gaming machines
The gaming machine uses display and control mechanisms to enhance player engagement through dynamic pre-reading effects and ensures uninterrupted gameplay after power cuts, addressing the need for improved execution of jackpot anticipation in pachinko games.
Patent Information
- Application Number
- JP2022185137
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-18
- Publication Date
- 2025-09-29
- Estimated Expiration
- 2042-11-18
AI Technical Summary
Existing pachinko gaming machines lack innovative methods to enhance player interest through improved execution of pre-reading effects, which suggest the likelihood of a jackpot in future symbol change games.
The gaming machine incorporates a display means, variation pattern predicting means, and notice control means to execute a continuous notice performance suggesting the possibility of a win over multiple symbol change games, with varying performance content based on fluctuation patterns and the ability to resume operations post-power cut.
This enhances player interest by providing dynamic and engaging pre-reading effects, ensuring continuous gameplay experience even after power interruptions.
Smart Images

Figure 0007745257000001 
Figure 0007745257000002 
Figure 0007745257000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Some pachinko gaming machines, which are a type of gaming machine, are configured to be able to execute a specific effect that suggests the likelihood of a jackpot in a symbol change game that has not yet started and that is stored as reserved memory (see, for example, Patent Document 1). This specific effect is called a pre-reading effect, and by suggesting the likelihood of a jackpot in a symbol change game that will be executed in the future from a stage prior to the symbol change game, the player is made to feel a sense of anticipation that the symbol change game will be a jackpot over multiple symbol change games. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-29726 Summary of the Invention [Problem to be solved by the invention]
[0004] In pachinko gaming machines that are capable of executing such specific effects, it is desirable to increase the interest in the game by further improving the manner in which the specific effects are executed. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is provided with a display means that can display a symbol change game when a gaming ball is detected by a ball entry detection means, and is equipped with: a variation pattern predicting means that identifies a variation pattern that indicates the variation content of a symbol change game whose execution is suspended each time a gaming ball is detected by the ball entry detection means; an output means that outputs a variation pattern specifying command that indicates the variation pattern identified by the variation pattern predicting means; and a notice control means that executes a continuous notice performance that suggests the possibility that the symbol change game whose execution is suspended will be a win over a plurality of symbol change games based on the input variation pattern specifying command, and the notice control means specifies the variation pattern of the symbol change game that is suspended based on the input variation pattern specifying command, and the variation pattern excluding the variation pattern of the symbol change game that is the last of the continuous notice performance is a first variation pattern, and the variation pattern of the symbol change game that is the last of the continuous notice performance is the first variation pattern. In the case of a second fluctuation pattern having a fluctuation time longer than the fluctuation time of the fluctuation pattern, it is decided to execute the continuous notice performance, and the continuous notice performance is executed in the reserved symbol fluctuation game, and the content of the performance during the execution of the symbol fluctuation game based on the first fluctuation pattern can be different between a first situation in which one of the first fluctuation patterns is included in the fluctuation patterns of the plurality of symbol fluctuation games in which the continuous notice performance is executed, and a second situation in which a number of the first fluctuation patterns different from that in the first situation are included in the fluctuation patterns of the plurality of symbol fluctuation games in which the continuous notice performance is executed, and a first type performance and a second type performance can be executed in each of the first situation and the second situation, and the content of the second type performance is taken over in the symbol fluctuation game based on the second fluctuation pattern in both the first situation and the second situation, and the first type performance is executed in both the first situation and the second situation. The execution start timing of Execution of the second type of performance start The gist is that even if the timing can be different and the number of first variation patterns included in the multiple pattern variation games is different, the same content of the performance may be executed during the execution of the continuous preview performance. In the above gaming machine, the power supply to the gaming machine may be cut off during the execution of a pattern change game based on the first change pattern that executes the continuous preview effect, and after the power supply is restored, some elements of the effect may be different in content from before and after the power supply to the gaming machine was cut off. [Effects of the Invention]
[0006] According to the present invention, it is possible to increase interest in games. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a perspective view schematically showing a pachinko gaming machine. [Figure 2] FIG. 2 is a front view schematically showing the game board. [Figure 3] 2 is a block diagram showing the electrical configuration of the pachinko game machine. FIG. [Figure 4] FIG. 10 is a diagram showing a fluctuation pattern. [Figure 5] A diagram showing the conditions under which a pre-reading effect can be executed. [Figure 6] A diagram showing the relationship between the number of miss variations and presentation patterns. [Figure 7] This is a timing chart showing the flow of pre-reading effects based on effect patterns. [Figure 8] This figure shows the soldier number patterns that can be executed during the pre-reading performance. [Figure 9] A diagram showing battle patterns, which are the contents of effects that can be executed during the pre-reading effect. [Figure 10] 10(a) to 10(c) are diagrams showing the manner in which reservation changes occur. DETAILED DESCRIPTION OF THE INVENTION
[0008] An embodiment of a pachinko gaming machine will be described below with reference to FIGS. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.
