chart 2 reserve number is "1," only one LED lights up, when the special chart 2 reserve number is "2," only two LEDs light up, when the special chart 2 reserve number is "3," only one LED flashes, and when the special chart 2 reserve number is "4," only two LEDs flash.
[0035] Furthermore, the pachinko gaming machine PY1 performs a jackpot game after stopping and displaying the first or second special symbol in a manner indicating a jackpot win. The jackpot game, which will be described in detail later, is a game in which a round game in which the first major prize opening 14 or the second major prize opening 15 is opened is played multiple times (for example, 10 times). The jackpot game is advantageous to the player because the opening of the first major prize opening 14 or the second major prize opening 15 provides an opportunity for a game ball to enter (an opportunity for a prize ball). The jackpot game ends when all of the multiple round games have been played.
[0036] On the other hand, the pachinko gaming machine PY1 plays a small prize game after stopping and displaying the first or second special symbol in a manner indicating a small prize win. The small prize game, which will be described in detail later, is a game in which the first large prize opening 14 or the second large prize opening 15 is opened for a predetermined time (for example, 5 seconds). The small prize game is advantageous to the player because the opening of the first large prize opening 14 or the second large prize opening 15 provides an opportunity for a game ball to enter (an opportunity for a prize ball).
[0037] 3-2. Regular Play When a gaming ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to receive a hit determination and performs a hit determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the normal map according to the result of the hit determination.
[0038] The win determination is to determine whether or not to play the auxiliary game. If the auxiliary game is played, it is determined that the player has won, and if the auxiliary game is not played, it is determined that the player has lost.
[0039] When the pachinko gaming machine PY1 determines that a win has occurred due to the game ball entering the gate 13, it displays a variable normal map. The variable normal map display is a display in which multiple LEDs in the upper right corner of the display 8 flash. When a predetermined time has passed since the start of the variable normal map display, the pachinko gaming machine PY1 displays a stopped normal map in a manner that indicates the result of the win determination. There are two modes of the stopped normal map display: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).
[0040] Furthermore, when a gaming ball enters the gate 13 while the normal map is being displayed in a variable manner, the pachinko gaming machine PY1 stores the acquired right to receive a winning judgment as a normal map reserve. The pachinko gaming machine PY1 can store up to a predetermined number of normal map reserves (for example, 2). After the normal map is displayed in a stopped state, the pachinko gaming machine PY1 performs a winning judgment on the normal map reserve.
[0041] When the pachinko game machine PY1 stores the number of reserved normal figures, it notifies the player of the number. The reserved normal figure number is notified by lighting up multiple LEDs in the lower right corner of the display 8. For example, when the reserved normal figure number is "1", only one LED is lit, and when the reserved normal figure number is "2", only two LEDs are lit.
[0042] The pachinko gaming machine PY1 stops and displays the normal image in a manner indicating a win, and then performs an auxiliary game. The auxiliary game, the details of which will be described later, is a game in which the second start opening 12 is opened for a predetermined time (for example, 3.5 seconds). The auxiliary game is advantageous to the player because the opening of the second start opening 12 provides an opportunity for a game ball to enter the second start opening 12 (an opportunity for a prize ball, an opportunity to acquire the right to be judged for a jackpot).
[0043] 4. Game status Next, the gaming states of the pachinko gaming machine PY1 will be explained using Figure 3(A). Figure 3(A) is a diagram showing the gaming states that the pachinko gaming machine PY1 can take. As shown in Figure 3(A), the pachinko gaming machine PY1 can take one or more of four gaming states, including a "low probability low base gaming state" (also called a "normal gaming state"), a "low probability high base gaming state" (also called a "time-shortened gaming state"), a "high probability low base gaming state" (also called a "potential probability gaming state"), and a "high probability high base gaming state" (also called a "probability variable gaming state").
[0044] The "low probability, low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can reset the game state to the initial state by operating an initialization switch (also called a "RAM clear switch") (not shown) provided on the back of the front door 23.
[0045] The "low probability high base game state" is a game state that can occur after a jackpot game state, and continues until a predetermined time-saving termination condition is met. The predetermined time-saving termination condition includes the occurrence of a jackpot game and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (for example, 200 times).
[0046] The "low probability high base game state" can also be achieved when a specific miss occurs during a jackpot determination in the "low probability low base game state." Specific misses include a specific miss when all jackpot determinations are misses for a predetermined specific number of times (e.g., 900 times), and a specific percentage (e.g., 1 / 200) of misses during jackpot determinations. The pachinko game machine PY1 switches to the "low probability high base game state" after the variable display of the special symbol that resulted in a specific miss has ended (after the special symbol has stopped display). In this case, the "low probability high base game state" also continues until a specified time-saving termination condition is met, just as when the "low probability high base game state" is entered after a jackpot game state.
[0047] The "high probability low base game state" is a game state that can occur after a jackpot game state, and continues until a predetermined potential end condition is met. The predetermined potential end condition includes a jackpot game being played and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (e.g., 200 times). Note that the "high probability low base game state" may be entered by the game ball passing through a specific area provided inside the first large prize slot 14 or the second large prize slot 15 during a jackpot game.
[0048] The "high probability high base game state" is a game state that can be achieved after a jackpot game state, and continues until a predetermined probability end condition is met. The predetermined probability end condition includes a jackpot game being played and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (e.g., 100 times). Note that the "high probability high base game state" may be entered by the game ball passing through a specific area provided inside the first large prize slot 14 or the second large prize slot 15 during a jackpot game.
[0049] The "low probability low base game state" and the "low probability high base game state" belong to normal probability states in which the probability of winning a jackpot in the jackpot determination is normal (e.g., 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to high probability states in which the probability of winning a jackpot in the jackpot determination is higher than the normal probability (e.g., 1 / 30). Therefore, it can be said that the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player in terms of the probability of winning a jackpot than the "low probability low base game state" and the "low probability high base game state."
[0050] Furthermore, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states in which the game ball does not or is difficult to win in the second starting hole 12 (for example, a state in which a hit determination does not or is difficult to result in a win, or a state in which the opening time of the second starting hole 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states in which the game ball is easy to win in the second starting hole 12 (for example, a state in which a hit determination is easy to result in a win, or a state in which the opening time of the second starting hole 12 is relatively long). Therefore, with regard to the second starting hole 12 (with regard to the ease of a game ball winning in the second starting hole 12), the "low probability high base game state" and the "high probability high base game state" can be said to be game states that are more advantageous to the player than the "low probability low base game state" and the "high probability low base game state."
[0051] In addition, since the non-time-saving state is a state in which the game ball does not or is difficult to win at the second starting port 12, the ``low probability low base game state'' and the ``high probability low base game state'' can be said to be game states in which the game ball is more likely to win at the first starting port 11 than at the second starting port 12, while the time-saving state is a state in which the game ball is more likely to win at the second starting port 12, the ``low probability high base game state'' and the ``high probability high base game state'' can be said to be game states in which the game ball is more likely to win at the second starting port 12 than at the first starting port 11.
[0052] In addition, in the non-time-saving state, the player plays by firing the game ball toward the left part of the game area 6 to aim at the first starting hole 11 installed in the center of the game area 6, so the "low probability low base game state" and the "high probability low base game state" can also be called left-hitting states. In addition, in the time-saving state, the player plays by firing the game ball toward the right part of the game area 6 to aim at the second starting hole 12 installed in the right part of the game area 6, so the "low probability high base game state" and the "high probability high base game state" can also be called right-hitting states.
[0053] Furthermore, the pachinko gaming machine PY1 can change the jackpot probability in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a dip switch that can be switched to three positions: upper, middle, and lower. When the setting change switch is in the upper position, it is referred to as "Setting 1," when the setting change switch is in the middle position, it is referred to as "Setting 2," and when the setting change switch is in the lower position, it is referred to as "Setting 3." In "Setting 1," the jackpot probability in the normal probability state is a first probability (e.g., 1 / 300), and the jackpot probability in the high probability state is a second probability (e.g., 1 / 30). In "Setting 2," the jackpot probability in the normal probability state is a third probability (e.g., 1 / 280) that is higher than the first probability, and the jackpot probability in the high probability state is a fourth probability (e.g., 1 / 28) that is higher than the second probability. In addition, "Setting 3" is a fifth probability (e.g., 1 / 260) in which the probability of winning a jackpot in the normal probability state is higher than the third probability, and a sixth probability (e.g., 1 / 26) in which the probability of winning a jackpot in the high probability state is higher than the fourth probability. Note that the probability of winning a jackpot can be changed as appropriate within a range in which the probability increases in the order of "Setting 1" < "Setting 2" < "Setting 3".
[0054] 5. Jackpot games Next, the jackpot game played by the pachinko gaming machine PY1 will be explained using Figures 3(B) and 4(A). As shown in Figure 3(B), the pachinko gaming machine PY1 can play one or more of four types of jackpot games: "jackpot game Wα," "jackpot game Xα," "jackpot game Yα," and "jackpot game Zα."
[0055] The "jackpot game Wα" is a jackpot game that then enters a "high probability high base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Wα", any number of rounds of play between 2 and 10 are played depending on α.
[0056] The "jackpot game Xα" is a jackpot game that then enters a "low probability high base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Xα", any number of rounds of play between 2 and 10 are played depending on α.
[0057] The "jackpot game Yα" is a jackpot game that then enters a "high probability low base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Yα", any number of rounds of play between 2 and 10 are played depending on α.
[0058] The "jackpot game Zα" is a jackpot game that then enters a "low probability low base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Zα", any number of rounds of play between 2 and 10 are played depending on α.
[0059] In "jackpot game Wα," "jackpot game Xα," "jackpot game Yα," and "jackpot game Zα," only the first major prize opening 14 may be opened for all round games, or only the second major prize opening 15 may be opened for all round games, or the first major prize opening 14 may be opened for some round games and the second major prize opening 15 may be opened for the remaining round games. Both round games in which the first major prize opening 14 is opened and round games in which the second major prize opening 15 is opened provide an opportunity for winning game balls (opportunity for winning prize balls), making them advantageous games for players.
[0060] "Jackpot game Wα" and "jackpot game Yα" belong to so-called variable probability jackpot games in which the gaming state is a high probability state, while "jackpot game Xα" and "jackpot game Zα" belong to so-called normal jackpot games in which the gaming state is a normal probability state. Therefore, "jackpot game Wα" and "jackpot game Yα" can be said to be jackpot games that are more advantageous to the player than "jackpot game Xα" and "jackpot game Zα" in terms of the probability of winning a subsequent jackpot, and a jackpot gaming state in which either "jackpot game Wα" or "jackpot game Yα" is played can be said to be a gaming state that is more advantageous to the player than a jackpot gaming state in which either "jackpot game Xα" or "jackpot game Zα" is played.
[0061] Furthermore, "jackpot game Wα" and "jackpot game Xα" belong to the so-called jackpot game with electric support in which the game state is in a time-shortened state, while "jackpot game Yα" and "jackpot game Zα" belong to the so-called jackpot game without electric support in which the game state is not in a time-shortened state. Therefore, "jackpot game Wα" and "jackpot game Xα" can be said to be jackpot games that are more advantageous to the player than "jackpot game Yα" and "jackpot game Zα" in terms of the subsequent second starting hole 12 (in terms of the ease with which the game ball will enter the subsequent second starting hole 12), and a jackpot game state in which either "jackpot game Wα" or "jackpot game Xα" is played can be said to be a game state that is more advantageous to the player than a jackpot game state in which either "jackpot game Yα" or "jackpot game Zα" is played.
[0062] In addition, the jackpot game state can also be called a right-hit state, since the player plays by firing the game ball toward the right part of the game area 6, aiming at the first large prize slot 14 or the second large prize slot 15 located on the right part of the game area 6.
[0063] Here, the flow of the jackpot game will be explained. Figure 4(A) is a time chart showing the flow of the jackpot game. Here, a jackpot game in which only the first big winning hole 14 is opened will be illustrated.
[0064] As shown in FIG. 4(A), when the jackpot game starts after the special symbol is stopped and displayed, a jackpot opening (also referred to as a "jackpot OP") is set first. The jackpot OP continues until a predetermined time (e.g., 10 seconds) has elapsed, and when the jackpot OP ends, the first round of round play begins. The round play continues until a predetermined time (e.g., 30 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) enter the first large prize slot 14. When the first round of round play ends, an inter-round interval (also referred to as a "round IT") is set. The round IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the round IT ends, the second round of round play begins. Then, when the final round of play (e.g., the 10th round of round play) ends, a jackpot ending (also referred to as a "jackpot ED") is set. The jackpot ED continues until a predetermined time (for example, 10 seconds) has elapsed, and one jackpot game ends when the jackpot ED ends. Note that it is also possible to set either or both of the jackpot OP and the jackpot ED.
[0065] 6. Small Win Game Next, the small win game performed by the pachinko gaming machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko gaming machine PY1 is capable of performing a small win game as a game different from a big win game. Unlike a big win game, a small win game is a game in which the game state does not change after the small win game. For example, if a small win game is performed in a "low probability low base game state," the "low probability low base game state" continues even after the small win game. In a small win game, the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15.
[0066] FIG. 4(B) is a time chart showing the flow of a small prize game. Here, a small prize game in which only the first large prize opening 14 is opened is illustrated. As shown in FIG. 4(B), when a small prize game starts after the special symbol is stopped and displayed, a pre-opening interval (also referred to as "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize opening 14 opens. The first large prize opening 14 remains open until a predetermined time (e.g., 5 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) have entered the first large prize opening 14. When the first large prize opening 14 has finished opening, a post-opening interval (also referred to as "post-opening IT") is set. The post-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and one small prize game ends when the post-opening IT ends. In addition, either one or both of the pre-opening IT and the post-opening IT may be set. Also, in consideration of the playability of the pachinko gaming machine PY1, a small win game may be set not to be performed.
[0067] 7. Supplementary Games Next, the auxiliary game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko gaming machine PY1 is capable of performing an auxiliary game, which is a game different from the jackpot game and the small jackpot game. Unlike the jackpot game and the small jackpot game, the auxiliary game is a game in which the second start opening 12 is opened. In the auxiliary game, the opening time of the second start opening 12 changes depending on the game state. For example, when the auxiliary game is performed in the non-time-shortened state, the second start opening 12 is opened for a first opening time (e.g., 0.1 seconds), whereas when the auxiliary game is performed in the time-shortened state, the second start opening 12 is opened for a second opening time (e.g., 3.5 seconds) longer than the first opening time.
[0068] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), when the auxiliary game starts after the normal game display stops, the second start hole 12 opens. The second start hole 12 remains open until a predetermined time (the first opening time if the game is not in the time-saving mode, or the second opening time if the game is in the time-saving mode) has elapsed, or until a predetermined number of game balls (for example, four balls) have entered the second start hole 12. When the second start hole 12 has finished opening, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, two seconds) has elapsed, and one round of auxiliary game ends with the end of the post-opening IT.
[0069] 8. Direction Next, the effects performed by the pachinko gaming machine PY1 will be explained using Figures 5 to 12. The pachinko gaming machine PY1 can set different effect modes depending on the gaming status. In each effect mode, the pachinko gaming machine PY1 can perform the effects shown below using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, etc.) provided in the pachinko gaming machine PY1.
[0070] 8-1.Performance mode First, the presentation mode will be explained using Figure 5. The presentation mode is a classification of presentation (or a higher-level conceptual attribute). The pachinko gaming machine PY1 can set the following presentation modes: customer waiting presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode.
[0071] The customer waiting mode is a mode that may be set when a special symbol is displayed in a static state (when the variable display of the special symbol is not being performed) in the "low-probability low-base game state," "low-probability high-base game state," "high-probability low-base game state," and "high-probability high-base game state." The customer waiting mode indicates to the player that the variable display of the special symbol is in a waiting state. The pachinko gaming machine PY1 can perform a customer waiting effect while the customer waiting mode is set. The customer waiting effect is an effect in which a customer waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display unit 50a, as shown in FIG. 5(A-1). Furthermore, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, the pachinko gaming machine PY1 may display a setting screen G101 on the display unit 50a, as shown in FIG. 5(A-2), for setting the effects of the pachinko gaming machine PY1. The pachinko gaming machine PY1 allows settings related to the effects of the pachinko gaming machine PY1 to be made while the setting screen G101 is displayed. The settings related to the effects include a volume setting for the sound output from the speaker 52, a brightness setting (also called a "light amount setting") for the display unit 50a, and a frequency setting for the effects to be executed (also called a "effect setting").
[0072] The normal presentation mode is a presentation mode that may be set over one or more variable display of special symbols in a "low-probability, low-base game state" or a "high-probability, low-base game state." The normal presentation mode indicates to the player that the game is not in a time-saving state. In the normal presentation mode, the pachinko gaming machine PY1 displays, for example, a normal background image G102, depicting a mountain landscape, on the display unit 50a, as shown in FIG. 5(B-1). The background displayed in the normal presentation mode is not limited to the normal background image G102; multiple types of backgrounds may be displayed in order or randomly.
[0073] The probability variation mode is a mode that may be set over one or more variable display of special symbols in a "high probability, high base game state." In the probability variation mode, the player is informed that they are in a high probability state and a time-saving state. In the probability variation mode, the pachinko gaming machine PY1 displays, for example, a probability variation background image G103 with a background depicting space on the display unit 50a, as shown in FIG. 5(B-2). Note that the background displayed in the probability variation mode is not limited to the probability variation background image G103; multiple types of backgrounds may be displayed in order or randomly.
[0074] The time-saving mode is a mode that may be set over one or more variable display of special symbols in a "low-probability, high-base game state." In the time-saving mode, the player is informed that the game is in a normal probability state and a time-saving state. In the time-saving mode, the pachinko gaming machine PY1 displays a time-saving background image G104, for example, a sky background, on the display unit 50a, as shown in FIG. 5(B-3). Note that the background displayed in the time-saving mode is not limited to the time-saving background image G104; multiple types of backgrounds may be displayed in order or randomly.
[0075] The jackpot presentation mode is a presentation mode that is set in the jackpot game state. In the jackpot presentation mode, the player is informed that a jackpot game is being played. In the jackpot presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an opening image G107 that suggests the start of the jackpot game, a right-hit image G108 that encourages a "right hit," and the like, as shown in FIG. 5 (C-1), at the start of the jackpot game. The display of these images is referred to as an "opening presentation."
[0076] In addition, in the big win presentation mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during a round game, as shown in Fig. 5 (C-2), and if a high probability state is reached thereafter, displays a promotion image G110 indicating that a high probability state will be reached on the display unit 50a. The display of these images is referred to as a "round presentation."
[0077] In addition, in the big win presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an ending image G111 that suggests the presentation mode that will be set after the big win presentation mode, a total prize ball number image G112 that suggests the total number of prize balls that have been paid out, and the like, as shown in Fig. 5 (C-3). The display of these images is referred to as "ending presentation."
[0078] In the basic embodiment, five types of presentation modes are set: customer waiting presentation mode, normal presentation mode, probability change presentation mode, time-saving presentation mode, and jackpot presentation mode, but the types of presentation modes may be changed or added as appropriate.
[0079] 8-2. Special chart change performance Next, the special chart variable effect (also called "variable effect") will be explained using Figures 6 to 8. The special chart variable effect is an effect that suggests the result of the jackpot determination. When the variable display of the special chart begins, the pachinko gaming machine PY1 executes a special chart variable effect using a performance pattern in parallel with the variable display of the special chart. As shown in Figure 6(A), the performance pattern is composed of a left performance pattern EZ1, a center performance pattern EZ2, and a right performance pattern EZ3.
[0080] In the special symbol variation effect, the pachinko gaming machine PY1 displays the effect symbols EZ1, EZ2, and EZ3 variably on the background (normal background image G102, probability variable background image G103, time-saving background image G104). Note that the "↓" in the figure indicates that the effect symbols are currently being displayed variably. The effect symbols EZ1, EZ2, and EZ3 are, for example, each composed of number symbols from "1" to "9." In the variable display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 change as the variable display of the special symbol begins, and the effect symbols EZ1, EZ2, and EZ3 stop as the special symbol stops. The result of the jackpot determination is indicated by the manner in which the effect symbols EZ1, EZ2, and EZ3 are displayed.
[0081] 8-2-1.Normal fluctuations The pachinko game machine PY1 can perform a normal variation first in the special chart variation effect. The normal variation is an effect in which the effect patterns EZ1, EZ2, and EZ3 are displayed in a variable manner, and functions as an effect that indicates that the variable display of the special chart has begun.
[0082] In the normal variation, the pachinko gaming machine PY1 starts displaying the varying effect symbols EZ1, EZ2, and EZ3 as shown in FIG. 6(B). When the pachinko gaming machine PY1 determines a miss without generating a reach after the normal variation, it stops the left effect symbol EZ1 and the right effect symbol EZ3 in different patterns as shown in FIG. 6(C-1), and then stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a miss (a so-called "variable pattern") as shown in FIG. 6(D). A pattern suggesting a miss is a pattern in which the left and right effect symbols are not identical, such as "1·1·2" or "2·4·6." On the other hand, when the pachinko gaming machine PY1 generates a reach after the normal variation, it stops and displays the left effect symbol EZ1 and the right effect symbol EZ3 in the same pattern (a so-called "reach pattern") as shown in FIG. 6(C-2), thereby achieving a reach. The stopping order of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0083] 8-2-2.N Reach The pachinko gaming machine PY1 can perform N-reach after a reach is established. N-reach is a reach effect in which the speed of change of the middle effect symbol EZ2 gradually slows down, and functions as an effect suggesting the possibility of a jackpot game.
[0084] In the N-reach state, the pachinko gaming machine PY1 gradually slows down the speed of the middle effect symbol EZ2 as shown in FIG. 7(A). When the pachinko gaming machine PY1 determines a miss in the N-reach state, it stops the middle effect symbol EZ2 and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a miss (a so-called miss-at-reach pattern) as shown in FIG. 7(B). A manner suggesting a miss-at-reach is when the effect symbols on the left and right are the same but the center symbol is different from the effect symbols on the left and right, such as "7·6·7" or "5·3·5." On the other hand, when the pachinko gaming machine PY1 develops an SP-reach state after an N-reach state, it does not stop the middle effect symbol EZ2. The content of the N-reach effect can be changed as appropriate.
[0085] 8-2-3. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a reach effect that displays, for example, a scene in which a main character and an enemy character are battling, and functions as an effect that suggests that a jackpot game is likely to occur.