[0009] As shown in FIG. 1, a pachinko gaming machine 10, which is an example of a gaming machine, includes a frame 11. The frame 11 includes an installation frame for fixing the pachinko gaming machine 10 to an island facility in an amusement parlor, and a mounting frame for mounting various gaming components. The pachinko gaming machine 10 includes a gaming board YB. The gaming board YB is mounted on the frame 11. The pachinko gaming machine 10 also includes a launch handle HD. The launch handle HD is operated to launch a gaming ball into the gaming area YBa. The launch handle HD is, for example, provided on the front side of the mounting frame. The pachinko gaming machine 10 is configured so that the launch strength of the gaming ball can be adjusted by adjusting the amount of rotation of the launch handle HD.
[0010] The pachinko gaming machine 10 is equipped with a decorative lamp LA. The decorative lamp LA is an example of a light-emitting means that produces effects (hereinafter referred to as light-emitting effects) by causing a light-emitting body (not shown) to light up, flash, and turn off. The decorative lamp LA is provided, for example, on the frame 11 or the game board YB. The pachinko gaming machine 10 is equipped with a speaker SP. The speaker SP is an example of an audio means that produces effects (hereinafter referred to as audio effects) that output sounds such as human and animal voices, sound effects, and music. For example, the speaker SP is provided on the frame 11.
[0011] As shown in FIG. 2, the pachinko gaming machine 10 is equipped with a first special symbol display unit 13a and a second special symbol display unit 13b as display units capable of displaying a special symbol changing game (hereinafter referred to as a special game). The special symbol changing game includes a first special symbol changing game (hereinafter referred to as a first special game) and a second special symbol changing game (hereinafter referred to as a second special game). In the special game, predetermined symbols are displayed in a changing manner, and finally, a special symbol is displayed as a fixed, stopped symbol. The special symbol is a symbol for notifying the result of an internal lottery (a special lottery described later). The first special symbol display unit 13a displays the first special game. The second special symbol display unit 13b displays the second special game. In this specification, "changing display" means a state in which the type of displayed symbol changes over time. In this specification, "fixed, stopped display" means a state in which a symbol is fixedly displayed as a stopped symbol, and the type of displayed symbol does not change. Regarding the symbols, the terms "determined stop display" and "derivation" have the same meaning. In this embodiment, the first special symbol display unit 13a and the second special symbol display unit 13b are display means capable of displaying a special game, which is an example of a symbol-changing game.
[0012] In the pachinko gaming machine 10, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed simultaneously in parallel. The special symbols include a jackpot symbol, which is an example of a jackpot display result, and a loss symbol, which is an example of a loss display result. In the pachinko gaming machine 10, when a jackpot is won in a special lottery, a jackpot symbol is derived in the special game, and after the special game for that jackpot is over, a jackpot game is awarded. A jackpot is an example of a win.
[0013] The pachinko gaming machine 10 is equipped with a first special hold display unit 13c and a second special hold display unit 13d that display information that can identify the number of reserved special games. The first special hold display unit 13c displays information that can identify the number of reserved first special games (hereinafter referred to as the first special hold number). The second special hold display unit 13d displays information that can identify the number of reserved second special games (hereinafter referred to as the second special hold number). For example, the upper limit of the first special hold number and the second special hold number is 4.