[0086] In the SP reach, the pachinko gaming machine PY1 displays an SP title image G1 indicating the start of the SP reach on the display unit 50a, as shown in FIG. 8(A). The SP title image G1 is a text image, for example, "Defeat enemy A!" After that, the pachinko gaming machine PY1 displays a main character image G200 representing a main character and an enemy character image G201 representing an enemy character on the display unit 50a, as shown in FIG. 8(B), and displays a video of the main character battling the enemy character on the display unit 50a. Then, when the battle reaches its final stage, in the case where the SP reach results in a jackpot, the pachinko gaming machine PY1 displays an image of the main character rejoicing at his victory in the battle, as shown in FIG. 8(C-1), to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a jackpot (so-called doublets). Furthermore, when the pachinko gaming machine PY1 loses in the SP reach, as shown in FIG. 8(C-2), it displays the enemy character rejoicing at winning the battle, suggesting a loss, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a reach loss. On the other hand, when the pachinko gaming machine PY1 develops the SP reach into an SPSP reach after this SP reach, it does not stop the middle effect symbol EZ2. It should be noted that the effect content of the SP reach can be changed as appropriate.
[0087] 8-2-4. SPSP Reach The pachinko gaming machine PY1 can perform an SPSP reach after an SP reach. The SPSP reach is a reach effect that displays, for example, a scene of a main character battling a formidable enemy character, and functions as an effect that suggests a high possibility of a jackpot game.
[0088] In the SPSP reach, the pachinko gaming machine PY1 displays an SPSP title image G2 indicating the start of the SPSP reach on the display unit 50a, as shown in FIG. 9(A). The SPSP title image G2 is, for example, a text image of "Defeat Enemy B!" After that, the pachinko gaming machine PY1 displays a main character image G200 representing a main character and a strong enemy character image G202 representing a strong enemy character on the display unit 50a, as shown in FIG. 9(B), and displays a video of the main character battling the strong enemy character on the display unit 50a. Then, when the battle reaches its final stage, in the case where the pachinko gaming machine PY1 has achieved a jackpot in the SPSP reach, the pachinko gaming machine PY1 displays an image of the main character rejoicing at his victory in the battle, as shown in FIG. 9(C-1), to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a jackpot (so-called doublets). On the other hand, when the pachinko game machine PY1 determines that the SPSP reach is a loss, as shown in Fig. 9 (C-2), it displays the strong enemy character rejoicing at having won the battle, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner that suggests a reach loss. Note that the effect content of the SPSP reach can be changed as appropriate.
[0089] Here, we will explain the possibility that the effect symbols EZ1, EZ2, and EZ3 will stop in a manner indicating a jackpot (also called "jackpot expectation probability"). The jackpot expectation probability is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of N reach is set to 10% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, and the execution probability of SP reach is set to 4% when the result of the jackpot determination is a miss, but set to 100% when the result of the jackpot determination is a win, the jackpot expectation probability for SP reach can be made higher than the jackpot expectation probability for N reach.
[0090] Also, for example, if the execution probability of an SP reach is set to 4% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, then by setting the execution probability of an SPSP reach to 2% when the result of the jackpot determination is a miss and to 100% when the result of the jackpot determination is a win, the jackpot expectation for an SPSP reach can be made higher than the jackpot expectation for an SP reach.In this way, by setting the execution probability for executable effects in accordance with the result of the jackpot determination in advance, the jackpot expectation for that effect can be determined.
[0091] 8-3. Hold icon and related icon The pachinko gaming machine PY1 can display a reserve icon HA on the display unit 50a while storing special chart 1 reserve or special chart 2 reserve. The reserve icon HA is, for example, an icon image of "◯". Furthermore, the pachinko gaming machine PY1 can display the icon TA on the display unit 50a while variable display of the special chart is being performed. The icon TA is, for example, the same icon image of "◯" as the reserve icon HA.
[0092] A reserve icon display area 50d is provided at the bottom of the display unit 50a. As shown in FIG. 10(A), the reserve icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko gaming machine PY1 displays a reserve icon HA in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special symbols 1 or 2. For example, when the number of reserved special symbols 1 is "1," the reserve icon HA is displayed in the first display area 50d1. When the number of reserved special symbols 1 is "2," the reserve icon HA is displayed in both the first display area 50d1 and the second display area 50d2. The reserve icon display area 50d may display both the number of reserved special symbols 1 and 2, or it may display only one of the number of reserved special symbols 1 and 2. In addition, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.
[0093] Furthermore, the icon display area 50e is provided at the bottom of the display unit 50a near the reserved icon display area 50d. As shown in FIG. 10(A), the icon display area 50e is configured as a single display area. When the pachinko gaming machine PY1 starts variable display of the special symbol, it displays the icon TA, which may be the same as or different from the reserved icon HA, in the icon display area 50e. Note that, in consideration of the playability of the pachinko gaming machine PY1, the icon TA may not be displayed.
[0094] 8-3-1.Holding effect The pachinko game machine PY1 can perform a hold effect in response to a game ball entering the first start hole 11 or the second start hole 12. The hold effect is, for example, an effect in which a hold icon HA is displayed in the hold icon display area 50d, and functions as an effect for informing the player of the number of special chart 1 holds or special chart 2 holds.
[0095] When the pachinko gaming machine PY1 is not performing variable display of the special chart and the number of reserved special charts 1 is "0", if a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 displays the icon TA in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two gaming balls enter the first starting hole 11 during variable display of the special chart, the pachinko gaming machine PY1 displays the reserved icon HA in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Fig. 10(C), and notifies the player that the number of reserved special charts 1 is "2". Furthermore, when the pachinko game machine PY1 starts variable display of a new special chart while displaying a reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, as shown in FIG. 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, thereby informing the player that the reserve number of special chart 1 is "1".
[0096] 8-4. Preview performance The pachinko game machine PY1 can perform a notice effect at any timing during the special chart variation effect. The notice effect is an effect that uses the image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, normal button 40, special button 41, etc., and functions as an effect that suggests the possibility of a jackpot game.
[0097] 8-4-1.Movable object production The pachinko gaming machine PY1 can perform a movable body effect using the on-board movable body 55k or the frame movable body 58k as a preview effect. The movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.
[0098] The pachinko gaming machine PY1 performs a movable body effect at any timing in the special chart variation effect (for example, when the N reach develops into the SP reach). Here, a movable body effect using the on-board movable body 55k is exemplified. The movable body effect is an effect in which the on-board movable body 55k moves on the display unit 50a, as shown in FIG. 11(A). In the movable body effect, the pachinko gaming machine PY1 displays an effect image G4 in the space on the display unit 50a that does not overlap with the on-board movable body 55k. After the movable body effect, the on-board movable body 55k returns to the normal standby state (initial position), as shown in FIG. 11(B), and the effect develops. FIG. 11(B) shows a case in which the effect develops into the SPSP reach. The movement of the on-board movable body 55k in the movable body effect can be changed as appropriate.
[0099] 8-4-2. Operation direction The pachinko gaming machine PY1 can perform, as a preview effect, an operation effect using the normal button 40 or the special button 41. The operation effect is, for example, an effect in which the player operates the normal button 40 or the special button 41.
[0100] The pachinko gaming machine PY1 performs an operation presentation at any timing in the special chart variation presentation (for example, during SP reach). Here, an operation presentation using the normal button 40 is illustrated. In the operation presentation, the pachinko gaming machine PY1 generates a period during which pressing the normal button 40 is valid (referred to as a "button operation valid period"), and with the occurrence of this button operation valid period, performs a presentation (referred to as a "button operation promotion presentation") that prompts the operation of the normal button 40, as shown in FIG. 12(A). In the button operation promotion presentation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 is composed of a normal button image G31 that imitates the normal button 40, a press operation image G32 (here, a text image of "press") that indicates the operation mode of the normal button 40 (i.e., the press operation), and a remaining valid operation period image G33 that indicates the remaining time of the button operation valid period. In response to the normal button 40 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being pressed during the button operation valid period, the pachinko gaming machine PY1 ends the button operation prompt effect and performs an operation result effect, as shown in Fig. 12(B). Fig. 12(B) shows a case where a movable body effect in which the on-board movable body 55k moves is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.
[0101] 8-4-3. Predictive performance The pachinko gaming machine PY1 can perform a pre-reading effect based on a pre-reading judgment as a notice effect. The pre-reading effect is, for example, an effect in which the reserved icon HA changes, and functions as an effect to indicate the result of the jackpot judgment in advance.
[0102] The pachinko gaming machine PY1 performs a look-ahead effect in response to storing a special chart 1 reserve or a special chart 2 reserve. Here, an example of a look-ahead effect for the special chart 1 reserve is shown. When a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 stores the special chart 1 reserve, and based on the result of the look-ahead determination for the special chart 1 reserve, displays a "☆" icon image as the reserve icon HA in the reserve icon display area 50d, as shown in FIG. 10(C), instead of the usual "◯" icon image. Note that the look-ahead effect content can be changed as appropriate.
[0103] 9. Internal Configuration Next, the internal configuration of the pachinko gaming machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of the parts related to the control of the pachinko gaming machine PY1. As shown in Fig. 13, the pachinko gaming machine PY1 comprises a main control unit 100 that controls the game, and a performance control unit 120 that executes performances. The main control unit 100 and the performance control unit 120 are electrically connected, and the performance control unit 120 executes performances mainly in accordance with instructions from the main control unit 100.
[0104] 9-1.Main control unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 includes, for example, a CPU (Central Processing Unit) and mainly controls various games (special game, regular game, game status, prize ball payout, etc.). The game control microcomputer 101 also includes a game input unit 101a, a game output unit 101b, and a game memory unit 101c. The game input unit 101a inputs game ball winning information from the winning devices (first start gate 11, second start gate 12, gate 13, first large prize gate 14, second large prize gate 15, regular prize gate 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands issued in response to game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game memory unit 101c is composed of, for example, a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores a table for selecting game content, game data issued in response to game control (special figure 1 reserve, special figure 2 reserve, normal figure reserve, etc.), and the like.
[0105] The various games are controlled mainly based on winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls the various games using tables and game data stored in the game memory unit 101c.
[0106] 9-2.Table The game control microcomputer 101 can make various selections when controlling a game. When making a selection, a table stored in the game action memory unit 101c is referenced. The game action memory unit 101c stores the following tables.
[0107] 9-2-1. Fluctuation pattern determination table The game memory unit 101c stores a variation pattern determination table 103a1 shown in Fig. 14. The variation pattern determination table 103a1 is a table that is referenced when selecting the type of variation pattern. When performing variable display of the first special symbol or the second special symbol based on the result of the jackpot determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 to select the type of variation pattern.
[0108] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game status, the type of starting gate, the result of the jackpot determination, the result of the reach determination, the number of reserved special symbols, etc. The reach determination determines whether or not the aforementioned reach effect (N reach, SP reach, SPSP reach) is to be performed during the variable display of the special symbol. If the reach effect is to be performed, it is determined that there is a reach, and if there is not, it is determined that there is no reach. The game control microcomputer 101 can select one of seven variation patterns: "THP001" to "THP002," "THP011" to "THP013," and "THP021" to "THP022." The game control microcomputer 101 performs variable display of the first or second special symbol in a variable display mode (variable display time) according to the selected variation pattern. The type of variation pattern can be changed as appropriate.
[0109] Here, the role of each variation pattern will be explained. As mentioned above, during the variable display of the special chart, the special chart variation performance is performed. In the special chart variation performance, a performance flow consisting of one or more performances is executed, and each variation pattern is associated with the variable display time of the special chart and the performance flow executed in the special chart variation performance. For example, as shown in Figure 14, "THP001" and "THP011" have a variable display time of 120,000 ms and are associated with a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" have a variable display time of 100,000 ms and are associated with a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" has a variable display time of 20,000 ms and is associated with a presentation flow consisting of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" have a variable display time of 13,000 ms or 2,000 ms and are associated with a presentation flow consisting of only "normal variation". In this way, the time of the special chart variation presentation and the presentation executed in the special chart variation presentation are varied depending on the type of variation pattern selected by the game control microcomputer 101.
[0110] "THP001" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is "SPSP reach," so "THP001" is referred to as an "SPSP jackpot fluctuation." Also, "THP002" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is "SP reach," so "THP002" is referred to as an "SP jackpot fluctuation." Also, "THP011" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is "SPSP reach," so "THP011" is referred to as an "SPSP miss fluctuation." Also, "THP012" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is "SP reach," so "THP012" is referred to as an "SP miss fluctuation." Furthermore, "THP013" is selected when the result of the jackpot determination is a miss, and the end of the presentation flow is "N reach," so "THP013" is referred to as an "N miss variation." Furthermore, "THP021" and "THP022" are selected when the result of the jackpot determination is a miss, and the end of the presentation flow is "normal variation," so "THP021" and "THP022" are referred to as "normal miss variation." The selection ratio of the variation pattern can be set appropriately, taking into consideration the playability of the pachinko gaming machine PY1.
[0111] 9-2-2. Look-ahead decision table The game memory unit 101c stores a look-ahead determination table 103b1 shown in FIG. 15. The look-ahead determination table 103b1 is a table that is referenced when selecting the type of look-ahead pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the look-ahead determination table 103b1 and selects the type of look-ahead pattern. The diagram shown in FIG. 15 is the look-ahead determination table 103b1.
[0112] As shown in Figure 15, the game control microcomputer 101 selects the type of look-ahead pattern based on the game status, the type of starting hole, the result of look-ahead determination, etc. The game control microcomputer 101 can select one of three look-ahead patterns, "SHP001" to "SHP003," as the look-ahead pattern. The type of look-ahead pattern can be changed as appropriate.
[0113] "SHP001" is selected when the result of the pre-reading judgment is a pre-reading win, so "SHP001" is called a "jackpot pre-reading pattern." Also, "SHP002" is selected when the result of the pre-reading judgment is a pre-reading non-win, and the result of the fluctuation pattern pre-judgment is a fluctuation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called a "reach miss pre-reading pattern." Also, "SHP003" is selected when the result of the pre-reading judgment is a pre-reading non-win, and the result of the fluctuation pattern pre-judgment is a fluctuation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called a "normal miss pre-reading pattern."
[0114] 9-2-3.Pattern Judgment Table The game memory unit 101c stores a symbol determination table 103c1 shown in Fig. 16. The symbol determination table 103c1 is a table that is referenced when selecting the type of symbols to be stopped for the first special symbol and the second special symbol. When a jackpot determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the type of symbols to be stopped for the first special symbol and the second special symbol. The diagram shown in Fig. 16 is the symbol determination table 103c1.
[0115] As shown in Figure 16, the game control microcomputer 101 selects the type of stopping symbol for the first special symbol and the second special symbol based on the type of starting slot, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of seven types of stopping symbols: "jackpot Wα symbol," "jackpot Xα symbol," "jackpot Yα symbol," "jackpot Zα symbol," "small jackpot symbol," "miss A symbol," and "miss B symbol." The game control microcomputer 101 displays the first or second special symbol in a manner corresponding to the selected stopping symbol. The type of stopping symbol can be changed as appropriate.
[0116] Here, we will explain the role of each stopping symbol. As mentioned above, after the special symbol stops and is displayed, there are times when a jackpot game is played, when a small jackpot game is played, when a time-saving state is entered, and when nothing is played and a loss occurs. There are four types of jackpot games ("jackpot game Wα," "jackpot game Xα," "jackpot game Yα," "jackpot game Zα"), one type of small jackpot game, and two types of losses (the aforementioned specific loss and simple loss), and each stopping symbol is associated with a type of jackpot game, a type of small jackpot game, and a type of loss. 16, for example, a "jackpot Wα symbol" corresponds to a "jackpot game Wα," a "jackpot Xα symbol" corresponds to a "jackpot game Xα," a "jackpot Yα symbol" corresponds to a "jackpot game Yα," a "jackpot Zα symbol" corresponds to a "jackpot game Zα," a "small win symbol" corresponds to a small win game, a "miss A symbol" corresponds to a simple miss in which nothing is done, and a "miss B symbol" corresponds to a time-shortened state. In this way, the type of jackpot game, the type of small win game, and the type of miss (whether or not the time-shortened state is entered) to be executed are varied depending on the type of stopped symbol selected by the game control microcomputer 101.
[0117] The "jackpot Wα symbol" and "jackpot Yα symbol" are selected when a jackpot game that results in a high probability state is played afterwards, and therefore the "jackpot Wα symbol" and "jackpot Yα symbol" are sometimes referred to as "probability variable symbols." The "jackpot Xα symbol" and "jackpot Zα symbol" are selected when a jackpot game that results in a normal probability state is played afterwards, and therefore the "jackpot Xα symbol" and "jackpot Zα symbol" are sometimes referred to as "normal symbols." The "miss A symbol" is selected when a simple miss occurs without any further action, and therefore the "miss A symbol" is sometimes referred to as "normal miss symbol." The "miss B symbol" is selected when a specific miss occurs afterwards, and therefore the "miss B symbol" is sometimes referred to as "miss time-saving symbol." The selection ratio of the stop symbols can be appropriately set in consideration of the gameplay characteristics of the pachinko gaming machine PY1.
[0118] 9-3. Commands The game control microcomputer 101 can output the performance commands issued in response to the control of the game to the performance control unit 120 via the game output unit 101b. The game control microcomputer 101 can issue the following commands.
[0119] 9-3-1. Winning Command The winning commands are issued in connection with the winning of a gaming ball into various winning devices (first start opening 11, second start opening 12, gate 13, first major winning opening 14, second major winning opening 15, general winning opening 10, etc.). The winning commands include a first start opening command issued when a gaming ball wins into first start opening 11, a second start opening command issued when a gaming ball wins into second start opening 12, a gate command issued when a gaming ball passes through gate 13, a first major winning opening command issued when a gaming ball wins into first major winning opening 14, a first major winning opening command issued when a gaming ball wins into second major winning opening 15, a general winning opening command issued when a gaming ball wins into general winning opening 10, etc.
[0120] 9-3-2. Special command Special symbol commands are issued in relation to the operation of the first and second special symbols. Special symbol commands include a special symbol change pattern command issued when the change pattern of the special symbol is determined, a special symbol stop symbol command issued when the stop symbol of the special symbol is determined, a special symbol start command issued when the variable display of the special symbol starts, and a special symbol confirmation command issued when the stop display of the special symbol is determined.
[0121] 9-3-3. General Map Commands The general map commands are issued in relation to the general map operation. There are general map start commands issued by starting the general map variable display, and general map confirmation commands issued by stopping the general map display, etc.
[0122] 9-3-4. Pending Commands Reserve commands are issued in relation to increases or decreases in the number of reserved special chart 1 reserves, special chart 2 reserves, and regular chart reserves. Reserve commands include a special chart 1 reserve increase command issued when the number of reserved special chart 1 increases, a special chart 1 reserve decrease command issued when the number of reserved special chart 1 decreases, a special chart 2 reserve increase command issued when the number of reserved special chart 2 increases, a special chart 2 reserve decrease command issued when the number of reserved special chart 2 decreases, a regular chart reserve increase command issued when the number of reserved regular charts increases, and a regular chart reserve decrease command issued when the number of reserved regular charts decreases.
[0123] 9-3-5. Jackpot game command The jackpot game command is issued in connection with the operation of the jackpot game. Examples of the jackpot game command include an OP command issued at the start of an OP, a round command issued at the start of each round of play, and an ED command issued at the start of an ED.
[0124] 9-3-6. Small Win Game Command The small win game command is issued in connection with the operation of the small win game. Examples of the small win game command include a pre-release IT command issued by the start of the pre-release IT, and a post-release IT command issued by the start of the post-release IT.
[0125] 9-3-7. Auxiliary game commands The auxiliary game command is issued in association with the operation of the auxiliary game, and includes an auxiliary game start command issued when the auxiliary game starts.
[0126] 9-3-8. Game status command Game state commands are issued in relation to the current game state. Examples of game state commands include a normal probability command issued when the game state is in a normal probability state, a high probability command issued when the game state is in a high probability state, a non-time-saving command issued when the game state is in a non-time-saving state, a time-saving command issued when the game state is in a time-saving state, a jackpot command issued when the game state is in a jackpot game state, a left-hand hit command issued when the game state is in a left-hand hit state, and a right-hand hit command issued when the game state is in a right-hand hit state.
[0127] 9-4. Production control unit The performance control unit 120 includes a performance control microcomputer 121. The performance control microcomputer 121 includes, for example, a CPU, and mainly executes various performances (performance modes, special chart change performances, hold performances, preview performances, etc.). The performance control microcomputer 121 also includes a performance input unit 121a and a performance memory unit 121b. The performance input unit 121a inputs performance commands output from the main control unit 100, operation information for the normal buttons 40, operation information for the special buttons 41, etc. The performance memory unit 121b is configured with, for example, ROM and RAM, and stores processing programs for the processes performed by the CPU in various performances, tables for selecting preview performances, etc., performance data issued in response to the execution of a performance, etc.
[0128] Various effects are executed mainly based on the effect commands and operation information input by the effect input unit 121a. The effect control microcomputer 121 executes various effects using the processing programs, tables, effect data, etc. stored in the effect storage unit 121b.
[0129] First Embodiment The first embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.
[0130] First, the indicators 8 installed on the game board 1 will be specifically described using Fig. 17. As shown in Fig. 17, the indicators 8 are composed of a special chart 1 LED 8a for indicating the variable display / stop display of special chart 1, a special chart 2 LED 8b for indicating the variable display / stop display of special chart 2, a regular chart LED 8c for indicating the variable display / stop display of regular chart, a special chart 1 reserve LED 8d for indicating the number of reserved special charts 1, a special chart 2 reserve LED 8e for indicating the number of reserved special charts 2, a regular chart reserve LED 8f for indicating the number of reserved regular charts, a game status LED 8g for indicating the current game status, and a right-hit status LED 8h for indicating the right-hit status.
[0131] The special symbol 1 LED 8a consists of two LEDs. During the variable display of the special symbol 1, the two LEDs light up alternately at a predetermined interval. Meanwhile, during the stop display of the special symbol 1, if the stop symbol is a "jackpot Wα symbol," both of the two LEDs light up; if the stop symbol is a "jackpot Xα symbol," only the left LED of the two LEDs lights up; and if the stop symbol is a "miss A symbol," only the right LED of the two LEDs lights up. In the first embodiment, a case is described in which the "jackpot Yα symbol," "jackpot Zα symbol," and "miss B symbol" cannot be stopped. However, if these stop symbols are made stoppable, the number of LEDs may be increased to light up the LEDs so that each stop symbol can be distinguished.
[0132] The special symbol 2 LED8b consists of two LEDs. During the variable display of the special symbol 2, the two LEDs light up alternately at a predetermined interval. On the other hand, during the stop display of the special symbol 2, if the stop symbol is a "jackpot Wα symbol," both of the two LEDs light up; if the stop symbol is a "jackpot Xα symbol," only the left LED of the two LEDs lights up; and if the stop symbol is a "miss A symbol," only the right LED of the two LEDs lights up. In the first embodiment, a case where a "small win symbol" cannot be stopped is described, but if this stop symbol is made stoppable, the number of LEDs may be increased to light up the LEDs so that each stop symbol can be distinguished.
[0133] The normal map LED 8c consists of two LEDs. During the variable display of the normal map, the two LEDs light up alternately at a predetermined interval. On the other hand, during the stop display of the normal map, if the stop pattern indicates a "win", both of the two LEDs light up, and if the stop pattern indicates a "lose", only the right LED of the two LEDs lights up.