[0014] The pachinko gaming machine 10 is equipped with a normal symbol display unit 13e. The normal symbol display unit 13e displays a normal game. In the normal game, predetermined symbols are displayed in a variable manner, and finally, a normal symbol is displayed as a fixed, stopped symbol. The normal symbol is a symbol for notifying the result of an internal lottery (a normal lottery described later). The normal symbols include a normal win symbol, which is an example of a normal win display result, and a normal loss symbol, which is an example of a normal loss display result. In the pachinko gaming machine 10, when a normal win is won in the normal lottery, a normal win symbol is derived in the normal game, and after the normal game of the normal win is over, a normal win game is awarded. The pachinko gaming machine 10 is equipped with a normal hold display unit 13f. The normal hold display unit 13f displays information that can identify the number of holds for the normal game.
[0015] A game area YBa, in which game balls, which are an example of game media, flow down, is formed on the front side of the game board YB provided in the pachinko game machine 10. An opening window YBb is formed in the approximate center of the game board YB when viewed from the front. A center frame W with various designs is attached to the opening window YBb.
[0016] The pachinko gaming machine 10 is equipped with an effect display device EH. The effect display device EH has an image display unit GH that can display images. Examples of the image display unit GH include a liquid crystal panel and an organic EL panel. The effect display device EH is attached to the gaming board YB so that the display area of the image display unit GH is visible through the opening window YBb (center frame W) of the gaming board YB when viewed from the front. The effect display device EH is an example of a display means that performs an effect (hereinafter referred to as display effect) that displays images that resemble predetermined characters or letters. In the following description, when the effect display device EH is referred to as "displaying" letters, numbers, symbols, icons, characters, landscapes, etc. as predetermined information (pictures), it means that this information is displayed as an image.
[0017] The effect display device EH displays an effect game as one of the display effects. In the effect game, multiple columns of effect symbols are variably displayed, and finally a combination of effect symbols (hereinafter referred to as a symbol combination) is derived. The effect symbols (decorative symbols) are symbols decorated with characters, patterns, etc., and are symbols for diversifying the display effects. As an example, the effect game of this embodiment is performed by variably displaying (scrolling) the effect symbols of the left, middle, and right symbol columns in a predetermined direction, respectively.
[0018] The effect game starts and ends with the special game. In the effect game, a symbol combination corresponding to the special symbol generated in the special game is generated. When a jackpot symbol is generated in the special game, the effect game generates a jackpot symbol combination. A jackpot symbol combination is a symbol combination in which the same symbol is displayed in all columns, such as "777." When a losing symbol is generated in the special game, the effect game generates a losing symbol combination. An example of a losing symbol combination is a symbol combination in which the symbol in at least some columns is different from the symbol in the other columns, such as "778" or "787." In this specification, a "temporary stop display" refers to a temporary stop state before the symbol is displayed as a fixed stop, such as a fluctuating display. As described above, the pachinko gaming machine 10 includes a special game and an effect game executed in response to the special game.
[0019] In a presentation game, a reach presentation may be executed. The reach presentation is a presentation in which a reach is formed in a presentation game and a predetermined symbol combination is ultimately derived. A reach is a state in which the same presentation symbol is temporarily displayed in a static manner in a plurality of specific symbol columns, and the presentation symbol is continuously displayed in a variable manner in other symbol columns. As an example, in this embodiment, the left and right symbol columns correspond to the specific symbol columns, and the center symbol column corresponds to the other symbol columns.
[0020] The pachinko gaming machine 10 is equipped with a first special start winning port 15. The first special start winning port 15 is always open so that gaming balls can enter the winning port. The pachinko gaming machine 10 is equipped with a first special start sensor SE1 that detects gaming balls that enter the first special start winning port 15 (see FIG. 3). In the pachinko gaming machine 10, when a gaming ball is detected by the first special start sensor SE1, a reservation condition for the first special game may be established, and a payout condition for a predetermined number of prize balls is also established.