[0134] Special Chart 1 Pending LED 8d consists of two LEDs. When the Special Chart 1 Pending number is "0", both of the two LEDs are off. When the Special Chart 1 Pending number is "1", only the left LED of the two LEDs is lit. When the Special Chart 1 Pending number is "2", both of the two LEDs are lit. When the Special Chart 1 Pending number is "3", the left LED of the two LEDs flashes, and the right LED of the two LEDs is lit. When the Special Chart 1 Pending number is "4", both of the two LEDs flash.
[0135] The Special Chart 2 Hold LED8e consists of two LEDs. When the Special Chart 2 Hold number is "0", both of the two LEDs are off. When the Special Chart 2 Hold number is "1", only the left LED of the two LEDs is lit. When the Special Chart 2 Hold number is "2", both of the two LEDs are lit. When the Special Chart 2 Hold number is "3", the left LED of the two LEDs flashes, and the right LED of the two LEDs is lit. When the Special Chart 2 Hold number is "4", both of the two LEDs flash.
[0136] The regular map reserve LED 8f consists of two LEDs. When the regular map reserve number is "0", both of the two LEDs are off. When the regular map reserve number is "1", only the left LED of the two LEDs is lit. When the regular map reserve number is "2", both of the two LEDs are lit. When the regular map reserve number is "3", the left LED of the two LEDs flashes, and the right LED of the two LEDs is lit. When the regular map reserve number is "4", both of the two LEDs flash.
[0137] The game state LED 8g consists of two LEDs. When the game state is a "low probability low base game state," both of the two LEDs are turned off. When the game state is a "low probability high base game state," only the left LED of the two LEDs is turned on. When the game state is a "high probability high base game state," both of the two LEDs are turned on. In the first embodiment, a case is described in which the "high probability low base game state" cannot be set, but if the "high probability low base game state" is settable, only the right LED of the two LEDs may be turned on.
[0138] The right-hit state LED 8h consists of one LED. When the game state is a "jackpot game state," a "low probability high base game state," or a "high probability high base game state," in other words, when the game is in a right-hit state in which the game ball is shot toward the right side of the game area 6, one LED lights up (also called "display").
[0139] Next, the control system of the pachinko gaming machine PY1 will be specifically explained using Figures 18 and 19. As shown in Figure 18, the pachinko gaming machine PY1 is equipped with a main control unit 100, which is provided with a game control microcomputer 101 having a CPU, ROM, and RAM, a main input unit 104 having an input port 104a, an output port 105a, a main output unit 105 having a driver circuit 105b, a buffer circuit 105c, etc., a data bus 106 connecting the game control microcomputer 101, the main input unit 104, and the main output unit 105, etc.
[0140] The game control microcomputer 101 is equipped with a crystal oscillator 101d that generates a clock that serves as a reference for the CPU's operating clock, timer interrupts, and random number generation circuit. The ROM of the game control microcomputer 101 stores information (programs, etc.) necessary for game control in a non-volatile manner. On the other hand, the RAM of the game control microcomputer 101 is used as a storage area for data and signals created in response to game control.
[0141] In addition, the game control microcomputer 101 is provided with a RAM clear switch 101e, and by operating the RAM clear switch 101e, the information stored in the RAM of the game control microcomputer 101 can be forcibly initialized.
[0142] The CPU of the game control microcomputer 101 executes a game control program stored in the ROM, and controls the game of the pachinko game machine PY1 by issuing commands to be output to the performance control unit 120, outputting operation data for the opening and closing solenoids of the first large winning opening 14, the second large winning opening 15, and the second starting opening 12, and outputting display data for the displays 8. Also, although not shown, the game control microcomputer 101 is provided with a random number generation circuit for generating random numbers etc. for various judgments, and a clock generator for generating a timer interrupt signal at a predetermined period (for example, 4 ms) for the CPU and a clock that provides update timing for the random number generation circuit.
[0143] In addition, various detection switches that detect the entry of game balls into various winning devices (first start port 11, second start port 12, gate 13, first large prize port 14, second large prize port 15, general prize port 10, etc.) are connected to the main input unit 104 of the main control unit 100, and the detection signals of the various detection switches are read into the game control microcomputer 101 via the data bus 106.
[0144] The output port 105a provided in the main output section 105 of the main control section 100 is for outputting operation data of the opening and closing solenoids of the first large winning opening 14, the second large winning opening 15 and the second starting opening 12, display data of the displays 8 and external information of the pachinko game machine PY1, and the operation data, display data and external information stored in the RAM of the game control microcomputer 101 are output to the driver circuit 105b via the data bus 106, and the opening and closing solenoids are operated, the displays of the displays 8 and external output are performed.
[0145] The buffer circuit 105c provided in the main output unit 105 of the main control unit 100 is for outputting commands to the performance control unit 120. Commands issued by the CPU of the game control microcomputer 101 are output to the buffer circuit 105c without being stored in the RAM of the game control microcomputer 101, and are then output to the performance control unit 120 in the order in which they were output, regardless of the main-side timer interrupt processing described below. In other words, the buffer circuit 105c can be said to be a circuit that temporarily stores commands issued by the CPU of the game control microcomputer 101 until they are output to the performance control unit 120. Note that the communication path from the game control microcomputer 101 to the performance control unit 120 is one-way communication so that input from the performance control unit 120 to the main control unit 100 is disabled, and the main control unit 100 outputs a strobe signal to notify the performance control unit 120 of the command output prior to outputting the command.
[0146] Here, we will explain the information that can be stored in the RAM of the game control microcomputer 101 using Figure 19. As shown in Figure 19, the RAM of the game control microcomputer 101 is provided with a winning information storage area 101c1, a reserved storage area 101c2, a determination result storage area 101c3, a high probability flag 101c4, a time-saving flag 101c5, a status storage area 101c6, a display data storage area 101c7, and an operation data storage area 101c8.
[0147] The winning information memory area 101c1 is a memory area that stores winning information corresponding to the winning device into which the game ball has won, the reserve memory area 101c2 is a memory area that stores random number values related to the special chart 1 reserve, the special chart 2 reserve, and the regular chart reserve, and the judgment result memory area 101c3 is a memory area that stores the results of the jackpot judgment and the results of the hit judgment, etc.
[0148] The high probability flag 101c4 is a storage area for storing information for distinguishing whether the gaming state is a normal probability state or a high probability state, and the time-saving flag 101c5 is a storage area for storing information for distinguishing whether the gaming state is a non-time-saving state or a time-saving state. For example, when the gaming state is a "high probability high base gaming state," the high probability flag 101c4 is stored as "1" and the time-saving flag 101c5 is stored as "1." The status storage area 101c6, details of which will be described later, is a storage area for storing information for distinguishing the current status.
[0149] The display data memory area 101c7 is a memory area that stores display data related to the display of the displays 8, and the operation data memory area 101c8 is a memory area that stores operation data related to the operation of the opening and closing solenoids of the second start opening 12, the first large prize opening 14, and the second large prize opening 15.
[0150] In addition, as shown in Figure 18, the pachinko game machine PY1 is equipped with a performance control unit 120, which includes a performance control microcomputer 121 having a CPU, ROM, and RAM, an interface chip 122 that inputs commands output from the main control unit 100, an image control unit 123 for controlling the image to be displayed on the image display device 50, an audio control unit 124 for controlling the audio output from the speaker 52, a lamp control unit 125 for illuminating the LEDs of the frame lamp 53 and the board lamp 54, and a movable body control unit 126 for moving the on-board movable body 55k.
[0151] The ROM of the performance control microcomputer 121 stores information (programs, etc.) necessary for performance control, while the RAM of the performance control microcomputer 121 is used as a storage area for data and signals created in response to performance control.
[0152] The CPU of the performance control microcomputer 121 executes a performance control program stored in the ROM, and controls the performance of the pachinko gaming machine PY1 using the image display device 50, speaker 52, frame lamp 53, board lamp 54, and on-board movable body 55k under the control of the image control unit 123, sound control unit 124, lamp control unit 125, and movable body control unit 126. In addition, although not shown, the performance control microcomputer 121 is provided with a random number generation circuit for generating random numbers and the like related to various judgments, and a clock generator for generating a timer interrupt signal at a predetermined period (for example, 10 ms) for the CPU and a clock that provides update timing for the random number generation circuit.
[0153] Next, the processing that can be executed by the CPU of the game control microcomputer 101 will be explained using Figures 20 to 33. First, the main control processing will be specifically explained using Figure 20. When the power of the pachinko game machine PY1 is turned on, the CPU of the game control microcomputer 101 reads a processing program from the ROM of the game control microcomputer 101 and performs the main control processing.
[0154] In the main control process, as shown in Fig. 20, first, power-on process (S001) is performed. In the power-on process (S001), permission to access the RAM of the game control microcomputer 101 is set, the CPU of the game control microcomputer 101 is set, and the cycle of the timer interrupt signal is set.
[0155] When the power-on process (S001) is completed, interrupts are prohibited (S002) and the random number update process (S003) is performed. In the random number update process (S003), random numbers (jackpot random number, jackpot pattern random number, winning random number, change pattern random number, etc.) are updated to determine the normal stop pattern, the special stop pattern, the special pattern change pattern, etc.
[0156] When the random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main-side timer interrupt process (S005) can be executed. The main-side timer interrupt process (S005) is executed based on a timer interrupt signal that occurs every 4 ms. That is, the main-side timer interrupt process (S005) is executed every 4 ms. Then, after the main-side timer interrupt process (S005) is completed, the random number value is repeatedly updated by the random number update process (S003) until the next main-side timer interrupt process (S005) is started. Note that if a timer interrupt signal is input when the interrupt is disabled, the main-side timer interrupt process (S005) does not start immediately, but starts after the interrupt is permitted (S004).
[0157] Next, the main-side timer interrupt process (S005) will be specifically described with reference to Figure 21. When a timer interrupt signal is input while an interrupt is enabled, the CPU of the game control microcomputer 101 reads a processing program from the ROM of the game control microcomputer 101 and performs the main-side timer interrupt process (S005).
[0158] In the main timer interrupt process (S005), as shown in Fig. 21, input process (S101) is first performed. In the input process (S101), it is monitored whether or not a game ball has entered each of the various winning devices (first start gate 11, second start gate 12, gate 13, first major winning gate 14, second major winning gate 15, general winning gate 10, etc.). If a winning occurs, winning information corresponding to each of the various winning devices is stored in the winning information storage area 101c1.
[0159] When the input process (S101) is completed, the prize ball process (S102) is performed. In the prize ball process (S102), if winning information is stored in the winning information storage area 101c1, a payout operation is performed to pay out prize balls corresponding to the type of winning device corresponding to this winning information to the upper tray 34. In the first embodiment, the game control microcomputer 101 performs the payout operation, but a payout control microcomputer for performing the payout operation may be provided separately, and the payout control microcomputer may perform the payout operation in response to an instruction from the game control microcomputer 101.
[0160] When the winning ball processing (S102) is completed, the switch processing (S103) is performed. In the switch processing (S103), if winning information is stored in the winning information storage area 101c1, a winning command corresponding to the type of winning device corresponding to this winning information is issued. The issued winning command is temporarily stored in the buffer circuit 105c. Also, in the switch processing (S103), if winning information related to the first start gate 11, the second start gate 12, or the gate 13 is stored in the winning information storage area 101c1, the random number value updated by the random number update processing (S003) is acquired. The acquired random number value is stored in the reserved storage area 101c2. Even if winning information related to the first starting gate 11, the second starting gate 12, or the gate 13 is stored in the winning information storage area 101c1, if a predetermined upper limit (here, 4 for each) of random number values has already been stored in the reserve storage area 101c2, no new random number values will be stored. In the first embodiment, the upper limit of the random number value that can be stored by winning the first starting gate 11 is "4," the upper limit of the random number value that can be stored by winning the second starting gate 12 is "4," and the upper limit of the random number value that can be stored by winning the gate 13 is "4," but each upper limit may be changed. In addition, in the switch processing (S103), when a new random number value is stored in the reserve storage area 101c2, a reserve command (special figure 1 reserve increase command, special figure 2 reserve increase command, normal figure reserve increase command) is issued. The issued reserve command is temporarily stored in the buffer circuit 105c.
[0161] When the switch processing (S103) is completed, the normal map / normal power processing (S104) is performed. In the normal map / normal power processing (S104), when the start conditions for the variable display of the normal map are met, a win determination, a winning pattern determination, and a subtraction of the number of reserved normal maps are performed based on the random number value related to the reserved normal map stored in the reserved memory area 101c2. Also, in the normal map / normal power processing (S104), when the start conditions for the variable display of the normal map are met, a normal map command (normal map start command) and a reserve command (normal map reserve decrease command) are issued, and when the start conditions for the auxiliary game are met, an auxiliary game command is issued. The issued normal map command, reserve command, and auxiliary game command are temporarily stored in the buffer circuit 105c. Also, in the normal map / normal power processing (S104), when the start conditions for the auxiliary game are met, operation data for performing the auxiliary game (opening the second start port 12) is created. The created action data is stored in the action data storage area 101c8.
[0162] When the normal map and normal transmission processing (S104) is completed, the special map and special transmission processing (S105) is performed. The details of the special map and special transmission processing will be described later.
[0163] When the special drawing and special call processing (S105) is completed, a display processing (S106) is performed. The display processing will be described in detail later.
[0164] When the display process (S106) is completed, external information process (S107) is performed. In the external information process (S107), external information corresponding to the data stored in the RAM of the game control microcomputer 101 is output to the outside of the pachinko game machine PY1.
[0165] When the external information processing (S107) is completed, the output processing (S108) is performed. The details of the output processing will be described later.
[0166] Next, the details of the special symbol and special power processing (S105) will be specifically explained using Figures 22 to 28. When the normal symbol and normal power processing (S104) is completed, the CPU of the game control microcomputer 101 reads out a processing program from the ROM of the game control microcomputer 101 and performs the special symbol and special power processing (S105).
[0167] In the special chart and special call processing (S105), as shown in FIG. 22, first, a status confirmation process (S1051) is performed. In the status confirmation process (S1051), the current status is confirmed. There are six types of status, Status 1 to Status 6, and the CPU of the game control microcomputer 101 overwrites and stores the current status in the status memory area 101c6 every time the status is changed.
[0168] Status 1 indicates a state in which the special symbol is on standby, status 2 indicates a state in which the special symbol is being variably displayed, status 3 indicates a state in which the special symbol is being determined, status 4 indicates a state in which the big win is opening, status 5 indicates a state in which a round is being played, and status 6 indicates a state in which the big win is ending. In the first embodiment, a case in which a small win game is made impossible to play will be described, but if a small win game is made possible to play, status 7 may be provided in addition to status 1 to status 6, indicating a state in which a small win game is being played.
[0169] When the status confirmation process (S1051) is completed, if status 1 is stored in the status memory area 101c6, a special chart waiting process (S1052) is performed, if status 2 is stored in the status memory area 101c6, a special chart variable display process (S1053) is performed, if status 3 is stored in the status memory area 101c6, a special chart confirmation process (S1054) is performed, if status 4 is stored in the status memory area 101c6, an opening process (S1055) is performed, if status 5 is stored in the status memory area 101c6, a round process (S1056) is performed, and if status 6 is stored in the status memory area 101c6, an ending process (S1057) is performed.
[0170] In the special symbol waiting process (S1052) performed when Status is 1, as shown in FIG. 23, first, it is determined whether the waiting time has elapsed (S10521). The waiting time is the time from the end of the previous special symbol stop time to the start of the next special symbol variable display. The elapse of the waiting time can be considered the establishment of the conditions for starting the special symbol variable display. If the waiting time has not elapsed (S10521: NO), the special symbol waiting process is terminated. If the waiting time has elapsed (S10521: YES), the process proceeds to S10522, where jackpot determination processing is performed. In the jackpot determination processing, based on the random number value related to the special symbol reservation stored in the reservation memory area 101c2, a jackpot determination is performed, the type of the special symbol stop pattern is determined, the type of special symbol variation pattern is determined, and the number of reserved special symbols is subtracted. The determination result obtained in the jackpot determination processing is stored in the determination result memory area 101c3.
[0171] When the jackpot determination process is completed, the process proceeds to S10523, where special symbol commands (special symbol stop symbol command, special symbol change pattern command, and special symbol start command) are issued, and a hold command (special symbol 1 hold decrease command or special symbol 2 hold decrease command) is issued. The issued special symbol command and hold command are temporarily stored in the buffer circuit 105c. When the special symbol command and hold command are issued, the process proceeds to S10524, where the status stored in the status storage area 101c6 is overwritten with status 2, and the special symbol standby process is terminated.
[0172] In the special chart variable display processing (S1053) performed in the case of status 2, as shown in FIG. 24, first, it is determined whether or not the variable display time has elapsed (S10531). The variable display time is the time from when the variable display of the special chart starts to when it ends, and the variable display time differs depending on the type of variation pattern. If the variable display time has not elapsed (S10531: NO), the special chart variable display processing is terminated, and if the variable display time has elapsed (S10531: YES), the process proceeds to S10532, where a special chart command (special chart confirmation command) is issued. The issued special chart command is temporarily stored in the buffer circuit 105c. When the special chart command is issued, the process proceeds to S10533, where the status stored in the status storage area 101c6 is overwritten with status 3, and the special chart variable display processing is terminated.
[0173] In the special chart confirmation process (S1054) performed in the case of status 3, as shown in Fig. 25, first, it is determined whether the stop time has elapsed (S10541). The stop time is the time from when the stop display of the special chart starts to when it ends (for example, 500 ms). If the stop time has not elapsed (S10541: NO), the special chart confirmation process is terminated, and if the stop time has elapsed (S10541: YES), the process proceeds to S10542, where it is determined whether the end condition for the time-saving state has been met. In the first embodiment, the stopped symbols indicating a "jackpot win" are the "jackpot Wα symbol" and the "jackpot Xα symbol." In both the "high probability high base game state" after the "jackpot game Wα" that occurs when the "jackpot Wα symbol" is stopped and the "low probability high base game state" after the "jackpot game Xα" that occurs when the "jackpot Xα symbol" is stopped and displayed, the time-saving state is described as ending when the variable display of the special symbol is performed only 100 times. However, the upper limit number of times in the "high probability high base game state" and the upper limit number of times in the "low probability high base game state" may be different. Note that, as mentioned above, the time-saving state is set only in the "high probability high base game state" and the "low probability high base game state." Therefore, in game states other than these, it is always determined that the end condition of the time-saving state is not met.
[0174] If it is determined in S10542 that the condition for terminating the time-saving state has not been met (S10542: NO), the process proceeds to S10543, where it is determined whether the type of the special symbol stored in the determination result memory area 101c3 is a symbol indicating a "jackpot win."
[0175] If it is determined in S10543 that the stopped symbol indicates a "jackpot win" (S10543: YES), the process proceeds to S10544, where a jackpot game command (OP command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. As will be described in detail later, a "right-hit confirmation effect" is performed based on this jackpot game command (OP command). When a jackpot game command is issued, the process proceeds to S10545, where the information on the high probability flag 101c4 and the time-saving flag 101c5 is cleared to "0," the process proceeds to S10546, where the status stored in the status storage area 101c6 is overwritten with status 4, and the special symbol determination process is terminated.
[0176] Also, if it is determined in S10543 that the stopped pattern is not one that indicates a "jackpot win" (S10543: NO), the process proceeds to S10547, the status stored in the status memory area 101c6 is overwritten with status 1, and the special pattern determination process is terminated.
[0177] On the other hand, if S10542 determines that the time-saving state termination condition has been met (S10542: YES), the process proceeds to S10548, where a game state command (left-hit command) is issued. The issued game state command is temporarily stored in the buffer circuit 105c. As will be described in detail later, a "left-hit confirmation effect" is performed based on this game state command. When the game state command is issued, the process proceeds to S10549, where the information on the high-probability flag 101c4 and the time-saving flag 101c5 is cleared to "0," and the process proceeds (returns) to S10543. Therefore, if a "jackpot" is determined in the jackpot determination related to the variable display of the special symbol for the maximum number of times in the "high-probability high-base game state" or "low-probability high-base game state," a left-hit command is issued, followed by an OP command. Whether or not the process of S10549 is executed is used for the right-hit state LED processing described later.
[0178] In the opening process (S1055) performed in the case of status 4, as shown in FIG. 26, first, it is determined whether the jackpot OP time has elapsed (S10551). The jackpot OP time is the time from the end of the special symbol stop time to the start of the first round of play (e.g., 10,000 ms). If the jackpot OP time has not elapsed (S10551: NO), the opening process is terminated. If the jackpot OP time has elapsed (S10551: YES), the process proceeds to S10552, where a jackpot game command (round command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. In the first embodiment, a round command is issued only at the start of the first round of play, but a round command may be issued at the start of all rounds of play.
[0179] When a jackpot game command is issued in S10552, the process proceeds to S10553, where operation data for the first large prize opening 14 or the second large prize opening 15 is created. For example, when only 10 rounds of play in which the first large prize opening 14 is opened are played, the operation data includes data regarding the opening time of the first large prize opening 14 that is opened in each round of play and data regarding the closing time of the first large prize opening 14 that is closed in each interval between rounds. The created operation data is stored in the operation data memory area 101c8. In the first embodiment, operation data for all rounds of play is created at the start of the first round of play, but it is also possible to create only the operation data for that round of play at the start of each round of play.
[0180] When the action data is created in S10553, the process proceeds to S10554, the status stored in the status storage area 101c6 is overwritten with status 5, and the opening process is terminated.
[0181] In the in-round processing (S1056) performed in the case of status 5, as shown in FIG. 27, first, it is determined whether the last round of play has ended (S10561). If the last round of play has not ended (S10561: NO), the in-round processing is terminated. If the last round of play has ended (S10561: YES), the process proceeds to S10562, where a jackpot game command (ED command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. When the jackpot game command is issued, the process proceeds to S10563, where the status stored in the status storage area 101c6 is overwritten with status 6, and the in-round processing is terminated.
[0182] In the ending process (S1057) performed in the case of status 6, as shown in FIG. 28, first, it is determined whether or not the jackpot ED time has elapsed. The jackpot ED time is the time (e.g., 10,000 ms) from the end of the last round of play to the end of the jackpot game state. If the jackpot ED time has not elapsed (S10571: NO), the ending process is terminated. If the jackpot ED time has elapsed (S10571: YES), the process proceeds to S10572, where the information on the high probability flag 101c4 and the time-saving flag 101c5 is updated, and the process proceeds to S10573, where the status stored in the status storage area 101c6 is overwritten with status 1, and the ending process is terminated. In S10572, if the type of the stopped symbol of the special symbol stored in the determination result storage area 101c3 is a "jackpot Wα symbol," the high probability flag 101c4 is updated to "1" and the time-saving flag 101c5 is updated to "1," while if the type of the stopped symbol of the special symbol stored in the determination result storage area 101c3 is a "jackpot Xα symbol," the high probability flag 101c4 is updated to "0" and the time-saving flag 101c5 is updated to "1." Therefore, in the former case, the game state switches from a "jackpot game state" to a "high probability high base game state," and in the latter case, the game state switches from a "jackpot game state" to a "low probability high base game state."