[0021] The pachinko gaming machine 10 is equipped with a second special start winning port 16 that opens into the gaming area YBa. The pachinko gaming machine 10 is equipped with a second special start sensor SE2 that detects a gaming ball that has entered the second special start winning port 16 (see FIG. 3). In the pachinko gaming machine 10, when a gaming ball is detected by the second special start sensor SE2, a hold condition for the second special game may be established, and a payout condition for a predetermined number of prize balls is also established. The pachinko gaming machine 10 is equipped with a normal variable member 17 that is operable between an open state in which a gaming ball can enter the second special start winning port 16 and a closed state in which a gaming ball cannot enter the second special start winning port 16. The closed state may be a state in which a gaming ball can enter the second special start winning port 16, but in which it is more difficult to enter than in the open state. The pachinko gaming machine 10 is provided with a normal solenoid SL1 (see FIG. 3) as an example of means for operating the normal variable member 17. The normal variable member 17 is operated to an open state during a normal winning game.
[0022] The pachinko gaming machine 10 is equipped with a special winning opening 18 that opens into the gaming area YBa. The pachinko gaming machine 10 is equipped with a special variable member 19, which is an example of a means that can be moved between an open state in which a gaming ball can enter the special winning opening 18 and a closed state in which a gaming ball cannot enter the special winning opening 18. The closed state may be a state in which a gaming ball can enter the special winning opening 18 but is more difficult to enter than the open state. The pachinko gaming machine 10 is equipped with a special solenoid SL2, an example of a means for operating the special variable member 19 (see FIG. 3). The special variable member 19 is moved to the open state during a jackpot game involving a special symbol. The pachinko gaming machine 10 is equipped with a special winning sensor SE3 that detects a gaming ball that has entered the special winning opening 18 (see FIG. 3). In the pachinko gaming machine 10, when a gaming ball is detected by the special winning sensor SE3, a condition for paying out a predetermined number of prize balls is met.
[0023] The pachinko gaming machine 10 is equipped with a gate 25 through which gaming balls flowing down the gaming area YBa can pass (enter). The pachinko gaming machine 10 is equipped with a normal start sensor SE4 that detects gaming balls passing through the gate 25 (see FIG. 3). The pachinko gaming machine 10 is configured such that, when a gaming ball is detected by the normal start sensor SE4, the reserve condition for the normal game can be met, but the payout condition for prize balls will not be met.
[0024] The pachinko gaming machine 10 has a normal winning opening 26 that opens into the gaming area YBa. The pachinko gaming machine 10 also has a normal winning sensor (not shown) that detects a gaming ball that has entered the normal winning opening 26. In this embodiment, when a gaming ball is detected by the normal winning sensor, a payout condition for a predetermined number of prize balls is met. The pachinko gaming machine 10 may also have a winning opening other than the winning openings 15, 16, 18, and 26. A gaming ball entering a winning opening is referred to as a "winning." The pachinko gaming machine 10 also has an outlet 27. As an example, the outlet 27 opens into the gaming area YBa at the lower end of the gaming area YBa. Of the gaming balls that are shot into the gaming area YBa, those that do not enter any of the winning openings 15, 16, 18, and 26 are ejected to the outside of the machine through the outlet 27.
[0025] As described above, the pachinko gaming machine 10 can adjust the launch strength of the gaming ball by adjusting the rotational operation amount of the launch handle HD. That is, in the pachinko gaming machine 10, the gaming ball can be selectively shot so that it flows down either the left region of the center frame W or the right region of the center frame W. The normal prize opening 26 and the first special start prize opening 15 are formed from the upstream side in the flow path of the gaming ball in the left region. Therefore, in the pachinko gaming machine 10, when a gaming ball is shot so as to flow down the left region of the gaming area YBa (so-called left shot), the gaming ball can enter the first special start prize opening 15 and the normal prize opening 26. The flow path of the gaming ball in the right region is formed from the upstream side in the gate 25, the big prize opening 18, and the second special start prize opening 16. Therefore, when a game ball is shot (so-called right hit) so as to flow down the right area of the game area YBa, the game ball can enter the second special start winning port 16, the large winning port 18, and the gate 25.
[0026] In this embodiment, the performance display device EH, the speaker SP, and the decorative lamp LA are each a performance device capable of executing a performance, and these constitute a performance device group DE, which is an example of a performance execution means. The performance execution means is not limited to including all of the performance display device EH, the speaker SP, and the decorative lamp LA, but may be composed of one or more performance devices that can be arbitrarily selected from these performance devices.
[0027] Next, we will explain about the jackpot. The pachinko gaming machine 10 has multiple types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or multiple types. In this embodiment, they are classified into two types: specific symbols and normal symbols. In the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).
[0028] In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that can identify the start of a jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the jackpot entry port 18 is opened is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the jackpot or when a predetermined upper limit time has elapsed. In a round game, the jackpot entry port 18 is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that can identify the end of a jackpot game. The jackpot game ends as the ending time elapses.
[0029] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 3, the pachinko gaming machine 10 includes a main control board 40 and a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The main control board 40 performs various controls and outputs various control information (control commands). In this embodiment, the main control board 40 corresponds to main control means. The sub-control board 50 controls the performance device group DE, which is an example of performance execution means, by executing various processes related to performance based on the various control information (control commands) output by the main control board 40. In this embodiment, the sub-control board 50 corresponds to sub-control means.
[0030] First, the main control board 40 will be described in detail. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as a main control CPU 42) and a storage unit. The main control CPU 42 executes various processes by executing a main control program. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as a main control ROM 43) from which information can be read but to which information cannot be written, and an RWM area (hereinafter referred to as a main control RWM 44) from which information can be read and written.
[0031] The main control ROM 43 stores judgment values, tables, etc. used for various judgments and lotteries. The main control ROM 43 stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that can specify the fluctuation time from the start to the end of the special game. The fluctuation pattern is information that can specify at least a part of the presentation content (variation content) of the presentation game that is performed during the execution of the special game. The fluctuation patterns include a jackpot fluctuation pattern, a miss reach fluctuation pattern, and a miss fluctuation pattern. The jackpot fluctuation pattern is a fluctuation pattern in which a reach presentation is performed in the presentation game and a jackpot symbol combination is ultimately derived. The miss reach fluctuation pattern is a fluctuation pattern in which a reach presentation is performed in the presentation game and a miss symbol combination is ultimately derived. The miss fluctuation pattern is a fluctuation pattern in which a miss symbol combination is ultimately derived in the presentation game. The miss fluctuation pattern is a fluctuation pattern in which a reach presentation is not performed in the presentation game.
[0032] FIG. 4 illustrates the variation patterns provided in the pachinko gaming machine 10 of this embodiment. The fluctuation patterns include a miss fluctuation pattern HP1, a miss-reach fluctuation pattern HP2, and a jackpot fluctuation pattern HP3. These fluctuation patterns are associated with fluctuation times from the start to the end of the special game. The fluctuation time t1 of the miss fluctuation pattern HP1 is shorter than the fluctuation time t2 of the miss-reach fluctuation pattern HP2 and the fluctuation time t3 of the jackpot fluctuation pattern HP3. In this embodiment, the miss fluctuation pattern HP1 is the first fluctuation pattern, and the miss-reach fluctuation pattern HP2 and the jackpot fluctuation pattern HP3 are second fluctuation patterns with longer fluctuation times than the miss fluctuation pattern HP1. As an example, the fluctuation time t1 is 10 seconds, and the fluctuation times t2 and t3 are 90 seconds.
[0033] The main control RWM 44 can store predetermined information. The main control RWM 44 stores various information that is rewritten depending on the results of processing by the main control CPU 42. For example, the information stored by the main control RWM 44 includes flags, counters, and timers. The microprocessor 41 includes a random number circuit 45 that generates hardware random numbers. The microprocessor 41 may also be capable of generating software random numbers through random number generation processing by the main control CPU 42. Note that the main control CPU 42, main control ROM 43, main control RWM 44, and random number circuit 45 are not limited to being configured on a single chip as the microprocessor 41, and may each be configured separately.
[0034] The main control board 40 is connected to sensors SE1 to SE4. The main control CPU 42 can input detection signals output when sensors SE1 to SE4 detect a gaming ball. The main control board 40 is connected to display units 13a to 13f. The main control CPU 42 can control the display content of display units 13a to 13f. The main control board 40 is connected to solenoids SL1 and SL2. The main control CPU 42 can control the operation of variable members 17 and 19, respectively, by controlling the operation of solenoids SL1 and SL2.