[0183] Next, the details of the display process (S106) will be specifically explained using Figures 29 to 32. When the special chart and special power process (S105) is completed, the CPU of the game control microcomputer 101 reads out a processing program from the ROM of the game control microcomputer 101 and performs the display process (S106).
[0184] In the display process (S106), as shown in FIG. 29, first, the game status LED process (S1061) is performed. In the game status LED process (S1061), display data for the game status LED 8g is created based on the information stored in the high probability flag 101c4 and the time-saving flag 101c5. There are three types of display data for the game status LED 8g: low-probability, low-base display data, which corresponds to "0" being stored in both the high probability flag 101c4 and the time-saving flag 101c5; low-probability, high-base display data, which corresponds to "0" being stored in the high probability flag 101c4 and "1" being stored in the time-saving flag 101c5; and high-probability, high-base display data, which corresponds to "1" being stored in the high probability flag 101c4 and "1" being stored in the time-saving flag 101c5. The created display data is stored in the display data memory area 101c7.
[0185] When the game status LED process (S1061) is completed, the normal map reserve LED process (S1062) is performed. In the normal map reserve LED process (S1062), the display data of the normal map reserve LED 8f for notifying the normal map reserve number is created based on the number of random numbers related to the normal map reserve stored in the reserve memory area 101c2. There are five types of display data for the general map reserve LED 8f: general map reserve 0 display data, where the random number value for the general map reserve stored in the reserve memory area 101c2 corresponds to "0", general map reserve 1 display data, where the random number value for the general map reserve stored in the reserve memory area 101c2 corresponds to "1", general map reserve 2 display data, where the random number value for the general map reserve stored in the reserve memory area 101c2 corresponds to "2", general map reserve 3 display data, where the random number value for the general map reserve stored in the reserve memory area 101c2 corresponds to "3", and general map reserve 4 display data, where the random number value for the general map reserve stored in the reserve memory area 101c2 corresponds to "4". The created display data is stored in the display data memory area 101c7.
[0186] When the normal drawing hold LED processing (S1062) is completed, the special drawing 1 hold LED processing (S1063) is performed. In the special drawing 1 hold LED processing (S1063), display data for the special drawing 1 hold LED 8d for notifying the number of special drawing 1 holds is created based on the number of random numbers related to the special drawing 1 hold stored in the hold memory area 101c2. There are five types of display data for the special drawing 1 reservation LED 8d: special drawing 1 reservation 0 display data, where the random number value for the special drawing 1 reservation stored in the reservation memory area 101c2 corresponds to "0"; special drawing 1 reservation 1 display data, where the random number value for the special drawing 1 reservation stored in the reservation memory area 101c2 corresponds to "1"; special drawing 1 reservation 2 display data, where the random number value for the special drawing 1 reservation stored in the reservation memory area 101c2 corresponds to "2"; special drawing 1 reservation 3 display data, where the random number value for the special drawing 1 reservation stored in the reservation memory area 101c2 corresponds to "3"; and special drawing 1 reservation 4 display data, where the random number value for the special drawing 1 reservation stored in the reservation memory area 101c2 corresponds to "4". The created display data is stored in the display data memory area 101c7.
[0187] When the special drawing 1 reserve LED processing (S1063) is completed, the special drawing 2 reserve LED processing (S1064) is performed. In the special drawing 2 reserve LED processing (S1064), display data for the special drawing 2 reserve LED 8e for notifying the number of special drawing 2 reserves is created based on the number of random numbers related to the special drawing 2 reserve stored in the reserve memory area 101c2. There are five types of display data for the special drawing 2 reserve LED 8e: special drawing 2 reserve 0 display data, in which the number of random numbers related to the special drawing 2 reserve stored in the reserve memory area 101c2 corresponds to "0"; special drawing 2 reserve 1 display data, in which the number of random numbers related to the special drawing 2 reserve stored in the reserve memory area 101c2 corresponds to "1"; special drawing 2 reserve 2 display data, in which the number of random numbers related to the special drawing 2 reserve stored in the reserve memory area 101c2 corresponds to "2"; special drawing 2 reserve 3 display data, in which the number of random numbers related to the special drawing 2 reserve stored in the reserve memory area 101c2 corresponds to "3"; and special drawing 2 reserve 4 display data, in which the number of random numbers related to the special drawing 2 reserve stored in the reserve memory area 101c2 corresponds to "4". The created display data is stored in the display data memory area 101c7.
[0188] When the special map 2 pending LED processing (S1064) is completed, the normal map LED processing (S1065) is performed. In the normal map LED processing (S1065), display data for the normal map LED 8c is created to perform variable display / stop display of the normal map based on the result of the hit judgment stored in the judgment result memory area 101c3. There are two types of display data for the normal map LED 8c: hit display data corresponding to the result of the hit judgment being "win", and miss display data corresponding to the result of the hit judgment being "lose". The created display data is stored in the display data memory area 101c7.
[0189] When the normal LED processing (S1065) is completed, the special chart 1 LED processing (S1066) is performed. In the special chart 1 LED processing (S1066), display data for the special chart 1 LED 8a is created to perform variable display / stop display of the special chart 1 based on the result of the jackpot determination stored in the determination result memory area 101c3 and the type of stopped pattern on the special chart 1. There are three types of display data for the special chart 1 LED 8a: jackpot Wα display data, in which the result of the jackpot determination corresponds to a "jackpot win" and the stopped pattern on the special chart 1 corresponds to a "jackpot Wα pattern"; jackpot Xα display data, in which the result of the jackpot determination corresponds to a "jackpot win" and the stopped pattern on the special chart 1 corresponds to a "jackpot Xα pattern"; and miss display data, in which the result of the jackpot determination corresponds to a "miss." The created display data is stored in the display data memory area 101c7.
[0190] When the special chart 1 LED processing (S1066) is completed, the special chart 2 LED processing (S1067) is performed. In the special chart 2 LED processing (S1067), display data for the special chart 2 LED 8b is created to perform variable display / stop display of the special chart 2 based on the result of the jackpot determination stored in the determination result memory area 101c3 and the type of stopped pattern on the special chart 2. There are three types of display data for the special chart 2 LED 8b: jackpot Wα display data, in which the result of the jackpot determination corresponds to a "jackpot win" and the stopped pattern on the special chart 2 corresponds to a "jackpot Wα pattern"; jackpot Xα display data, in which the result of the jackpot determination corresponds to a "jackpot win" and the stopped pattern on the special chart 2 corresponds to a "jackpot Xα pattern"; and miss display data, in which the result of the jackpot determination corresponds to a "miss." The created display data is stored in the display data memory area 101c7.
[0191] When the special chart 2 LED processing (S1067) is completed, the right-hit status LED processing (S1068) is performed. In the right-hit status LED processing (S1068), as shown in Fig. 30, first, the status change destination confirmation processing (S10681) is performed. In the status change destination confirmation processing (S10681), it is confirmed whether the status has been changed to status 4 or status 1 in the special chart confirmation processing (S1054).
[0192] When the status change destination confirmation process (S10681) is completed, if the status is changed to status 4, status 4 processing (S10682) is performed, and if the status is changed to status 1, status 1 processing (S10683) is performed.
[0193] In the status 4 processing (S10682), as shown in FIG. 31, first, it is determined whether or not the stopped symbol indicating a "jackpot win" that will change to status 4 has stopped during non-time-saving mode, in other words, whether or not a jackpot (also called a "first win") has occurred in a "low-probability, low-base gaming state" (S106821). If it is not a first win (S106821: NO), the process proceeds to S106822. If it is a first win (S106821: YES), the process proceeds to S106823. When proceeding to S106823, a gaming state command (right hit command) is issued. The issued gaming state command is temporarily stored in the buffer circuit 105c. As will be described in detail later, a "right hit continuation effect" is performed based on this gaming state command (right hit command).
[0194] On the other hand, when proceeding to S106822, the above-mentioned special chart confirmation processing (S1054) determines whether the processing of S10549 has been executed. If the processing of S10549 has not been executed (S106822: NO), the status 4 processing is terminated, and if the processing of S10549 has been executed (S106822: YES), proceed to S106823 and issue a game status command (right hit command).
[0195] When a game status command is issued in S106823, the process proceeds to S106824, where it is determined whether the right-hit status LED8h is lit. If the right-hit status LED8h is lit (S106824: YES), the status 4 processing is terminated, and if the right-hit status LED8h is not lit (S106824: NO), the process proceeds to S106825, where display data (lighting start data) for the right-hit status LED8h is created. The created display data is stored in the display data memory area 101c7. Once the display data is created, the status 4 processing is terminated.
[0196] In the status 1 processing (S10683), as shown in FIG. 32, first, it is determined whether the processing of S10549 has been executed in the special chart confirmation processing (S1054) (S106831). If the processing of S10549 has not been executed (S106831: NO), the status 1 processing is terminated. If the processing of S10549 has been executed (S106831: YES), the processing proceeds to S106832, where display data (lighting end data) for the right-hit status LED 8h is created. The created display data is stored in the display data storage area 101c7. Once the display data is created, the status 1 processing is terminated.
[0197] Next, the details of the output process (S108) will be specifically explained using Figure 33. When the external information process (S107) is completed, the CPU of the game control microcomputer 101 reads out a processing program from the ROM of the game control microcomputer 101 and performs the output process (S108).
[0198] In the output process (S108), as shown in Fig. 33, first, a display output process (S1081) is performed. In the display output process (S1081), the display data stored in the display data memory area 101c7 is output to the indicators 8 (special chart 1 LED 8a, special chart 2 LED 8b, normal chart LED 8c, special chart 1 hold LED 8d, special chart 2 hold LED 8e, normal chart hold LED 8f, game status LED 8g, right hit status LED 8h) via the data bus 106, the output port 105a and the driver circuit 105b, and lighting control of the indicators 8 is performed.
[0199] When the display output process (S1081) is completed, the operation output process (S1082) is performed. In the operation output process (S1082), the operation data stored in the operation data memory area 101c8 is output to the opening and closing solenoids of the second start opening 12, the first large winning opening 14, and the second large winning opening 15 via the data bus 106, the output port 105a, and the driver circuit 105b, thereby controlling the operation of each opening and closing solenoid.
[0200] Here, the relationship between the output timing of a command issued by the CPU of the game control microcomputer 101 and the output timing of display data created by the CPU of the game control microcomputer 101 will be described.
[0201] In the main-side timer interrupt process (S005), the CPU of the game control microcomputer 101 both issues commands to be output to the performance control unit 120 and creates display data for the displays 8. The issued commands are temporarily stored in the buffer circuit 105c, while the created display data is stored in the display data storage area 101c7.
[0202] For example, in the right-hit state LED process (S1068) of the display process (S106), the issuance of a right-hit command and the creation of display data (lighting start data) for the right-hit state LED 8h are performed within the same process (see FIG. 31). The right-hit command is output to the buffer circuit 105c, while the display data (lighting start data) for the right-hit state LED 8h is stored in the display data memory area 101c7.
[0203] In addition, in the special chart determination process (S1054), a left-hit command is issued (see FIG. 25), and in the right-hit state LED process (S1068) of the subsequent display process (S106), display data (lighting end data) for the right-hit state LED 8h is created (see FIG. 32). The left-hit command is output to the buffer circuit 105c, while the display data (lighting end data) for the right-hit state LED 8h is stored in the display data storage area 101c7.
[0204] As described above, the command output to the buffer circuit 105c is immediately output to the performance control unit 120 via the buffer circuit 105c, regardless of the main-side timer interrupt processing (S005). On the other hand, the display data stored in the display data storage area 101c7 is not output during the display processing (S106), but is output during the output processing (S108) that is performed later, and the right hit state LED8h is turned on. In other words, it can be said that the right hit command is output to the performance control unit 120 before the right hit state LED8h turns on, and the left hit command is output to the performance control unit 120 before the right hit state LED8h turns off.
[0205] Next, we will explain the processing that can be executed by the CPU of the performance control microcomputer 121. First, we will explain the sub-control main processing in detail using Figure 34. When the power of the pachinko gaming machine PY1 is turned on, the CPU of the performance control microcomputer 121 reads a processing program from the ROM of the performance control microcomputer 121 and performs the sub-control main processing.
[0206] In the sub-control main processing, first, power-on processing (S011) is performed as shown in Fig. 34. In the power-on processing (S011), permission to access the RAM of the performance control microcomputer 121, settings for the CPU of the performance control microcomputer 121, and settings for the cycle of the timer interrupt signal are performed.
[0207] When the power-on process (S011) is completed, interrupts are prohibited (S012) and a random number update process (S013) is performed. In the random number update process (S013), random numbers for determining various effects (random numbers for determining effect patterns, random numbers for determining variable effect patterns, random numbers for determining preview effects, etc.) are updated.
[0208] When the random number update process (S013) is completed, interrupts are enabled (S014). While interrupts are enabled, the receive interrupt process (S015) and the 10 ms timer interrupt process (S016) can be executed.
[0209] In the reception interrupt process (S015), when a strobe signal is input, the command output from the main control unit 100 is stored in the RAM of the performance control microcomputer 121. This reception interrupt process (S015) is executed with priority over the 10 ms timer interrupt process (S016). Note that if a strobe signal is input when interrupts are disabled, the reception interrupt process (S015) does not start immediately, but starts after interrupts are enabled (S014).
[0210] The 10 ms timer interrupt process (S016) is executed based on a timer interrupt signal that occurs every 10 ms. That is, the 10 ms timer interrupt process (S016) is executed every 10 ms. Then, after the reception interrupt process (S015) or the 10 ms timer interrupt process (S016) is completed, the random number value is repeatedly updated by the random number update process (S013) until the next reception interrupt process (S015) or the 10 ms timer interrupt process (S016) is started. Note that if a timer interrupt signal is input while the interrupt is disabled, the 10 ms timer interrupt process (S016) does not start immediately, but starts after the interrupt is enabled (S014).
[0211] Next, the 10 ms timer interrupt process (S016) will be specifically described with reference to Figure 35. When a timer interrupt signal is input while an interrupt is enabled, the CPU of the performance control microcomputer 121 reads a processing program from the ROM of the performance control microcomputer 121 and performs the 10 ms timer interrupt process (S016).
[0212] In the 10 ms timer interrupt process (S016), as shown in Fig. 35, first, a received command analysis process (S201) is performed. In the received command analysis process (S201), the type of command stored in the RAM of the performance control microcomputer 121 is analyzed. The details of the received command analysis process will be described later.
[0213] When the received command analysis process (S201) is completed, a switch process (S202) is performed, in which operation information of the normal button 40 and the special button 41 is acquired and processing related to the operation presentation is performed.
[0214] When the switch process (S202) is completed, the lamp process (S203) is performed. In the lamp process (S203), processing related to the lamp effect of lighting / flashing the frame lamp 53 and the board lamp 54 (including the right hit lamp 54a) is performed.
[0215] When the lamp process (S203) is completed, the sound process (S204) is performed. In the sound process (S204), processing related to sound effects for outputting sound from the speaker 52 is performed.
[0216] Next, the received command analysis process (S201) will be specifically described in detail with reference to FIG.
[0217] In the received command analysis process (S201), as shown in Fig. 36, first, it is determined whether or not a command is stored in the RAM of the performance control microcomputer 121 (S2011). If a command is not stored (S2011: NO), the received command analysis process (S201) is terminated, and if a command is stored (S2011: YES), processing according to the type of the command is performed.
[0218] If the command stored in the RAM of the effect control microcomputer 121 is a winning command, the effect control microcomputer 121 performs a winning effect process (S2012). In the winning effect process (S2012), a process is performed to display an effect image on the display unit 50a of the image display device 50, which image suggests that the gaming ball has won a prize in one of the various winning devices.
[0219] In addition, if the command stored in the RAM of the effect control microcomputer 121 is a special symbol command, a special symbol effect process (S2013) is performed. In the special symbol effect process (S2013), a process is performed to display an effect image (effect symbols EZ1, EZ2, EZ3, etc.) indicating the result of the jackpot determination on the display unit 50a of the image display device 50.
[0220] Furthermore, if the command stored in the RAM of the performance control microcomputer 121 is a normal command, a normal performance process (S2014) is performed. In the normal performance process (S2014), a process is performed to display a performance image suggesting the result of the hit determination on the display unit 50a of the image display device 50.
[0221] In addition, if the command stored in the RAM of the performance control microcomputer 121 is a hold command, a hold performance process (S2015) is performed. In the hold performance process (S2015), a process is performed to display a performance image suggesting the number of reserved normal figures, the number of reserved special figures 1, or the number of reserved special figures 2 on the display unit 50a of the image display device 50.
[0222] Furthermore, if the command stored in the RAM of the effect control microcomputer 121 is a jackpot game command, a jackpot game effect process (S2016) is performed. In the jackpot game effect process (S2016), a process is performed to display an effect suggesting that a jackpot game is being played on the display unit 50a of the image display device 50. Note that if an OP command as a jackpot game command is stored in the RAM of the effect control microcomputer 121, a "right hit confirmation effect" (described later) is performed.
[0223] Furthermore, if the command stored in the RAM of the effect control microcomputer 121 is an auxiliary game command, an auxiliary game effect process (S2017) is performed. In the auxiliary game effect process (S2017), a process is performed to display an effect suggesting that an auxiliary game is being played on the display unit 50a of the image display device 50.
[0224] Furthermore, if the command stored in the RAM of the effect control microcomputer 121 is a game status command, a game status presentation process (S2018) is performed. In the game status presentation process (S2018), a process is performed to display a presentation suggesting the current game status on the display unit 50a of the image display device 50. If a right hit command is stored as the game status command in the RAM of the effect control microcomputer 121, a "right hit continuation presentation" (described later) is performed, and if a left hit command is stored, a "left hit confirmation presentation" (described later) is performed.
[0225] 37 to 40, the effects that can be executed by the effect control unit 120 when the main control unit 100 sets the right-hit state ("jackpot game state," "low probability high base game state," and "high probability high base game state") will be described. When the right-hit state is set, the effect control unit 120 can execute the following effects.
[0226] A. Right-click continuation effect The "right hit continuation effect" is an effect that is performed in response to input of a right hit command output from the main control unit 100, and is an effect in which the right hit lamp 54a lights up and the right arrow image G120 is displayed. The "right hit continuation effect" is performed continuously from the start to the end of the right hit state, and therefore functions as an effect that suggests that the player is in the right hit state.
[0227] B. Opening performance The "opening effect" is an effect that is performed in response to input of an OP command output from the main control unit 100, and is an effect in which an opening image G107 is displayed. The "opening effect" is performed at the start of a jackpot game, and therefore functions as an effect that suggests that a jackpot game is about to begin.
[0228] C. Right-hand hit confirmation effect The "right hit confirmation effect" is an effect included in the "opening effect", and is an effect in which an image is displayed suggesting the opening of the first major prize opening 14 or the second major prize opening 15. The "right hit confirmation effect" is performed when the first major prize opening 14 or the second major prize opening 15 opens, and therefore functions as an effect to encourage the launch of the game ball toward the first major prize opening 14 or the second major prize opening 15.
[0229] C-1. Arrow effect The "arrow effect" is a type of "right hit confirmation effect," and is an effect that is performed in the "opening effect" when a jackpot (also called a "first hit") occurs in a "low probability, low base game state," and is an effect in which a large right arrow image G121, which is larger than the right arrow image G120, is displayed.
[0230] C-2. Aim for performance The "Aim effect" is a type of "right-hit confirmation effect," and is an effect that is performed in the "opening effect" when a jackpot (also called a "consecutive win") occurs in a "low probability high base game state" or a "high probability high base game state," and is an effect in which a text image G122 is displayed instructing the player to aim for the first large prize slot 14 or the second large prize slot 15.
[0231] D. Left-handed hit confirmation effect The "left hit confirmation effect" is an effect that is performed in response to inputting a left hit command output from the main control unit 100, and is an effect in which a left arrow image G123 is displayed. The "left hit confirmation effect" is performed at the end of a time-saving state in which it is easy for the game ball to enter the second starting hole 12, and therefore functions as an effect that encourages the game ball to be fired toward the first starting hole 11. In addition, the "left hit confirmation effect" is performed in response to the end of the "right hit continuation effect", and therefore also functions as an effect that suggests the end of the right hit state.
[0232] Next, the "opening effect" will be specifically described with reference to Figure 37. When the effect control unit 120 receives an OP command output from the main control unit 100, it executes the "opening effect."
[0233] Figures 37(A) and 37(B) are diagrams showing how the "opening effect" is performed. When the jackpot determination determines that a "jackpot has been won," as shown in Figure 37(A), the effect symbols EZ1, EZ2, and EZ3 are displayed stopped on the display unit 50a of the image display device 50 in a manner indicating a jackpot (here, the repeated numbers "5·5·5"). At this time, a normal background image G102 indicating the normal effect mode is displayed behind the effect symbols EZ1, EZ2, and EZ3. After that, when an OP command is input, the "opening effect" is performed.
[0234] In the "opening effect," as shown in Figure 37(B), the effect symbols EZ1, EZ2, and EZ3 and the normal background image G102 are erased, the sound "BONUS" is output from the speaker 52, and an opening image G107 is displayed in the center of the display unit 50a of the image display device 50. The opening image G107 consists of an image of the word "BONUS." Then, prior to the start of the first round of play, a "right hit confirmation effect" is performed, and details of the "right hit confirmation effect" will be described later.
[0235] Next, the "right hit continuation effect" will be specifically described with reference to Figure 38. When the effect control unit 120 receives a right hit command output from the main control unit 100, it executes the "right hit continuation effect."
[0236] 38(A) to 38(F) are diagrams showing how the "right-hit continuation effect" is performed. As shown in Fig. 38(A), the effect symbols EZ1, EZ2, and EZ3 are displayed stationary on the display unit 50a of the image display device 50 in a manner indicating a jackpot (here, the repeated number "5 5 5"), and when an OP command is input, the "opening effect" is performed.
[0237] In the "opening effect," as shown in Fig. 38(B), an opening image G107 is displayed on the display unit 50a of the image display device 50 in place of the effect symbols EZ1, EZ2, EZ3 and the normal background image G102. After that, when a right hit command is input, the "right hit continuation effect" is performed.
[0238] In the "right hit continuation effect," as shown in Figure 38(C), the right hit lamp 54a lights up and a right arrow image G120 is displayed in the upper right corner of the display unit 50a of the image display device 50. In this way, by starting the lighting of the right hit lamp 54a and the display of the right arrow image G120 by a right hit command that is input after the OP command, it is possible to prevent the lighting of the right hit lamp 54a and the display of the right arrow image G120 from starting before the "opening effect" begins.
[0239] The right arrow image G120 consists of a first image of the character "right" and a second image representing a "right-pointing arrow." The first image is a still image fixedly displayed in the upper right corner of the display unit 50a of the image display device 50, and the second image is a moving image that repeatedly moves from left to right above the first image. In the first embodiment, the right arrow image G120 does not output sound from the speaker 52 when the "right hit continuation effect" begins, but a predetermined sound may also be output.
[0240] Even in the jackpot gaming state, as shown in FIG. 38(D), the right hit lamp 54a continues to light up and the right arrow image G120 continues to be displayed. Also, even in the time-saving state ("high probability high base gaming state" or "low probability high base gaming state") after the jackpot gaming state ends, as shown in FIG. 38(E), the right hit lamp 54a continues to light up and the right arrow image G120 continues to be displayed. In the example shown in FIG. 38(E), a probability variable background image G103 is displayed on the display unit 50a of the image display device 50. Note that, if a consecutive win occurs in the time-saving state, the right hit lamp 54a continues to light up and the right arrow image G120 continues to be displayed even in the jackpot gaming state in which a consecutive win occurs. In the first embodiment, the right hit lamp 54a and the right arrow image G120 are not erased until the "right hit continuation effect" ends, but the right arrow image G120 may be temporarily erased.
[0241] Then, when the variable display of the 100th special symbol, which will end the time-saving state, ends and a left-hit command is input, the right-hit lamp 54a goes out, the right arrow image G120 disappears, and the "right-hit continuation effect" ends, as shown in Figure 38 (F). In the example shown in Figure 38 (F), the probability variable background image G103 switches to the normal background image G102, and the effect symbols EZ1, EZ2, and EZ3 are displayed stopped on the display unit 50a of the image display device 50 in a manner indicating a miss (here, the "1·2·3" variation).
[0242] Next, the "left hit confirmation effect" will be specifically described with reference to Figure 39. When the effect control unit 120 receives a left hit command output from the main control unit 100, it executes the "left hit confirmation effect."
[0243] Figures 39(A) to 39(B) are diagrams showing how the "left hit confirmation effect" is performed. In the time-saving state, as shown in Figure 39(A), the right hit lamp 54a lights up and the right arrow image G120 is displayed. Then, when the variable display of the 100th special symbol, which marks the end of the time-saving state, ends and a left hit command is input, the "right hit continuation effect" ends and the "left hit confirmation effect" is performed.
[0244] In the "left hit confirmation effect," when the "right hit continuation effect" ends and the right hit lamp 54a goes out and the right arrow image G120 disappears, as shown in Figure 39 (B), a voice saying "Please move it back to the left" is output from the speaker 52, and a left arrow image G123 is displayed in the upper left corner of the display unit 50a of the image display device 50.
[0245] The left arrow image G123 consists of a third image of the character "left" and a fourth image representing a "leftward arrow." The third image is a still image that is fixedly displayed in the upper left corner of the display unit 50a of the image display device 50, and the fourth image is a moving image that repeatedly moves from right to left above the third image.
[0246] After that, when a predetermined time (for example, 3 seconds) has passed, the left arrow image G123 is erased and the "left hit confirmation effect" ends. In the first embodiment, the "left hit confirmation effect" ends when a predetermined time has passed, but the "left hit confirmation effect" may also end when the gaming ball enters the first starting hole 11.
[0247] Furthermore, if the 100th variable display of the special chart, which ends the time-saving state, is due to a "jackpot win," even if a left-hit command is input, the "right-hit continuation effect" will end, but the "left-hit confirmation effect" will not be performed, and the "right-hit continuation effect" will resume with a right-hit command input immediately thereafter.
[0248] Next, the "right hit confirmation effect" will be explained in detail using Figure 40. When the effect control unit 120 receives an OP command output from the main control unit 100, it executes an "opening effect" and executes a "right hit confirmation effect" in the "opening effect." The "right hit confirmation effect" includes an "arrow effect" that is executed when there is a first win, and an "aim effect" that is executed when there is a consecutive win.
[0249] 40(A) to 40(C) are diagrams showing how the "arrow effect" is performed and how the "aim effect" is performed.
[0250] When the "opening effect" is performed, as shown in Fig. 40(A), an opening image G107 is displayed on the display unit 50a of the image display device 50. Then, when a predetermined time (for example, 5 seconds) has passed since the start of display of the opening image G107, an "arrow effect" is performed if it is the first win, and an "aim effect" is performed if it is a consecutive win.
[0251] In the "arrow effect," as shown in Fig. 40(B), the speaker 52 outputs the sound "hit right," and a large right arrow image G121 is displayed on the right side of the display unit 50a of the image display device 50. The large right arrow image G121 is made up of an image representing an "arrow pointing right," and is larger than the right arrow image G120. Then, when a predetermined time (e.g., 3 seconds) has elapsed since the display of the large right arrow image G121, the large right arrow image G121 is erased, and the "arrow effect" ends.
[0252] On the other hand, in the "aim effect," as shown in Fig. 40(C), a voice message saying "Aim at the attacker" is output from the speaker 52, and a text image G122 saying "Aim at the attacker" is displayed on the right side of the display unit 50a of the image display device 50. The text image G122 is an image of text instructing the player to aim at the first large prize opening 14 or the second large prize opening 15. Then, when a predetermined time (e.g., 3 seconds) has elapsed since the display of the text image G122, the text image G122 is erased, and the "aim effect" ends.
[0253] Here, using Figure 41, the display timing of the right hit state LED 8h, right hit lamp 54a, right arrow image G120, large right arrow image G121, character image G122, and left arrow image G123 will be explained.
[0254] 41 is a diagram showing the flow from the first win through consecutive wins to the end of the time-shortening state. When the first win is executed, the main control unit 100 issues an OP command at timing t01, and outputs the OP command to the performance control unit 120 at timing t02. After that, it issues a right hit command at timing t03, and outputs the right hit command to the performance control unit 120 at timing t04. Then, it turns on the right hit status LED 8h at timing t05 (see the output process (S108) of the main side timer interrupt process (S005)).
[0255] On the other hand, when the presentation control unit 120 inputs the right hit command output from the main control unit 100 at timing t04, it displays the right arrow image G120 and turns on the right hit lamp 54a at timing t06 (see the game status presentation processing (S2018) and lamp processing (S203) of the 10 ms timer interrupt processing (S016)). Then, at timing t07, after a predetermined time has elapsed since the input of the OP command, it displays the large right arrow image G121. The display of the right arrow image G120 and the lighting of the right hit lamp 54a continue until the time-saving state ends, but the display of the large right arrow image G121 ends at timing t08.
[0256] Furthermore, when a consecutive win is executed, the main control unit 100 issues an OP command at timing t09, and outputs the OP command to the performance control unit 120 at timing t10.
[0257] Meanwhile, the performance control unit 120 displays the character image G121 at timing t11, a predetermined time after the input of the OP command. The display of the character image G122 ends at timing t12.
[0258] In addition, when the time-saving state ends (100 variable display of special charts ends), the main control unit 100 issues a left-hit command at timing t13, and outputs the left-hit command to the performance control unit 120 at timing t14. Then, at timing t15, the right-hit state LED 8h is turned off (see the output process (S108) of the main-side timer interrupt process (S005)).
[0259] On the other hand, when the left hit command output from the main control unit 100 is input at timing t14, the performance control unit 120 erases the right arrow image G120 and turns off the right hit lamp 54a at timing t16 (see the game status performance processing (S2018) and lamp processing (S203) of the 10 ms timer interrupt processing (S016)). Also, when a left hit command is input, the left arrow image G123 is displayed at timing t16. The display of the left arrow image G123 ends at timing t17. Note that if the jackpot determination for the variable display of the special chart that caused the main control unit 100 to issue the left hit command is "jackpot win," the right arrow image G120 is erased and the right hit lamp 54a is turned off, but the left arrow image G123 is not displayed.
[0260] In this way, by having the performance control unit 120 output the right hit command to turn on the right hit lamp 54a and display the right arrow image G120 before the main control unit 100 turns on the right hit state LED 8h, the discrepancy between the timing at which the right hit state LED 8h turns on and the timing at which the right hit lamp 54a turns on and the right arrow image G120 is displayed can be reduced.
[0261] In addition, by having the performance control unit 120 output a left hit command to turn off the right hit lamp 54a and erase the right arrow image G120 before the main control unit 100 turns off the right hit state LED 8h, the difference between the timing at which the right hit state LED 8h turns off and the timing at which the right hit lamp 54a turns off and the right arrow image G120 is erased is reduced, and the difference between the timing at which the right hit state LED 8h turns off and the timing at which the left arrow image G123 is displayed is also reduced.
[0262] <Considerations on the First Embodiment> The pachinko gaming machine PY1 described in the first embodiment will be considered below. First, the relationship between the timing of issuing a left-hit command and the timing of issuing a right-hit command by the main control unit 100 will be considered. When a "jackpot win" is determined in the jackpot determination related to the variable display of the special symbol 100 times, which is the upper limit number of times in the time-saving state, a left-hit command is issued in the confirmation processing (S1054) of the special symbol / special power processing (S105) (see FIG. 25), and a right-hit command is issued in the right-hit status LED processing (S1068) of the display processing (S106) (see FIG. 31). Then, in the main timer interrupt processing (S005), the special symbol / special power processing (S105) is performed before the display processing (S106) (see FIG. 21). In other words, if the jackpot determination for the variable display of the special chart for the 100th time, which is the upper limit number of times in the time-saving state, results in a "jackpot win," the left hit command and the right hit command are output to the performance control unit 120 in the order of left hit command → right hit command within the same main side timer interrupt processing (S005).
[0263] Next, we will consider the relationship between the timing of issuing the OP command by the main control unit 100 and the timing of issuing the right-hit command. When the special symbol stops and displays when a "jackpot win" occurs, an OP command is issued in the confirmation process (S1054) within the special symbol / special power processing (S105) (see FIG. 25), and a right-hit command is issued in the right-hit status LED process (S1068) within the display process (S106) (see FIG. 31). Then, in the main timer interrupt process (S005), the special symbol / special power processing (S105) is performed before the display process (S106) (see FIG. 21). In other words, when a "jackpot win" is determined in the jackpot determination, the OP command and the right-hit command are output to the performance control unit 120 in the order of OP command → right-hit command within the same main timer interrupt process (S005).
[0264] Next, we consider the difference between the lighting of the right hit lamp 54a and the display of the right arrow image G120, and the display of the large right arrow image G121 and the display of the text image G122. The right hit lamp 54a, the right arrow image G120, the large right arrow image G121, and the text image G122 are all lit or displayed during a right hit state, and can be said to be an effect encouraging the launch of the gaming ball toward the right side of the gaming area 6. When the main control unit 100 issues / outputs a right hit command, the right hit state LED 8h begins to light up, and when the performance control unit 120 inputs a right hit command, the right hit lamp 54a and the right arrow image G120 begin to display. When the main control unit 100 issues / outputs a left hit command, the right hit state LED 8h is turned off, and when the performance control unit 120 inputs a left hit command, the right hit lamp 54a is turned off and the right arrow image G120 is hidden (see Figure 41). In other words, the turning on / off of the right hit lamp 54a and the display / non-display of the right arrow image G120 can be said to be linked to the turning on / off of the right hit state LED 8h. On the other hand, the display of the large right arrow image G121 and the display of the text image G122 are performed during the "opening performance" performed by inputting the OP command of the performance control unit 120, so they cannot be said to be linked to the turning on / off of the right hit state LED 8h.
[0265] <Effects of the first embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.
[0266] (1) When the main control unit 100 displays the display devices 8, it outputs a presentation command related to the display of the display devices 8 to the presentation control unit 120 before starting to display the display devices 8. This makes it possible to prevent as much as possible any discrepancy between the timing at which the main control unit 100 displays the display devices 8 and the timing at which the presentation control unit 120 starts to display the display devices 8, allowing players to play with peace of mind.
[0267] (2) When the main control unit 100 turns on the right-hit state LED 8h, it outputs a right-hit command to the performance control unit 120 to turn on the right-hit lamp 54a and display the right arrow image G120 before starting to turn on the right-hit state LED 8h.This makes it possible to minimize any discrepancy between the timing at which the main control unit 100 turns on the right-hit state LED 8h and the timing at which the performance control unit 120 turns on the right-hit lamp 54a and displays the right arrow image G120, allowing players to play with peace of mind.
[0268] (3) When the main control unit 100 turns off the right-hit state LED 8h due to the end of the right-hit state, it outputs a left-hit command to the presentation control unit 120. The left-hit command enables the presentation control unit 120 to perform a presentation related to the end of the right-hit state, allowing the player to play with peace of mind.
[0269] (4) When the main control unit 100 turns off the right-hit state LED 8h due to the end of the right-hit state, it outputs a left-hit command to the performance control unit 120 to turn off the right-hit lamp 54a and erase the right arrow image G120.Therefore, in conjunction with the turning off of the right-hit state LED 8h by the main control unit 100, the performance control unit 120 can turn off the right-hit lamp 54a and erase the right arrow image G120, allowing the player to play with peace of mind.
[0270] (5) When the main control unit 100 turns off the right-hit state LED 8h due to the end of the right-hit state, it outputs a left-hit command to the performance control unit 120 to turn off the right-hit lamp 54a and erase the right arrow image G120.This makes it possible to minimize any discrepancy between the timing at which the main control unit 100 turns off the right-hit state LED 8h and the timing at which the performance control unit 120 turns off the right-hit lamp 54a and erases the right arrow image G120, allowing players to play with peace of mind.
[0271] (6) When the main control unit 100 outputs a left-hit command to the performance control unit 120 to turn off the right-hit lamp 54a and erase the right arrow image G120, the performance control unit 120 turns off the right-hit lamp 54a and erases the right arrow image G120, and also performs a “left-hit confirmation performance” that indicates the end of the right-hit state, making it easy to understand that the right-hit state has ended, allowing the player to play with peace of mind.
[0272] (7) When the main control unit 100 performs the variable display of the special chart for the 100th time, which is the upper limit of the time-saving state, it outputs a left-hit command to the presentation control unit 120. The left-hit command enables the presentation control unit 120 to perform a presentation related to the upper limit of the time-saving state being reached, allowing the player to play with peace of mind.
[0273] (8) When the main control unit 100 performs the variable display of the special chart for the 100th time, which is the maximum number of times in the time-saving state, regardless of the result of the jackpot determination related to the variable display of the special chart for the 100th time, a left hit command related to turning off the right hit lamp 54a and erasing the right arrow image G120 is output to the performance control unit 120, thereby simplifying the processing performed by the main control unit 100 and reducing the processing burden on the main control unit 100.
[0274] (9) When the main control unit 100 performs the variable display of the special chart for the 100th time, which is the upper limit number of times in the time-saving state, and outputs a left hit command to the performance control unit 120 to turn off the right hit lamp 54a and erase the right arrow image G120, if the result of the jackpot determination for the variable display of the special chart for the 100th time is “jackpot win,” after the output of the left hit command, a right hit command to turn on the right hit lamp 54a and display the right arrow image G120 is output to the performance control unit 120, so that the right hit lamp 54a can be turned on again and the right arrow image G120 can be displayed again, allowing the player to play with peace of mind.
[0275] (10) When the main control unit 100 performs the variable display of the special symbol for the 100th time, which is the upper limit number of times in the time-saving state, and outputs a left-hit command to the performance control unit 120 to turn off the right-hit lamp 54a and erase the right arrow image G120, if the result of the jackpot determination for the variable display of the special symbol for the 100th time is a “miss,” the performance control unit 120 turns off the right-hit lamp 54a and erases the right arrow image G120, and performs a “left-hit confirmation performance.” On the other hand, if the result of the jackpot determination for the variable display of the special symbol for the 100th time is a “jackpot win,” the performance control unit 120 turns off the right-hit lamp 54a and erases the right arrow image G120, but does not perform a “left-hit confirmation performance.” This makes it possible to prevent the player from returning to left-hitting even though the first large prize opening 14 or the second large prize opening 15 has opened, allowing the player to play with peace of mind.
[0276] (11) When the main control unit 100 sets the game state to a right-hit state, which is a jackpot game state, it outputs an OP command related to the “opening effect” to the effect control unit 120, and then outputs a right-hit command related to the lighting of the right-hit lamp 54a and the display of the right arrow image G120 to the effect control unit 120. This prevents the lighting of the right-hit lamp 54a and the display of the right arrow image G120 from occurring before the start of the “opening effect” that allows the player to recognize the jackpot game state, allowing the player to play with peace of mind.
[0277] (12) When the main control unit 100 turns on the right-hit state LED 8h, before starting to light up the right-hit state LED 8h, it outputs both an OP command related to the “opening performance” and a right-hit command related to lighting up the right-hit lamp 54a and displaying the right arrow image G120 to the performance control unit 120.This makes it possible to minimize any discrepancy between the timing at which the main control unit 100 lights up the right-hit state LED 8h and the timing at which the performance control unit 120 starts the “opening performance,” the timing at which the right-hit lamp 54a lights up, and the timing at which the right arrow image G120 is displayed, allowing players to play with peace of mind.
[0278] (13) When the main control unit 100 turns on / off the right-hit state LED 8h, the performance control unit 120 turns on / off the right-hit lamp 54a and displays / hides the right arrow image G120 in conjunction with the turning on / off of the right-hit state LED 8h. Therefore, the turning on of the right-hit lamp 54a and the display of the right arrow image G120 make it easy to see that the right-hit state LED 8h is lit, allowing the player to play with confidence.
[0279] (14) When the main control unit 100 turns on the right-hit state LED 8h, in addition to turning on the right-hit lamp 54a in conjunction with the lighting of the right-hit state LED 8h and displaying the right arrow image G120, the presentation control unit 120 displays the large right arrow image G121 or the text image G122, thereby emphasizing that the player is in the right-hit state and allowing the player to play with confidence.
[0280] (15) When the performance control unit 120 turns on / off the right-hit lamp 54a and displays / hides the right arrow image G120, the right-hit lamp 54a remains lit without changing until it is turned off, while the right arrow image G120 displays a second image representing a “right-pointing arrow” in animation, making it easier to understand that the player is in the right-hit state and allowing the player to play with confidence.
[0281] (16) When the performance control unit 120 lights up the right-hit lamp 54a, displays the right arrow image G120, and displays the large right arrow image G121, the right-hit lamp 54a and the right arrow image G120, which are linked to the right-hit state LED 8h, are turned on and displayed by inputting a right-hit command from the main control unit 100, while the large right arrow image G121, which is not linked to the right-hit state LED 8h, is displayed by inputting an OP command from the main control unit 100.Therefore, the timing for lighting up the right-hit lamp 54a and the timing for displaying the right arrow image G120 can be set at different times from the timing for displaying the large right arrow image G121, thereby increasing the enjoyment of the game.
[0282] (17) When the performance control unit 120 displays the large right arrow image G121, it is displayed after the right hit lamp 54a lights up and the right arrow image G120 is displayed, and it is larger than the right hit lamp 54a and the right arrow image G120. This effectively emphasizes that the player is in the right hit state, thereby increasing the interest in the game.
[0283] <Modifications of the Basic Embodiment and the First Embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the basic embodiment and the first embodiment. Of course, the configurations of the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiments and the modified examples below may be deleted as appropriate unless they are described as essential in this specification.
[0284] In the first embodiment, the right hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to light up, and the left hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to turn off, but of the right hit command and left hit command, only the right hit command may be output to the performance control unit 120 before the right hit state LED 8h starts to light up.
[0285] In addition, in the first embodiment, the right hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to light up, and the left hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to turn off, but of the right hit command and left hit command, only the left hit command may be output to the performance control unit 120 before the right hit state LED 8h starts to turn off.
[0286] Furthermore, in the first embodiment, the right hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to light up, and the left hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to turn off, but the right hit command or left hit command may also be output to the performance control unit 120 after the right hit state LED 8h starts to light up or after the right hit state LED 8h starts to turn off, as long as it does not interfere with gameplay.
[0287] Also, in the first embodiment, when the performance control unit 120 inputs a right hit command, both the right hit lamp 54a is turned on and the right arrow image G120 is displayed, but it is also possible to have only the right hit lamp 54a turned on, or only the right arrow image G120 be displayed.
[0288] Also, in the first embodiment, when the performance control unit 120 inputs a left hit command, a "left hit confirmation performance" is performed in which the left arrow image G123 is displayed, but it is also possible to simply turn off the right hit lamp 54a and erase the right arrow image G120, without performing the "left hit confirmation performance."
[0289] Furthermore, in the first embodiment, the "high probability high base game state" after the "jackpot game Wα" ends when the variable display of the special chart reaches the upper limit of 100 times (100 times of jackpot determination), but the upper limit may be less than 100 times or may be 101 times or more.
[0290] Furthermore, in the first embodiment, the "low probability high base game state" after the "jackpot game Xα" ends when the variable display of the special chart reaches the upper limit of 100 times (100 times of jackpot determination), but the upper limit may be less than 100 times or may be 101 times or more.
[0291] Furthermore, in the first embodiment, when the variable display of the special chart is performed for the 100th time, which is the maximum number of times in the time-saving state, the main control unit 100 outputs a left-hit command regardless of the result of the jackpot determination related to the variable display of the special chart for the 100th time. However, it is also possible to output a left-hit command from the main control unit 100 only when the result of the jackpot determination related to the variable display of the special chart for the 100th time is a "miss."
[0292] In addition, in the first embodiment, the right arrow image G120 displayed in the "right hit continuation effect" is composed of a still image of the character "right" and a moving image representing a "right-pointing arrow," but all of the images that make it up may also be moving images.
[0293] In addition, in the first embodiment, the moving image of the right arrow image G120 displayed in the "right hit continuation effect" is configured to be an image that repeatedly moves from left to right, but it does not have to be an image that moves as long as the player can recognize that the display mode is changing. For example, the display color of the image representing the "right arrow" may be changed at predetermined time intervals.
[0294] In addition, in the first embodiment, the right-hit lamp 54a displayed during the "right-hit continuation effect" is always lit, but it may also be turned off temporarily to the extent that it does not interfere with the game.
[0295] Furthermore, in the first embodiment, the "arrow effect" and the "aim effect" are performed by inputting an OP command output from the main control unit 100, but they may also be performed by inputting a command other than an OP command. For example, they may be performed by inputting a round command output at the start of the first round of play. In this case, the "arrow effect" and the "aim effect" can impress upon the player the opening of the first major prize opening 14 or the second major prize opening 15, thereby increasing the player's interest in the game.
[0296] In addition, in the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state," but different backgrounds may be displayed in the "low probability low base game state" and the "high probability low base game state." For example, in the "high probability low base game state," a background including an image suggesting a high probability state may be displayed.
[0297] In addition, in the basic embodiment, only the effect patterns EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a in parallel with the variable display of the special pattern, but other patterns may be displayed variably on the display unit 50a in parallel with the effect patterns EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other patterns smaller than the size of the effect patterns EZ1, EZ2, and EZ3.
[0298] In addition, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols, but other symbols may be displayed variably on a display device other than the image display device 50 in parallel with the effect symbols EZ1, EZ2, and EZ3. For example, a dedicated LED for displaying other symbols variably may be installed on the gaming board 1, and the dedicated LED may be made to flash during the variable display of the effect symbols EZ1, EZ2, and EZ3.
[0299] In addition, in the basic embodiment, the first special chart and the second special chart are not variably displayed at the same time, but only one of them is variably displayed, but the first special chart and the second special chart may be variably displayed at the same time.
[0300] In the basic embodiment, the game progress and the presentation are controlled by separate control units, but the game progress and the presentation may be controlled by a single control unit. For example, both the game progress and the presentation may be controlled by only the main control unit 100.
[0301] The gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines, mahjong ball gaming machines, and smart pachinko machines (managed gaming machines).
[0302] <Invention disclosed in the first embodiment> The preceding paragraphs of this "Mode for Carrying Out the Invention" have disclosed the following Inventions A to E. In the explanation of Inventions A to E, the names and expressions of the corresponding components in the above-described modes for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as means constituting each invention are not limited to these additions. Note that Invention A is a collective term for Inventions A1 to A2 below, Invention B is a collective term for Inventions B1 to B2 below, Invention C is a collective term for Inventions C1 to C4 below, Invention D is a collective term for Inventions D1 to D2 below, and Invention E is a collective term for Inventions E1 to E4 below.
[0303] Furthermore, for example, in the gaming machine described in JP 2021-151588 A, an effect is performed to instruct the direction in which the gaming ball should be launched, and a text image of "Hit Right" is displayed on the display unit to encourage the player to place the gaming ball in the second starting hole. In such gaming machines, there is room for improvement in the instructions regarding the direction in which the gaming ball should be launched. Therefore, if the gaming machines according to the following inventions 1 to E are realized, the instructions regarding the direction in which the gaming ball should be launched will be improved, allowing players to play with peace of mind.
[0304] The gaming machine according to invention A1 is A first control means (main control unit 100) that controls a game using a first display means (displays 8); and a second control means (performance control unit 120) for controlling the performance using a second display means (image display device 50, board lamp 54), The first control means It is possible to display a specific display (lighting up the right hit state LED8h) on the first display means, which indicates that the launch direction of the game ball is a specific direction (right), When the specific display is displayed, a specific command (right-hit command) can be output to the second control means before the specific display is displayed, The second control means When the specific command is input, a launch display (right arrow image G120, lighting of right shot lamp 54a) suggesting the specific direction is displayed on the second display means. It is characterized by:
[0305] The gaming machine according to invention A2 is A gaming machine according to invention A1, The first control means When the specific display is to be hidden, a non-specific command (left-hit command) can be output to the second control means, The second control means If the non-specific command is input while the launch indication is being displayed, the display of the launch indication is terminated. It is characterized by:
[0306] The gaming machine according to Invention B1 is: A first control means (main control unit 100) that controls a game using a first display means (displays 8); and second control means (performance control unit 120) for controlling the performance using second display means (image display device 50), The first control means It is possible to display a specific display (lighting up the right hit state LED8h) on the first display means, which indicates that the launch direction of the game ball is a specific direction (right), When the specific display is to be hidden, a non-specific command (left-hit command) can be output to the second control means before the specific display is hidden, The second control means When the specific display is displayed, a specific launch display (right arrow image G120) suggesting the specific direction can be displayed on the second display means, If the non-specific command is input while the specific launch display is being displayed, the display of the specific launch display is terminated. It is characterized by:
[0307] The gaming machine according to invention B2 is A gaming machine according to Invention B1, The second control means When the non-specific command is input, a non-specific launch display (left arrow image G123) indicating that the launch direction of the game ball is not the specific direction is displayed on the second display means. It is characterized by:
[0308] The gaming machine according to invention C1 is A first control means (main control unit 100) for controlling the game; A second control means (performance control unit 120) for controlling the performance, The first control means It is possible to set the game state to a specific game state (time-saving state) in which the game ball is shot in a specific direction (right) until a predetermined number of times (100 times) of judgments are made as to whether or not to set the game state to a jackpot. When the determination is made the predetermined number of times, a predetermined command (left hit command) can be output to the second control means, The second control means In the specific game state, a launch display (right arrow image G120, lighting of the right hit lamp 54a) suggesting the specific direction can be displayed on a predetermined display means (image display device 50, board lamp 54), If the predetermined command is input while the launch indication is being displayed, the display of the launch indication is terminated. It is characterized by:
[0309] The gaming machine according to invention C2 is A gaming machine according to invention C1, The first control means outputting the predetermined command to the second control means regardless of the result of the determination made the predetermined number of times; It is characterized by:
[0310] The gaming machine according to invention C3 is A gaming machine according to invention C2, The first control means When it is determined that a jackpot gaming state is entered in the determination of the predetermined number of times, a specific command (right hit command) can be output to the second control means after the predetermined command, The second control means When the specific command is input, the launch indication can be re-displayed on the predetermined display means. It is characterized by:
[0311] The gaming machine according to invention C4 is A gaming machine according to invention C3, The second control means When the predetermined command is input, if it is determined that the jackpot game state will not be established in the determination for the predetermined number of times, an end display (left arrow image G123) suggesting a non-specific direction (left) different from the specific direction is displayed on the second display means, whereas if it is determined that the jackpot game state will be established in the determination for the predetermined number of times, the end display is not displayed on the second display means. It is characterized by:
[0312] The gaming machine according to invention D1 is A first control means (main control unit 100) for controlling the game; A second control means (performance control unit 120) for controlling the performance, The first control means When a jackpot game state is entered in which the game ball is shot in a specific direction (right), a start command (OP command) indicating the start of the jackpot game state is output to the second control means, and then a specific command (right hit command) can be output to the second control means; The second control means In response to input of the start command, a start display (opening image G107) suggesting the start of the jackpot gaming state is displayed on a specific display means (image display device 50), In response to input of the specific command, a launch indication (right arrow image G120, lighting of right hit lamp 54a) suggesting the specific direction is displayed on the specific display means or a predetermined display means (board lamp 54) different from the specific display means. It is characterized by:
[0313] The gaming machine according to invention D2 is A gaming machine according to invention D1, The first control means When the jackpot game state is reached, a specific display (lighting of the right-hit state LED 8h) indicating that the launch direction of the game ball is the specific direction can be displayed on a predetermined display means (displays 8), outputting the start command and the specific command to the second control means before displaying the specific display; It is characterized by:
[0314] The gaming machine according to invention E1 is A first control means (main control unit 100) for controlling the game; A second control means (performance control unit 120) for controlling the performance, The first control means It is possible to display a specific display (lighting up the right-hit state LED 8h) on the first display means (displays 8) indicating that the launch direction of the game ball is a specific direction (right), The second control means During the display of the specific display, a launch display (right arrow image G120, large right arrow image G121, right hit lamp 54a) suggesting the specific direction can be displayed on the second display means (image display device 50, board lamp 54), The launch display includes a first launch display (right arrow image G120, lighting of the right hit lamp 54a) that is linked to the display of the specific display, and a second launch display (large right arrow image G121) that is not linked to the display of the specific display. It is characterized by:
[0315] The gaming machine according to invention E2 is A gaming machine according to invention E1, The first firing display includes a display in which the display mode changes (right arrow image G120) and a display in which the display mode does not change (lighting up the right shot lamp 54a). It is characterized by:
[0316] The gaming machine according to invention E3 is A gaming machine according to invention E1 or invention E2, The first control means It is possible to enter a jackpot game state in which the game ball is launched in the specific direction, When the jackpot gaming state is reached, the specific display is displayed on the first display means, and a first command (right hit command) and a second command (OP command) can be output to the second control means, The second control means displaying the first firing indication in response to inputting the first command; displaying the second firing indication in response to inputting the second command. It is characterized by:
[0317] The gaming machine according to invention E4 is A gaming machine according to invention E3, The second firing indication is displayed after the first firing indication and is larger than the first firing indication. It is characterized by:
[0318] Second Embodiment The second embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment and the first embodiment described above is also applied to the second embodiment.
[0319] 42 to 48, we will explain the special symbol variation effects that the effect control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects in the special symbol variation effects in the non-time-shortening state.
[0320] A. Normal fluctuations "Normal variation" is a performance that may occur in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 change. Since "normal variation" is the first to occur in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.
[0321] B. Leach "Reach" is an effect that can occur after a "normal variation," in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. "Reach" can occur when the result of the jackpot determination is "jackpot win," so it functions as an effect that suggests that a jackpot game may occur. In addition, "Reach" can subsequently develop into reach effects such as "N reach," "SP reach," and "SPSP reach," so it also functions as an effect that suggests that a reach effect may occur.
[0322] CN Reach "N Reach" is an effect that can be performed after a "Reach" is established, and is a reach effect in which the speed at which the middle performance pattern EZ2 changes gradually slows down. "N Reach" can be performed when the result of the jackpot judgment is "jackpot win", so it functions as an effect that suggests the possibility of a jackpot game.
[0323] D.SP Reach "SP Reach" is an effect that can occur after "N Reach", and is a reach effect in which the main character and enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot judgment is "win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game.
[0324] E.SPSP Reach "SPSP Reach" is an effect that can be performed after "SP Reach", and is a reach effect in which the main character battles a formidable enemy character. "SPSP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that a jackpot game is more likely to occur. Also, since a jackpot game is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach" to "SPSP Reach", "SPSP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "SP Reach".
[0325] F. Reach Line Notice The "reach line notice" is an effect that may be performed during a "reach", and is a notice effect in which a linear image is displayed on the left effect pattern EZ1 and the right effect pattern EZ3 that make up the reach eye. The "reach line notice" is performed when a "reach" is established, and therefore functions as an effect that notifies the establishment of a "reach".
[0326] G. Reach pattern action notice The "Reach Pattern Action Notice" is an effect that may occur during a "Reach", and is a notice effect in which the display mode of the left effect pattern EZ1 and the right effect pattern EZ3 changes. The "Reach Pattern Action Notice" occurs when a "Reach" is established, so it functions as an effect that notifies the establishment of a "Reach".
[0327] Next, the main special chart variable effect that is executed in the non-time-saving state will be explained using Figure 42. The effect control microcomputer 121 displays an effect image on the display unit 50a in each effect that constitutes the effect flow, and can execute a light-emitting effect using the frame lamp 53 and the board lamp 54 and a sound effect using the speaker 52 according to the display of the effect image.
[0328] As shown in Figure 42(A), in the special chart change performances with the change pattern of "SPSP jackpot change" and "SPSP miss change," the performance flow is executed, consisting of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach." Note that in these special chart change performances, "reach" may result in "reach line announcement" and "reach pattern action announcement."
[0329] Also, as shown in Figure 42(B), in the special chart variation effects where the variation pattern is "SP jackpot variation" or "SP miss variation", the presentation flow is executed which consists of "normal variation" → "reach" → "N reach" → "SP reach". Note that in these special chart variation effects, "reach" may result in "reach line notice" or "reach pattern action notice".
[0330] Also, as shown in Figure 42(C), in the special chart variation effect where the variation pattern is "N Miss Variation", the performance flow is executed which consists of "Normal Variation" → "Reach" → "N Reach". In addition, in the "Reach" in this special chart variation effect, "Reach Line Notice" and "Reach Pattern Action Notice" may be performed.
[0331] Also, as shown in Figure 42 (D), in the special chart variation performance of the variation pattern "normal miss variation", a performance flow consisting only of "normal variation" is executed. Note that in these special chart variation performances, "reach line notice" and "reach pattern action notice" are not performed.
[0332] Next, the main effects executed in the special chart change performance will be specifically explained. In the special chart change performance described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.
[0333] First, the effect symbols EZ1, EZ2, and EZ3 will be specifically explained using Figures 43(A) to 43(C). The effect control microcomputer 121 can variably display the effect symbols EZ1, EZ2, and EZ3 on the display unit 50a in the special symbol variable effect in parallel with the variable display of the special symbol.
[0334] As shown in FIG. 43(A), the left performance pattern EZ1 is made up of 14 types of performance patterns, namely, left performance pattern EZ1a1 to left performance pattern EZ1g1 and left performance pattern EZ1a2 to left performance pattern EZ1g2. The left performance pattern EZ1a1 is composed of a number pattern representing the number "1" and a character pattern representing the main character, the left performance pattern EZ1b1 is composed of a number pattern representing the number "2" and a character pattern representing the enemy character, the left performance pattern EZ1c1 is composed of a number pattern representing the number "3" and a character pattern representing the main character, the left performance pattern EZ1d1 is composed of a number pattern representing the number "4" and a character pattern representing the enemy character, the left performance pattern EZ1e1 is composed of a number pattern representing the number "5" and a character pattern representing the main character, and the left performance pattern EZ1f1 is composed of a number pattern representing the number "6" and a character pattern representing the enemy character. The left performance pattern EZ1g1 is composed of a number pattern representing the number "7" and a character pattern representing the main character, the left performance pattern EZ1a2 is composed only of a number pattern representing the number "1", the left performance pattern EZ1b2 is composed only of a number pattern representing the number "2", the left performance pattern EZ1c2 is composed only of a number pattern representing the number "3", the left performance pattern EZ1d2 is composed only of a number pattern representing the number "4", the left performance pattern EZ1e2 is composed only of a number pattern representing the number "5", the left performance pattern EZ1f2 is composed only of a number pattern representing the number "6", and the left performance pattern EZ1g2 is composed only of a number pattern representing the number "7". Details will be described later, but the left performance patterns EZ1a2 to EZ1g2 are performance patterns used in the "reach pattern action announcement".
[0335] Also, as shown in Figure 43 (B), the middle performance pattern EZ2 is composed of seven types of performance patterns, middle performance pattern EZ2a to middle performance pattern EZ2g. Middle performance pattern EZ2a is composed only of number patterns representing the number "1", middle performance pattern EZ2b is composed only of number patterns representing the number "2", middle performance pattern EZ2c is composed only of number patterns representing the number "3", middle performance pattern EZ2d is composed only of number patterns representing the number "4", middle performance pattern EZ2e is composed only of number patterns representing the number "5", middle performance pattern EZ2f is composed only of number patterns representing the number "6", and middle performance pattern EZ2g is composed only of number patterns representing the number "7".
[0336] Also, as shown in FIG. 43(C), the right performance pattern EZ3 is made up of 14 types of performance patterns, namely, right performance pattern EZ3a1 to right performance pattern EZ3g1 and right performance pattern EZ3a2 to right performance pattern EZ3g2. The right performance pattern EZ3a1 is composed of a number pattern representing the number "1" and a character pattern representing the main character, the right performance pattern EZ3b1 is composed of a number pattern representing the number "2" and a character pattern representing the enemy character, the right performance pattern EZ3c1 is composed of a number pattern representing the number "3" and a character pattern representing the main character, the right performance pattern EZ3d1 is composed of a number pattern representing the number "4" and a character pattern representing the enemy character, the right performance pattern EZ3e1 is composed of a number pattern representing the number "5" and a character pattern representing the main character, and the right performance pattern EZ3f1 is composed of a number pattern representing the number "6" and a character pattern representing the enemy character. The right performance pattern EZ3g1 is composed of a number pattern representing the number "7" and a character pattern representing the main character, the right performance pattern EZ3a2 is composed only of a number pattern representing the number "1", the right performance pattern EZ3b2 is composed only of a number pattern representing the number "2", the right performance pattern EZ3c2 is composed only of a number pattern representing the number "3", the right performance pattern EZ3d2 is composed only of a number pattern representing the number "4", the right performance pattern EZ3e2 is composed only of a number pattern representing the number "5", the right performance pattern EZ3f2 is composed only of a number pattern representing the number "6", and the right performance pattern EZ3g2 is composed only of a number pattern representing the number "7". Details will be described later, but the right performance patterns EZ3a2 to EZ3g2 are performance patterns used in the "reach pattern action announcement".
[0337] When the performance control microcomputer 121 displays the performance patterns EZ1, EZ2, and EZ3 in a variable manner, the performance patterns EZ1, EZ2, and EZ3 can be displayed in a variable manner so as to scroll from the top to the bottom of the display unit 50a on the display unit 50a.
[0338] Next, the "reach" will be specifically explained. The performance control microcomputer 121 can establish a "reach" after a "normal change" in the special chart change performance whose change pattern is "SPSP jackpot change", "SP jackpot change", "SPSP miss change", "SP miss change", or "N miss change".
[0339] As shown in Fig. 44, a reach-eye selection table 123a1 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select the type of reach-eye to be used to achieve a "reach" using the reach-eye selection table 123a1. The types of reach-eye are divided into "reach-eye of 7" and "reach-eye other than 7".
[0340] The "7 reach pattern" is a reach pattern in which the left performance pattern EZ1g1, which includes a number pattern representing the number "7", and the right performance pattern EZ3g1, which includes a number pattern representing the number "7", come together and stop.
[0341] On the other hand, the "reach eyes other than 7" include a reach eye in which a left effect pattern EZ1a1 including a number symbol representing the number "1" and a right effect pattern EZ3a1 including a number symbol representing the number "1" come together to stop and display, a reach eye in which a left effect pattern EZ1b1 including a number symbol representing the number "2" and a right effect pattern EZ3b1 including a number symbol representing the number "2" come together to stop and display, and a reach eye in which a left effect pattern EZ1c1 including a number symbol representing the number "3" and a right effect pattern EZ3c1 including a number symbol representing the number "3" come together to stop and display. There are reach eyes that stop when a left performance pattern EZ1d1 including a number pattern representing the number "4" and a right performance pattern EZ3d1 including a number pattern representing the number "4" line up, reach eyes that stop when a left performance pattern EZ1e1 including a number pattern representing the number "5" and a right performance pattern EZ3e1 including a number pattern representing the number "5" line up, and reach eyes that stop when a left performance pattern EZ1f1 including a number pattern representing the number "6" and a right performance pattern EZ3f1 including a number pattern representing the number "6" line up.
[0342] 45(A) is a diagram showing the contents of the reach symbol selection table 123a1. The performance control microcomputer 121 refers to the type of variation pattern and selects the type of reach symbol when achieving a "reach." Specifically, when the variation pattern is an "SPSP jackpot variation" (THP001) or an "SPSP miss variation" (THP011), a "reach symbol of 7" is selected 30% of the time, and a "reach symbol other than 7" is selected 70% of the time.
[0343] Also, when the fluctuation pattern is "SP jackpot fluctuation" (THP002), "SP miss fluctuation" (THP012), or "N miss fluctuation" (THP013), "reach numbers other than 7" will be selected 100% of the time, and "reach numbers of 7" will not be selected.
[0344] In other words, the variation pattern selected when the result of the jackpot determination is a "jackpot win" is set to make the "7th reach" more likely to be selected than the variation pattern selected when the result of the jackpot determination is a "miss," and the formation of a "reach" in which the left performance pattern EZ1g1 and the right performance pattern EZ3g1 stop and display functions as an effect that suggests there is a high possibility of a jackpot game being played.
[0345] In addition, the "7th reach" is set to be selected only when the variation pattern includes an "SPSP reach" in the performance flow, and the formation of a "reach" in which the left performance pattern EZ1g1 and the right performance pattern EZ3g1 stop and display also functions as a performance suggesting that an "SPSP reach" will occur.
[0346] In the second embodiment, when "a reach symbol other than 7" is selected, the type of reach symbol is selected randomly, but a predetermined reach symbol may be selected. Note that the selection ratio indicated by the reach symbol selection table 123a1 shown in Figure 45(A) can be changed as appropriate.
[0347] When the effect control microcomputer 121 makes a "reach" in the special pattern variation effect, it stops and displays the left effect pattern EZ1 and the right effect pattern EZ3 with the reach pattern selected by the reach pattern selection table 123a1.
[0348] Here, the flow until a "reach" is achieved will be explained. Figures 46(A) to 46(C) are diagrams showing how a "reach" is achieved.
[0349] When "normal variation" begins, as shown in FIG. 46(A), the effect symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a. Thereafter, the reach symbol selected by the reach symbol selection table 123a1 is displayed stationary. For example, if a "5 reach symbol" is selected by the reach symbol selection table 123a1, as shown in FIG. 46(B), a left effect symbol EZ1e1 including a number symbol representing the number "5" is displayed stationary as the left effect symbol EZ1. Then, as shown in FIG. 46(C), a right effect symbol EZ3e1 including a number symbol representing the number "5" is displayed stationary as the right effect symbol EZ3, thereby establishing a "reach." At this time, a male voice saying "It's a reach" or a female voice saying "It's a reach" is output from the speaker 52. The male voice saying "It's a reach" is the voice that is output when a "reach pattern action announcement" is made, and the female voice saying "It's a reach" is the voice that is output when a "reach pattern action announcement" is not made, and details of this will be given later.
[0350] Next, the "reach line notice" will be specifically explained. The performance control microcomputer 121 can execute the "reach line notice" when a "reach" is established in the special chart variation performance whose variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", "SP miss variation", or "N miss variation".
[0351] As shown in Fig. 44, a reach line notice selection table 123a2 is stored in the effect storage unit 121b of the effect control microcomputer 121. Using the reach line notice selection table 123a2, the effect control microcomputer 121 can select whether or not to execute a "reach line notice" and the type of line to be used when executing the "reach line notice." There are two types of lines: white lines and red lines.
[0352] 45(B) is a diagram showing the contents of the reach line notice selection table 123a2. The performance control microcomputer 121 refers to the type of variation pattern and the type of reach eye as a selection result by the reach eye selection table 123a1, and selects whether or not to execute the "reach line notice" and the type of line when the "reach line notice" is executed.
[0353] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SPSP miss fluctuation" (THP011) and the type of reach eye is "7 reach eye", non-execution of the "reach line notice" is selected 100%, and execution of the white line "reach line notice" and execution of the red line "reach line notice" are not selected.
[0354] Also, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SPSP miss fluctuation" (THP011) and the type of reach symbol is "a reach symbol other than 7", the white line "reach line notice" will be executed 20% of the time, the red line "reach line notice" will be executed 30%, and the "reach line notice" will not be executed 50% of the time.
[0355] In addition, when the fluctuation pattern is "SP big hit fluctuation" (THP002) or "SP miss fluctuation" (THP012), regardless of the type of reach pattern, the execution of the white line "reach line notice" is selected at a rate of 60%, the execution of the red line "reach line notice" is selected at a rate of 40%, and no execution of the "reach line notice" is selected.
[0356] Also, when the fluctuation pattern is "N Miss Fluctuation" (THP013), regardless of the type of reach eye, the execution of the white line "Reach Line Notice" is selected 100% of the time, and the execution of the red line "Reach Line Notice" and non-execution of the "Reach Line Notice" are not selected.
[0357] In other words, the setting is such that the non-execution of the "Reach Line Notice" is selected only when the variation pattern includes an "SPSP Reach" in the performance flow, and the fact that the "Reach Line Notice" is not performed when a "Reach" is established suggests that an "SPSP Reach" will be performed.
[0358] In addition, the lines of the "Reach Line Notice" are set so that they are more likely to develop into an "SPSP Reach" in the order of white < red, and a red "Reach Line Notice" functions as a presentation that suggests that it is more likely to develop into an "SPSP Reach" than a white "Reach Line Notice".
[0359] In the second embodiment, non-execution of the "reach line notice" is selected only in the case of a variation pattern in which the presentation flow includes an "SPSP reach", but non-execution of the "reach line notice" may also be selected even in the case of a variation pattern in which the presentation flow does not include an "SPSP reach". In this case, it is preferable that non-execution of the "reach line notice" is selected less frequently in the case of a variation pattern in which the presentation flow does not include an "SPSP reach" than in the case of a variation pattern in which the presentation flow includes an "SPSP reach". Note that the selection ratio indicated by the reach line notice selection table 123a2 shown in Figure 45(B) can be changed as appropriate.
[0360] When the performance control microcomputer 121 executes a "reach line notice" in a special chart variation performance, it executes the "reach line notice" with the type of line selected by the reach line notice selection table 123a2.
[0361] 47(A) and 47(B) are diagrams showing how the "reach line notice" is carried out. Here, a case where the "reach line of 5" is selected by the reach line selection table 123a1 will be described.
[0362] When the left effect symbol EZ1e1 is displayed as the left effect symbol EZ1, and then the right effect symbol EZ3e1 is displayed as the right effect symbol EZ3 as shown in Figure 47(A), a "reach" is established. Then, when a female voice saying "It's a reach" is output from the speaker 52, a "reach line announcement" is made.
[0363] In the "reach line notice," a linear line image G300 is displayed on the left effect pattern EZ1 and the right effect pattern EZ3, as shown in FIG. 47(B), so as to connect the stopped-displayed left effect pattern EZ1 and right effect pattern EZ3. At this time, if a white line is selected by the reach line notice selection table 123a2, the line image G300 is displayed in white. On the other hand, if a red line is selected by the reach line notice selection table 123a2, the line image G300 is displayed in red. The line image G300 is erased after a predetermined time (for example, 1 second) has elapsed.
[0364] In the second embodiment, the sizes of the left and right performance symbols EZ1 and EZ3 that make up the reach eye are kept constant, but the sizes of the left and right performance symbols EZ1 and EZ3 may be slightly enlarged to emphasize that the "reach" has been achieved. In this case, it is preferable to make the sizes smaller than the sizes of the left and right performance symbols EZ1 and EZ3 that are enlarged in the "reach symbol action notice" described later.
[0365] In addition, in the second embodiment, sound effects corresponding to the display of the line image G300 are not output from the speaker 52, but sound effects corresponding to the display of the line image G300 may be output to the extent that they do not interfere with the woman's voice saying "Reach."
[0366] Next, the "reach symbol action notice" will be specifically explained. The performance control microcomputer 121 can execute the "reach symbol action notice" when a "reach" is established in the special symbol variation performance in which the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", "SP miss variation", or "N miss variation".
[0367] As shown in FIG. 44, the effect storage unit 121b of the effect control microcomputer 121 stores a reach symbol action notice selection table 123a3. The effect control microcomputer 121 can select whether or not to execute a "reach symbol action notice" and the type of action when the "reach symbol action notice" is executed using the reach symbol action notice selection table 123a3. There are three types of actions, action A to action C. Action A, action B, and action C are all actions in which the left effect symbol EZ1 and the right effect symbol EZ3 that make up the reach eye change from an effect symbol consisting of a character symbol and a number symbol to an effect symbol consisting of only number symbols, but the sizes of the left effect symbol EZ1 and the right effect symbol EZ3 differ between action A, action B, and action C.
[0368] 45(C) is a diagram showing the contents of the reach symbol action notice selection table 123a3. The performance control microcomputer 121 refers to the type of variation pattern and the execution / non-execution of the "reach line notice" as a selection result by the reach line notice selection table 123a2, and selects whether or not to execute the "reach symbol action notice" and the type of action when the "reach symbol action notice" is executed.
[0369] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SPSP miss fluctuation" (THP011) and the "reach line notice" is executed, non-execution of the "reach pattern action notice" is selected 100%, and execution of any of the "reach pattern action notices" of actions A to C is not selected.
[0370] Also, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) and the "reach line notice" is not executed, the execution of action A's "reach pattern action notice" will be selected 50%, action B's "reach pattern action notice" will be selected 30%, and action C's "reach pattern action notice" will be selected 20%, and non-execution of the "reach pattern action notice" will not be selected.
[0371] Also, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP011) and the "reach line notice" is not executed, the execution of the "reach pattern action notice" of action A will be selected at a rate of 20%, the execution of the "reach pattern action notice" of action B at a rate of 30%, and the execution of the "reach pattern action notice" of action C at a rate of 50%, and the non-execution of the "reach pattern action notice" will not be selected.
[0372] In addition, when the fluctuation pattern is "SP big win fluctuation" (THP002), "SP miss fluctuation" (THP012), or "N miss fluctuation" (THP013), non-execution of "reach symbol action notice" is selected 100% of the time, and execution of any of the "reach symbol action notices" of action A to action C is not selected. In this case, the "reach line notice" is always non-executed (see Figure 45(B)).
[0373] In other words, the "reach pattern action announcement" is set to be selected for execution only when the "reach line announcement" is not executed, and the "reach pattern action announcement" functions as a presentation to notify the establishment of a "reach" in place of the "reach line announcement."
[0374] In addition, the execution of the "Reach Pattern Action Notice" is set to be selected only when the variation pattern includes an "SPSP Reach" in the performance flow, and the fact that the "Reach Pattern Action Notice" is performed when a "Reach" is established can be said to suggest that an "SPSP Reach" will be performed.
[0375] In addition, the actions of the "reach pattern action announcement" are set so that the likelihood of a jackpot increases in the order of action C < action B < action A, and the "reach pattern action announcement" of action A functions as an effect suggesting that there is a higher possibility of a jackpot game than the "reach pattern action announcement" of action B and action C, and the "reach pattern action announcement" of action B functions as an effect suggesting that there is a higher possibility of a jackpot game than the "reach pattern action announcement" of action C.
[0376] In the second embodiment, the execution of the "reach symbol action notice" is set to be selected only in the case of a variation pattern that includes "SPSP reach" in the presentation flow, but the execution of the "reach symbol action notice" may also be selected even in the case of a variation pattern that does not include "SPSP reach" in the presentation flow. In this case, it is preferable that the execution of the "reach symbol action notice" is less likely to be selected in the case of a variation pattern that does not include "SPSP reach" in the presentation flow than in the case of a variation pattern that includes "SPSP reach" in the presentation flow. Note that the selection ratio indicated by the reach symbol action notice selection table 123a3 shown in Figure 45 (C) can be changed as appropriate.
[0377] When the performance control microcomputer 121 executes a "reach symbol action notice" in a special symbol variation performance, it executes the "reach symbol action notice" with the type of action selected by the reach symbol action notice selection table 123a3.
[0378] 48(A) to 48(G) are diagrams showing how the "reach symbol action notice" is performed. Here, a case where "reach symbol of 5" is selected by the reach symbol selection table 123a1 will be described.
[0379] The left performance pattern EZ1e1 is displayed as the left performance pattern EZ1, and then, as shown in Figure 48(A), the right performance pattern EZ3e1 is displayed as the right performance pattern EZ3, and when a ``reach'' is established, a ``reach pattern action announcement'' is made.
[0380] In the "reach symbol action announcement," neither a female voice saying "it's reach" nor a line image G300 is output, and when action A is selected by the reach symbol action announcement selection table 123a3, as shown in Figure 48 (B), a male voice saying "it's reach" is output from speaker 52, and the left performance pattern EZ1e1 and right performance pattern EZ3e1, which are composed of character symbols and number symbols, change to left performance pattern EZ1e2 and right performance pattern EZ3e2, which are composed of number symbols only, and the left performance pattern EZ1e2 and right performance pattern EZ3e2 are enlarged and displayed. At this time, an effect image G301 is displayed around the left performance pattern EZ1e2 and right performance pattern EZ3e2. Then, after a predetermined time (for example, 1 second) has elapsed, as shown in Figure 48(C), the enlarged left performance pattern EZ1e2 and right performance pattern EZ3e2 shrink back to their original size and change again into left performance pattern EZ1e1 and right performance pattern EZ3e1, which are composed of a character pattern and a number pattern, and the ``reach pattern action preview'' of action A ends.
[0381] Furthermore, when action B is selected by reach symbol action notice selection table 123a3, as shown in FIG. 48(D), a male voice saying "It's reach" is output from speaker 52, and left effect symbol EZ1e1 and right effect symbol EZ3e1, which are composed of character symbols and number symbols, change to left effect symbol EZ1e2 and right effect symbol EZ3e2, which are composed of number symbols only. At this time, the size of left effect symbol EZ1e2 and right effect symbol EZ3e2 does not change, and effect image G301 is displayed around left effect symbol EZ1e2 and right effect symbol EZ3e2. Then, after a predetermined time (for example, 1 second) has elapsed, as shown in FIG. 48(E), the left effect symbol EZ1e1 and right effect symbol EZ3e1, which are composed of character symbols and number symbols again, end the "reach symbol action notice" of action B.
[0382] Also, when action C is selected by reach symbol action advance notice selection table 123a3, as shown in Fig. 48(F), a male voice saying "It's reach" is output from speaker 52, and left effect symbol EZ1e1 and right effect symbol EZ3e1, which are composed of character symbols and number symbols, change to left effect symbol EZ1e2 and right effect symbol EZ3e2, which are composed of number symbols only, and left effect symbol EZ1e2 and right effect symbol EZ3e2 are displayed in a reduced size. At this time, effect image G301 is displayed around left effect symbol EZ1e2 and right effect symbol EZ3e2. Then, after a predetermined time (for example, 1 second) has elapsed, as shown in Figure 48 (G), the reduced left performance pattern EZ1e2 and right performance pattern EZ3e2 expand and return to their original size, and once again change into left performance pattern EZ1e1 and right performance pattern EZ3e1, which are composed of a character pattern and a number pattern, and the ``reach pattern action preview'' of action C ends.
[0383] Here, we have given an example of a case where the reach pattern is the left performance pattern EZ1e1 and the right performance pattern EZ3e1, but in the ``Reach Pattern Action Preview'', regardless of the reach pattern the left performance pattern EZ1 and the right performance pattern EZ3 are, the left performance pattern EZ1 and the right performance pattern EZ3 will change in the same way.
[0384] In the second embodiment, the effect image G301 is displayed in accordance with the changes in the left performance pattern EZ1 and the right performance pattern EZ3 that constitute the reach pattern, but it is also possible to prevent the effect image G301 from being displayed.
[0385] In the second embodiment, sound effects corresponding to the change of the left effect symbol EZ1 and the right effect symbol EZ3 to an effect symbol consisting of only number symbols are not output from the speaker 52, but sound effects corresponding to the size of the effect symbol may be output to the extent that they do not interfere with the man's voice saying "It's a reach." In this case, it is preferable to output a sound effect different from the sound effect output in response to the display of the line image G300 in the "reach line notice."
[0386] <Considerations on the Second Embodiment> The pachinko gaming machine PY1 described in the second embodiment will be considered below. First, the effect image G301 displayed in the "reach symbol action notice" will be considered. In the "reach line notice," a linear line image G300 is displayed connecting the left effect symbol EZ1 and the right effect symbol EZ3 (see Figure 47(B)). On the other hand, in the "reach symbol action notice," an effect image G301 is displayed around the left effect symbol EZ1 and the right effect symbol EZ3 (see Figures 48(B)(D)(F)). In other words, although the effect image G301 suggests that the left effect symbol EZ1 and the right effect symbol EZ3 are reach eyes, it cannot be said to be a linear image connecting the left effect symbol EZ1 and the right effect symbol EZ3.
[0387] Next, let us consider the line image G300 that is displayed in the "reach line notice." In the "reach line notice," a linear line image G300 is displayed (see Figure 47(B)), whereas in the "reach symbol action notice," a linear line image G300 is not displayed (see Figure 48). And, although both the "reach line notice" and the "reach symbol action notice" can be executed when a "reach" is established, the "reach symbol action notice" is only executed when the "reach line notice" is not executed (see Figure 45(C)). In other words, it can be said that when a "reach" is established, the line image G300 is sometimes displayed and sometimes not displayed.
[0388] Next, we will consider the relationship between the probability that a line image G300 will be displayed and the game will develop to an "SPSP reach" when a "reach" is established, and the probability that the line image G300 will not be displayed and the game will develop to an "SPSP reach." When a "reach" is established, a "reach line notice" may be performed, or a "reach symbol action notice" may be performed. The "reach line notice" is also executed in the variation patterns (THP002, THP012, THP013) that do not include an "SPSP reach" in the presentation flow (see Figure 45(B)). On the other hand, the "reach symbol action notice" is not executed in the variation patterns (THP002, THP012, THP013) that do not include an "SPSP reach" in the presentation flow (see Figure 45(C)). Furthermore, the line image G300 is displayed in the "reach line notice," while the line image G300 is not displayed in the "reach symbol action notice." In other words, when a "reach" is established, the probability of the development to an "SPSP reach" differs between when the line image G300 is displayed and when it is not displayed. In the second embodiment, the probability of the development to an "SPSP reach" is higher when the line image G300 is not displayed than when it is displayed.
[0389] <Effects of the second embodiment> The effects of the pachinko gaming machine PY1 explained in the second embodiment will be described below.
[0390] (1) When a "reach" is established, a linear line image G300 may be displayed on the left performance pattern EZ1 and the right performance pattern EZ3, connecting the left performance pattern EZ1 and the right performance pattern EZ3 that make up the reach pattern. The line image G300 can clearly inform the player that a "reach" has been established, thereby increasing the player's interest in the game.
[0391] (2) On the left performance pattern EZ1 and the right performance pattern EZ3 that make up the reach eyes, a linear line image G300 is sometimes displayed and sometimes not displayed, which allows for variation in the display of the reach eyes and can increase the interest in the game.
[0392] (3) When a "reach" is established, if a "reach line announcement" is not made and the line image G300 is not displayed, a "reach pattern action announcement" is made in which the presentation pattern consisting of a character pattern and a number pattern changes to a presentation pattern consisting of only number patterns. Therefore, even if the line image G300 is not displayed, the change in the display mode of the presentation pattern makes it easy for the player to understand that a "reach" has been established, which can increase the player's interest in the game.
[0393] (4) When a "reach" is established, it is more likely to develop into an "SPSP reach," which has a higher probability of resulting in a jackpot game, when a "reach pattern action announcement" is made, in which the display mode of the performance pattern changes without the line image G300 being displayed, than when a "reach line announcement" is made, in which the line image G300 is displayed.Therefore, the presence or absence of the display of the line image G300 can suggest the possibility of development into an "SPSP reach," which can increase the interest in the game.
[0394] <Modification of the second embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the second embodiment. Of course, the configurations related to the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiment and the modified examples below may be deleted as appropriate unless they are described as essential in this specification.
[0395] In the second embodiment, the "reach line notice" is executed according to the result of the jackpot determination (type of variation pattern), but it may also be executed according to the type of stopping symbol selected by the symbol determination table 103c1. For example, the "reach line notice" may be executed only when the "jackpot W symbol" associated with the "jackpot game W" that will subsequently enter a "high probability high base game state" is selected as the stopping symbol. In this case, the "reach line notice" can suggest that a "high probability high base game state" will subsequently be entered, which can increase the interest in the game.
[0396] Furthermore, in the second embodiment, the "reach symbol action notice" is executed according to the result of the jackpot determination (type of variation pattern), but it may also be executed according to the type of stopping symbol selected by the symbol determination table 103c1. For example, the "reach symbol action notice" may be executed only when the "jackpot W symbol" associated with the "jackpot game W" that will subsequently enter a "high probability high base game state" is selected as the stopping symbol. In this case, the "reach symbol action notice" can suggest that a "high probability high base game state" will subsequently be entered, which can increase the enjoyment of the game.
[0397] In addition, in the second embodiment, the "reach line notice" is executed when a reach eye in which the left effect pattern EZ1 and the right effect pattern EZ3 are the same type is displayed, but it may also be executed when a result other than a reach eye is displayed. For example, when developing into an "SP reach", a chance eye (for example, a turn of "1·2·3") may be displayed, and the notice may be executed when the effect patterns EZ1, EZ2, and EZ3 are displayed with this chance eye.
[0398] In addition, in the second embodiment, the "reach symbol action notice" is executed when a reach symbol in which the left effect symbol EZ1 and the right effect symbol EZ3 are the same type is displayed, but it may also be executed when a result other than a reach symbol is displayed. For example, when developing into an "SP reach", a chance symbol (for example, a turn of "1·2·3") may be displayed, and the notice may be executed when the effect symbols EZ1, EZ2, and EZ3 are displayed with this chance symbol.
[0399] In addition, in the second embodiment, in the "reach symbol action announcement," the effect symbol consisting of a character symbol and a number symbol changes to an effect symbol consisting of only number symbols, but it is also possible to leave the effect symbol consisting of a character symbol and a number symbol unchanged. In this case, if the "reach symbol action announcement" of action B, in which the size of the effect symbol does not change, is not executed, it is possible to clearly inform the player that a "reach" has been achieved by changing the size of the effect symbol, even if the line image G300 is not displayed.
[0400] In addition, in the second embodiment, the probability of the "reach" developing into an "SPSP reach" is higher when the line image G300 is not displayed than when it is displayed when the "reach" is established, but it is also possible to make the probability of the "reach" developing into an "SPSP reach" lower when the line image G300 is not displayed than when it is displayed.
[0401] In addition, in the second embodiment, either a white line image G300 or a red line image G300 is displayed as the line image G300 displayed in the "reach line notice", but only either the white line image G300 or the red line image G300 may be displayed, or in addition to the white line image G300 and the red line image G300, a line image G300 of another color may be displayed.
[0402] In the second embodiment, the linear line image G300 displayed in the "reach line notice" is displayed with the same thickness when displayed in white and when displayed in red, but it may be displayed with different thicknesses. In this case, it is preferable to display the red line image G300 thicker than the white line image G300.
[0403] Furthermore, in the second embodiment, the "SPSP reach" is executed via the "N reach" and the "SP reach" after the establishment of the "reach," but it may be executed via only the "N reach," or may be executed without passing through either the "N reach" or the "SP reach." In this case, it is preferable to make the effects passed through to the "SPSP reach" different depending on whether or not a "reach line notice" is performed. For example, when a "reach line notice" is performed, after the establishment of the "reach," the "SPSP reach" develops via both the "N reach" and the "SP reach," whereas when a "reach line notice" is not performed, after the establishment of the "reach," the "SPSP reach" develops without passing through either the "N reach" or the "SP reach."
[0404] <Invention disclosed in the second embodiment> The preceding paragraphs of this "Mode for Carrying Out the Invention" disclose the following Invention AA. In the description of Invention AA, the names and expressions of the corresponding components in the above-mentioned mode for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as the means constituting each invention are not limited to these additions. Note that Invention AA is a collective term for the following Inventions AA1 to AA4.
[0405] The gaming machine according to invention AA1 is A game control means (game control microcomputer 101) that can set a special game state (jackpot game state, time-saving state, high probability state) advantageous to a player; and a performance execution means (performance control microcomputer 121) for executing a performance using a performance means including a predetermined display means (image display device 50), The performance execution means It is possible to variably display predetermined effect patterns (effect patterns EZ1, EZ2, EZ3) on the display means, and the effect patterns may be stopped and displayed in a special mode (reach eyes) that suggests the possibility of entering the special game state, When the performance pattern is stopped and displayed in the special mode, a linear display (line image G300) may or may not be displayed on the performance pattern. It is characterized by:
[0406] The gaming machine according to invention AA2 is A gaming machine according to invention AA1, The performance execution means It is possible to execute a special effect (SPSP reach) that suggests a high possibility of entering the special gaming state, The probability of the special effect being executed differs between when the linear display is displayed on the effect pattern and when it is not displayed. It is characterized by:
[0407] The gaming machine according to invention AA3 is A gaming machine according to invention AA2, The display mode of the performance pattern when the linear display is not displayed is different from the display mode of the performance pattern when the linear display is not displayed, It is characterized by:
[0408] The gaming machine according to invention AA4 is A gaming machine according to invention AA2, The production means includes a predetermined sound output means (speaker 52), The performance execution means It is possible to output a predetermined voice ('It's reach', 'It's reach') whether the linear display is displayed or not. It is characterized by:
[0409] <Third embodiment> The third embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment and the first embodiment described above is also applied to the third embodiment.
[0410] First, with reference to Figures 49 to 55, we will explain the special symbol variation effects that the effect control microcomputer 121 can execute in accordance with the variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects in the special symbol variation effects in the non-time-shortening state.
[0411] A. Normal fluctuations "Normal variation" is a performance that may occur in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 change. Since "normal variation" is the first to occur in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.
[0412] B. Leach "Reach" is an effect that can occur after a "normal variation," in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. "Reach" can occur when the result of the jackpot determination is "jackpot win," so it functions as an effect that suggests that a jackpot game may occur. In addition, "Reach" can subsequently develop into reach effects such as "N reach," "SP reach," and "SPSP reach," so it also functions as an effect that suggests that a reach effect may occur.
[0413] CN Reach "N Reach" is an effect that can be performed after a "Reach" is established, and is a reach effect in which the speed at which the middle performance pattern EZ2 changes gradually slows down. "N Reach" can be performed when the result of the jackpot judgment is "jackpot win", so it functions as an effect that suggests the possibility of a jackpot game.
[0414] D.SP Reach "SP Reach" is an effect that can occur after "N Reach", and is a reach effect in which the main character and enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot judgment is "win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game.
[0415] E.SPSP Reach "SPSP Reach" is an effect that can be performed after "SP Reach", and is a reach effect in which the main character battles a formidable enemy character. "SPSP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that a jackpot game is more likely to occur. Also, since a jackpot game is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach" to "SPSP Reach", "SPSP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "SP Reach".
[0416] F. Reach Voice Announcement The "reach voice announcement" is an effect that may be performed in a "reach", and is an announcement effect in which words or sentences uttered by the main character are output from the speaker 52. The "reach voice announcement" is performed when a "reach" is achieved, and therefore functions as an effect to notify that a "reach" has been achieved.
[0417] G. Reach pattern action notice The "Reach Pattern Action Notice" is an effect that may occur during a "Reach", and is a notice effect in which the display mode of the left effect pattern EZ1 and the right effect pattern EZ3 changes. The "Reach Pattern Action Notice" occurs when a "Reach" is established, so it functions as an effect that notifies the establishment of a "Reach".
[0418] Next, the main special chart variable effect that is executed in the non-time-saving state will be explained using Figure 49. The effect control microcomputer 121 displays an effect image on the display unit 50a in each effect that constitutes the effect flow, and can execute a light-emitting effect using the frame lamp 53 and the board lamp 54 and a sound effect using the speaker 52 according to the display of the effect image.
[0419] As shown in Figure 49(A), in the special chart change performances where the change pattern is "SPSP jackpot change" or "SPSP miss change", the performance flow is executed, which consists of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach". In addition, in the "reach" in these special chart change performances, "reach voice announcement" and "reach pattern action announcement" may be performed.
[0420] Also, as shown in Figure 49(B), in the special chart change performance where the change pattern is "SP jackpot change" or "SP miss change", the performance flow is executed which consists of "normal change" → "reach" → "N reach" → "SP reach". In addition, in the "reach" in these special chart change performances, "reach voice announcement" and "reach pattern action announcement" may be performed.
[0421] Also, as shown in Figure 49(C), in the special chart change performance where the change pattern is "N Miss Change", the performance flow is "Normal Change" → "Reach" → "N Reach". In addition, in the "Reach" in this special chart change performance, "Reach Voice Notice" and "Reach Pattern Action Notice" may be performed.
[0422] Also, as shown in Figure 49(D), in the special chart variation effect where the variation pattern is "normal miss variation", a performance flow consisting only of "normal variation" is executed. Note that in these special chart variation effects, "reach voice notice" and "reach pattern action notice" are not performed.
[0423] Next, the main effects executed in the special chart change performance will be specifically explained. In the special chart change performance described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.
[0424] First, the effect symbols EZ1, EZ2, and EZ3 will be specifically explained using Figures 50(A) to 50(C). The effect control microcomputer 121 can variably display the effect symbols EZ1, EZ2, and EZ3 on the display unit 50a in the special symbol variable effect in parallel with the variable display of the special symbol.
[0425] As shown in FIG. 50(A), the left performance pattern EZ1 is made up of 14 types of performance patterns, namely, left performance pattern EZ1a1 to left performance pattern EZ1g1 and left performance pattern EZ1a2 to left performance pattern EZ1g2. The left performance pattern EZ1a1 is composed of a number pattern representing the number "1" and a character pattern representing the main character, the left performance pattern EZ1b1 is composed of a number pattern representing the number "2" and a character pattern representing the enemy character, the left performance pattern EZ1c1 is composed of a number pattern representing the number "3" and a character pattern representing the main character, the left performance pattern EZ1d1 is composed of a number pattern representing the number "4" and a character pattern representing the enemy character, the left performance pattern EZ1e1 is composed of a number pattern representing the number "5" and a character pattern representing the main character, and the left performance pattern EZ1f1 is composed of a number pattern representing the number "6" and a character pattern representing the enemy character. The left performance pattern EZ1g1 is composed of a number pattern representing the number "7" and a character pattern representing the main character, the left performance pattern EZ1a2 is composed only of a number pattern representing the number "1", the left performance pattern EZ1b2 is composed only of a number pattern representing the number "2", the left performance pattern EZ1c2 is composed only of a number pattern representing the number "3", the left performance pattern EZ1d2 is composed only of a number pattern representing the number "4", the left performance pattern EZ1e2 is composed only of a number pattern representing the number "5", the left performance pattern EZ1f2 is composed only of a number pattern representing the number "6", and the left performance pattern EZ1g2 is composed only of a number pattern representing the number "7". Details will be described later, but the left performance patterns EZ1a2 to EZ1g2 are performance patterns used in the "reach pattern action announcement".
[0426] Also, as shown in Figure 50 (B), the middle performance pattern EZ2 is composed of seven types of performance patterns, middle performance pattern EZ2a to middle performance pattern EZ2g. Middle performance pattern EZ2a is composed only of number patterns representing the number "1", middle performance pattern EZ2b is composed only of number patterns representing the number "2", middle performance pattern EZ2c is composed only of number patterns representing the number "3", middle performance pattern EZ2d is composed only of number patterns representing the number "4", middle performance pattern EZ2e is composed only of number patterns representing the number "5", middle performance pattern EZ2f is composed only of number patterns representing the number "6", and middle performance pattern EZ2g is composed only of number patterns representing the number "7".
[0427] Also, as shown in FIG. 50(C), the right performance pattern EZ3 is made up of 14 types of performance patterns, namely, right performance pattern EZ3a1 to right performance pattern EZ3g1 and right performance pattern EZ3a2 to right performance pattern EZ3g2. The right performance pattern EZ3a1 is composed of a number pattern representing the number "1" and a character pattern representing the main character, the right performance pattern EZ3b1 is composed of a number pattern representing the number "2" and a character pattern representing the enemy character, the right performance pattern EZ3c1 is composed of a number pattern representing the number "3" and a character pattern representing the main character, the right performance pattern EZ3d1 is composed of a number pattern representing the number "4" and a character pattern representing the enemy character, the right performance pattern EZ3e1 is composed of a number pattern representing the number "5" and a character pattern representing the main character, and the right performance pattern EZ3f1 is composed of a number pattern representing the number "6" and a character pattern representing the enemy character. The right performance pattern EZ3g1 is composed of a number pattern representing the number "7" and a character pattern representing the main character, the right performance pattern EZ3a2 is composed only of a number pattern representing the number "1", the right performance pattern EZ3b2 is composed only of a number pattern representing the number "2", the right performance pattern EZ3c2 is composed only of a number pattern representing the number "3", the right performance pattern EZ3d2 is composed only of a number pattern representing the number "4", the right performance pattern EZ3e2 is composed only of a number pattern representing the number "5", the right performance pattern EZ3f2 is composed only of a number pattern representing the number "6", and the right performance pattern EZ3g2 is composed only of a number pattern representing the number "7". Details will be described later, but the right performance patterns EZ3a2 to EZ3g2 are performance patterns used in the "reach pattern action announcement".
[0428] When the performance control microcomputer 121 displays the performance patterns EZ1, EZ2, and EZ3 in a variable manner, the performance patterns EZ1, EZ2, and EZ3 can be displayed in a variable manner so as to scroll from the top to the bottom of the display unit 50a on the display unit 50a.
[0429] Next, the "reach" will be specifically explained. The performance control microcomputer 121 can establish a "reach" after a "normal change" in the special chart change performance whose change pattern is "SPSP jackpot change", "SP jackpot change", "SPSP miss change", "SP miss change", or "N miss change".
[0430] As shown in Fig. 51, a reach-eye selection table 123a1 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select the type of reach-eye to be used to achieve a "reach" using the reach-eye selection table 123a1. The types of reach-eye are divided into "reach-eye of 7" and "reach-eye other than 7".
[0431] The "7 reach pattern" is a reach pattern in which the left performance pattern EZ1g1, which includes a number pattern representing the number "7", and the right performance pattern EZ3g1, which includes a number pattern representing the number "7", come together and stop.
[0432] On the other hand, the "reach eyes other than 7" include a reach eye in which a left effect pattern EZ1a1 including a number symbol representing the number "1" and a right effect pattern EZ3a1 including a number symbol representing the number "1" come together to stop and display, a reach eye in which a left effect pattern EZ1b1 including a number symbol representing the number "2" and a right effect pattern EZ3b1 including a number symbol representing the number "2" come together to stop and display, and a reach eye in which a left effect pattern EZ1c1 including a number symbol representing the number "3" and a right effect pattern EZ3c1 including a number symbol representing the number "3" come together to stop and display. There are reach eyes that stop when a left performance pattern EZ1d1 including a number pattern representing the number "4" and a right performance pattern EZ3d1 including a number pattern representing the number "4" line up, reach eyes that stop when a left performance pattern EZ1e1 including a number pattern representing the number "5" and a right performance pattern EZ3e1 including a number pattern representing the number "5" line up, and reach eyes that stop when a left performance pattern EZ1f1 including a number pattern representing the number "6" and a right performance pattern EZ3f1 including a number pattern representing the number "6" line up.
[0433] 52(A) is a diagram showing the contents of the reach symbol selection table 123a1. The performance control microcomputer 121 refers to the type of variation pattern and selects the type of reach symbol when achieving a "reach." Specifically, when the variation pattern is an "SPSP jackpot variation" (THP001) or an "SPSP miss variation" (THP011), a "7 reach symbol" is selected 30% of the time, and a "reach symbol other than 7" is selected 70% of the time.
[0434] Also, when the fluctuation pattern is "SP jackpot fluctuation" (THP002), "SP miss fluctuation" (THP012), or "N miss fluctuation" (THP013), "reach numbers other than 7" will be selected 100% of the time, and "reach numbers of 7" will not be selected.
[0435] In other words, the variation pattern selected when the result of the jackpot determination is a "jackpot win" is set to make the "7th reach" more likely to be selected than the variation pattern selected when the result of the jackpot determination is a "miss," and the formation of a "reach" in which the left performance pattern EZ1g1 and the right performance pattern EZ3g1 stop and display functions as an effect that suggests there is a high possibility of a jackpot game being played.
[0436] In addition, the "7th reach" is set to be selected only when the variation pattern includes an "SPSP reach" in the performance flow, and the formation of a "reach" in which the left performance pattern EZ1g1 and the right performance pattern EZ3g1 stop and display also functions as a performance suggesting that an "SPSP reach" will occur.
[0437] In the third embodiment, when "a reach symbol other than 7" is selected, the type of reach symbol is selected randomly, but a predetermined reach symbol may be selected. Note that the selection ratio indicated by the reach symbol selection table 123a1 shown in Figure 52(A) can be changed as appropriate.
[0438] When the effect control microcomputer 121 makes a "reach" in the special pattern variation effect, it stops and displays the left effect pattern EZ1 and the right effect pattern EZ3 with the reach pattern selected by the reach pattern selection table 123a1.
[0439] Here, the flow until a "reach" is achieved will be explained. Figures 53(A) to 53(C) are diagrams showing how a "reach" is achieved.
[0440] When "normal variation" begins, as shown in Figure 53(A), the effect symbols EZ1, EZ2, and EZ3 are displayed changing on the display unit 50a. After that, the reach symbol selected by the reach symbol selection table 123a1 is displayed stationary. For example, if a "reach symbol of 5" is selected by the reach symbol selection table 123a1, as shown in Figure 53(B), the left effect symbol EZ1e1 including a number symbol representing the number "5" is displayed stationary as the left effect symbol EZ1, and then, as shown in Figure 53(C), the effect symbol of the same type as the left effect symbol EZ1 (here, the right effect symbol EZ3e1 including a number symbol representing the number "5") is displayed stationary as the right effect symbol EZ3, and a "reach" is established.
[0441] Next, the "reach voice notice" will be specifically explained. The performance control microcomputer 121 can execute the "reach voice notice" when a "reach" is established in the special chart variation performance in which the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", "SP miss variation", or "N miss variation".
[0442] As shown in Fig. 51, the effect storage unit 121b of the effect control microcomputer 121 stores a reach voice notice selection table 123a4. Using the reach voice notice selection table 123a4, the effect control microcomputer 121 can select whether or not to execute a "reach voice notice" and the type of voice to be used when the "reach voice notice" is executed. There are three types of voices: "reach," "chance," and "super hot."
[0443] 52(B) is a diagram showing the contents of the reach voice notice selection table 123a4. The performance control microcomputer 121 refers to the type of variation pattern and the type of reach eye as a selection result by the reach eye selection table 123a1, and selects whether or not to execute the "reach voice notice" and the type of voice when the "reach voice notice" is executed.
[0444] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SPSP miss fluctuation" (THP011) and the type of reach eye is "7 reach eye," non-execution of the "reach voice announcement" is selected 100%, and the execution of the "reach voice announcement" with the voice saying "reach," the execution of the "reach voice announcement" with the voice saying "chance," and the execution of the "reach voice announcement" with the voice saying "super hot" are not selected.
[0445] Also, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SPSP miss fluctuation" (THP011) and the type of reach symbol is "a reach symbol other than 7," the "reach voice announcement" with a voice saying "reach" will be executed 10%, the "reach voice announcement" with a voice saying "chance" will be executed 20%, the "reach voice announcement" with a voice saying "it's super hot" will be executed 30%, and the "reach voice announcement" will not be executed 40% of the time.
[0446] In addition, when the fluctuation pattern is "SP jackpot fluctuation" (THP002) or "SP miss fluctuation" (THP012), regardless of the type of reach eye, the "reach voice announcement" with the voice saying "reach" will be executed 50%, the "reach voice announcement" with the voice saying "chance" will be executed 30%, and the "reach voice announcement" with the voice saying "it's super hot" will be executed 20%, and no "reach voice announcement" will be selected to be not executed.
[0447] Also, when the fluctuation pattern is "N Miss Fluctuation" (THP013), regardless of the type of reach eye, the execution of the "Reach Voice Announcement" with the voice saying "Reach" is selected 100% of the time, and the execution of the "Reach Voice Announcement" with the voice saying "Chance", the execution of the "Reach Voice Announcement" with the voice saying "It's Super Hot", and non-execution of the "Reach Voice Announcement" are not selected.
[0448] In other words, the "reach voice announcement" is set to not be executed only when the variation pattern includes an "SPSP reach" in the performance flow, and the fact that the "reach voice announcement" is not made when a "reach" is established suggests that an "SPSP reach" will be made.
[0449] In addition, the voices of the "reach voice announcement" are set so that they are more likely to progress to "SPSP reach" in the order of "reach" < "chance" < "super hot", and the "reach voice announcement" for "super hot" functions as a presentation suggesting that it is more likely to progress to "SPSP reach" than the "reach voice announcement" for "reach" or "chance", and the "reach voice announcement" for "chance" functions as a presentation suggesting that it is more likely to progress to "SPSP reach" than the "reach voice announcement" for "reach".
[0450] In the third embodiment, the non-execution of the "reach voice notice" is selected only in the case of a variation pattern in which the presentation flow includes an "SPSP reach", but the non-execution of the "reach voice notice" may also be selected even in the case of a variation pattern in which the presentation flow does not include an "SPSP reach". In this case, it is preferable that the non-execution of the "reach voice notice" is more difficult to select in the case of a variation pattern in which the presentation flow does not include an "SPSP reach" than in the case of a variation pattern in which the presentation flow includes an "SPSP reach". Note that the selection ratio indicated by the reach voice notice selection table 123a4 shown in Figure 52 (B) can be changed as appropriate.
[0451] When the performance control microcomputer 121 executes a "reach voice announcement" in a special chart variation performance, it executes the "reach voice announcement" with the type of voice selected by the reach voice announcement selection table 123a4.
[0452] 54(A) to 54(D) are diagrams showing how the "reach voice announcement" is performed. Here, a case where "reach eye number 5" is selected by the reach eye selection table 123a1 will be described.
[0453] The left performance pattern EZ1e1 is displayed as a stopped left performance pattern EZ1, and then, as shown in Figure 54 (A), the right performance pattern EZ3e1 is displayed as a stopped right performance pattern EZ3, and when a "reach" is established, a "reach voice announcement" is played.
[0454] In the "reach voice notice," a character display area 50h capable of displaying characters is formed on the left performance symbol EZ1 and the right performance symbol EZ3, and when "reach" is selected by the reach voice notice selection table 123a4, a character image G400a saying "reach" is displayed on the left performance symbol EZ1 and the right performance symbol EZ3, and a voice saying "reach" is output, as shown in Figure 54(B). The character image G400a is erased after a predetermined time (for example, 1 second) has elapsed.
[0455] Furthermore, when "Chance" is selected by reach voice announcement selection table 123a4, as shown in Fig. 54(C), a character image G400b saying "Chance" is displayed in character display area 50h, and a voice saying "Chance" is output from speaker 52. Character image G400b is erased after a predetermined time (for example, one second) has elapsed.
[0456] Furthermore, when "Super hot" is selected by reach voice announcement selection table 123a4, as shown in Fig. 54(D), a character image G400c saying "Super hot" is displayed in character display area 50h, and a voice saying "Super hot" is output from speaker 52. Character image G400c is erased after a predetermined time (for example, one second) has elapsed.
[0457] In the third embodiment, the sizes of the left and right performance symbols EZ1 and EZ3 that make up the reach eye are kept constant, but the sizes of the left and right performance symbols EZ1 and EZ3 may be slightly enlarged to emphasize that the "reach" has been achieved. In this case, it is preferable to make the sizes smaller than the sizes of the left and right performance symbols EZ1 and EZ3 that are enlarged in the "reach symbol action notice" described later.
[0458] In the third embodiment, text images G400a, G400b, and G400c such as "Reach," "Chance," or "Super Hot" are displayed on the left and right performance symbols EZ1 and EZ3 that make up the reach eye depending on the selection result of the reach voice notice selection table 123a4, but the same image may be displayed regardless of the selection result of the reach voice notice selection table 123a4. For example, a linear line image connecting the left and right performance symbols EZ1 and EZ3 that make up the reach eye may be displayed.
[0459] Next, the "reach symbol action notice" will be specifically explained. The performance control microcomputer 121 can execute the "reach symbol action notice" when a "reach" is established in the special symbol variation performance in which the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", "SP miss variation", or "N miss variation".
[0460] As shown in FIG. 51, the effect memory unit 121b of the effect control microcomputer 121 stores a reach symbol action notice selection table 123a5. The effect control microcomputer 121 can use the reach symbol action notice selection table 123a5 to select whether or not to execute a "reach symbol action notice" and the type of action to be performed when the "reach symbol action notice" is executed. There are three types of actions, Action A to Action C. Action A, Action B, and Action C are all actions in which the left effect symbol EZ1 and the right effect symbol EZ3 that constitute the reach eye change from an effect symbol consisting of a character symbol and a number symbol to an effect symbol consisting of only number symbols, but the sizes of the left effect symbol EZ1 and the right effect symbol EZ3 differ between Action A, Action B, and Action C.
[0461] 52(C) is a diagram showing the contents of the reach symbol action notice selection table 123a5. The performance control microcomputer 121 refers to the type of variation pattern and the execution / non-execution of the "reach voice notice" as a selection result by the reach voice notice selection table 123a4, and selects whether or not to execute the "reach symbol action notice" and the type of action when the "reach symbol action notice" is executed.
[0462] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SPSP miss fluctuation" (THP011) and the "reach voice announcement" is executed, non-execution of the "reach pattern action announcement" is selected 100% of the time, and execution of any of the "reach pattern action announcements" of Action A to Action C is not selected.
[0463] Also, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) and the "reach voice announcement" is not executed, the execution of action A's "reach pattern action announcement" will be selected 50%, action B's "reach pattern action announcement" will be selected 30%, and action C's "reach pattern action announcement" will be selected 20%, and non-execution of the "reach pattern action announcement" will not be selected.
[0464] Also, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP011) and the "reach voice announcement" is not executed, the execution of action A's "reach pattern action announcement" will be selected 20%, action B's "reach pattern action announcement" will be selected 30%, and action C's "reach pattern action announcement" will be selected 50%, and non-execution of the "reach pattern action announcement" will not be selected.
[0465] In addition, when the variation pattern is "SP big win variation" (THP002), "SP miss variation" (THP012), or "N miss variation" (THP013), non-execution of "reach symbol action notice" is selected 100% of the time, and execution of any of the "reach symbol action notices" of action A to action C is not selected. In this case, the "reach voice notice" is always non-executed (see Figure 52(B)).
[0466] In other words, the "reach pattern action announcement" is set to be selected for execution only when the "reach voice announcement" is not executed, and the "reach pattern action announcement" functions as a presentation to notify the establishment of a "reach" in place of the "reach voice announcement."
[0467] In addition, the execution of the "Reach Pattern Action Notice" is set to be selected only when the variation pattern includes an "SPSP Reach" in the performance flow, and the fact that the "Reach Pattern Action Notice" is performed when a "Reach" is established can be said to suggest that an "SPSP Reach" will be performed.
[0468] In addition, the actions of the "reach pattern action announcement" are set so that the likelihood of a jackpot increases in the order of action C < action B < action A, and the "reach pattern action announcement" of action A functions as an effect suggesting that there is a higher possibility of a jackpot game than the "reach pattern action announcement" of action B and action C, and the "reach pattern action announcement" of action B functions as an effect suggesting that there is a higher possibility of a jackpot game than the "reach pattern action announcement" of action C.
[0469] In the third embodiment, the execution of the "reach symbol action notice" is set to be selected only in the case of a variation pattern that includes "SPSP reach" in the presentation flow, but the execution of the "reach symbol action notice" may also be selected even in the case of a variation pattern that does not include "SPSP reach" in the presentation flow. In this case, it is preferable that the execution of the "reach symbol action notice" is less likely to be selected in the case of a variation pattern that does not include "SPSP reach" in the presentation flow than in the case of a variation pattern that includes "SPSP reach" in the presentation flow. Note that the selection ratio indicated by the reach symbol action notice selection table 123a5 shown in Figure 52 (C) can be changed as appropriate.
[0470] When the performance control microcomputer 121 executes a "reach symbol action notice" in a special symbol variation performance, it executes the "reach symbol action notice" with the type of action selected by the reach symbol action notice selection table 123a5.
[0471] 55(A) to 55(G) are diagrams showing how the "reach symbol action notice" is performed. Here, a case where "reach symbol of 5" is selected by the reach symbol selection table 123a1 will be described.
[0472] The left performance pattern EZ1e1 is displayed as the left performance pattern EZ1, and then, as shown in Figure 55(A), the right performance pattern EZ3e1 is displayed as the right performance pattern EZ3, and when a ``reach'' is established, a ``reach pattern action announcement'' is made.
[0473] In the "reach symbol action announcement," neither the voice of the main character nor the text images G400a, G400b, and G400c are output, and when action A is selected by the reach symbol action announcement selection table 123a3, as shown in Figure 55(B), a "ping" sound effect is output from speaker 52, and left effect pattern EZ1e1 and right effect pattern EZ3e1, which are composed of a character symbol and a number symbol, change to left effect pattern EZ1e2 and right effect pattern EZ3e2, which are composed of only number symbols, and left effect pattern EZ1e2 and right effect pattern EZ3e2 are enlarged and displayed. At this time, effect image G301 is displayed around left effect pattern EZ1e2 and right effect pattern EZ3e2. Then, after a predetermined time (for example, 1 second)...
Claims
[Claim 1] a game control means for controlling a special game state when a win is determined in the win determination; a performance control means capable of controlling the performance; an operable operating means; a first light emitting means capable of emitting light in a special light emitting mode indicating that the game is controlled to the special game state when the game is controlled to the special game state; and a second light emitting means capable of emitting light in a specific light emitting manner indicating a specific value based on the number of balls shot by a player when the special game state is controlled, The performance control means A light intensity setting value can be set within a predetermined light intensity setting range based on an operation on the operation means, A gaming machine characterized in that, when the light intensity setting value is changed from a first light intensity value to a second light intensity value smaller than the first light intensity value while being controlled in the special gaming state, the first light-emitting means emits light in the special light-emitting mode at a light intensity based on the second light intensity value, while the second light-emitting means emits light in the specific light-emitting mode at a predetermined light intensity regardless of the second light intensity value.
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