[0035] The sub-control board 50 will now be described in detail. The sub-control board 50 comprises a sub-control CPU 51, a sub-control ROM 52, and a sub-control RWM 53. The sub-control CPU 51 executes a sub-control program to perform various processes related to the effects. The sub-control ROM 52 stores the sub-control program and judgment values used in predetermined lotteries. The sub-control ROM 52 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and audio effect data used for audio effects.
[0036] The sub-control RWM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RWM 53 includes flags, counters, and timers. The sub-control board 50 is configured to be able to generate software random numbers through a random number generation process performed by the sub-control CPU 51. The sub-control board 50 may also be equipped with a random number generation circuit and be able to generate hardware random numbers.
[0037] The sub-control board 50 is connected to the performance display device EH. The sub-control CPU 51 can control the display content of the performance display device EH. The sub-control board 50 is connected to a decorative lamp LA. The sub-control CPU 51 can control the light emission mode of the decorative lamp LA. The sub-control board 50 is connected to a speaker SP. The sub-control CPU 51 can control the output mode of the speaker SP.
[0038] The pachinko gaming machine 10 of this embodiment is equipped with a backup function. The backup function is a function that stores predetermined information including information about games (hereinafter referred to as game information) even if the power supply from an external power source is cut off, and enables recovery based on the various pieces of information when power supply is resumed.
[0039] The pachinko gaming machine 10 is equipped with a backup power supply (not shown). The backup power supply supplies power to the main control board 40 even after the power is cut off. By receiving power from the backup power supply, the main control RWM 44 can retain the contents stored in the main control RWM 44 at the time of power cut even after the power is cut off. The main control RWM 44 serves as a storage means capable of storing backup information. In the pachinko gaming machine 10, a backup function is realized by providing a backup power supply. Note that the main control RWM 44 may be a non-volatile memory that can retain stored contents even when the power supply is stopped, and thus may be able to retain stored information even after the power is cut off.
[0040] The game information to be backed up includes information about special games and information about jackpot games. For example, information about special games is information that can identify the results of a special lottery, information that can identify the fluctuation pattern of a special game, information that can identify the special symbols that are stopped and displayed in a special game, etc. Information about jackpot games is information that can identify the progress of a jackpot game, etc.
[0041] Next, various processes performed by the main control CPU 42 of the main control board 40 will be described. The main control CPU 42 executes a plurality of processes such as a special symbol input process, a special symbol start process, etc. as a timer interrupt process performed at a predetermined cycle (for example, every 4 ms). In this embodiment, the control information (commands) stored in the output buffer are output to the sub-control board 50 by an output process executed as a timer interrupt process.
[0042] First, the special symbol input process will be described. In the special symbol input process, the main control CPU 42 determines whether a gaming ball has entered the first special start winning port 15 based on whether a detection signal has been input from the first special start sensor SE1. When a gaming ball has entered the first special start winning port 15, the main control CPU 42 determines whether the number of first special reserves stored in the main control RWM 44 is less than the upper limit number (4 in this embodiment). When the number of first special reserves is less than the upper limit number, the main control CPU 42 updates the first special reserve number by adding 1. Subsequently, the main control CPU 42 controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. In this way, the reserve condition for the first special game is met when a gaming ball is detected by the first special start sensor SE1 when the number of first special reserves is less than the upper limit number.
[0043] Next, the main control CPU 42 acquires random numbers generated within the microprocessor 41 and stores random number information based on the acquired random numbers in the main control RWM 44. For example, the random numbers may be special winning random numbers used in a special lottery (jackpot lottery), winning symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The main control CPU 42 stores the random number information so that it is possible to identify the random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing the random number information for the first special game in the main control RWM 44, the pachinko gaming machine 10 of this embodiment can suspend the execution of the first special game until the execution conditions for the first special game are met. In this embodiment, the main control CPU 42 and the first special start sensor SE1 function as ball entry detection means for detecting ball entries related to the first special game.
[0044] If a gaming ball has not entered the first special start winning port 15 and if the number of first special reserves is not less than the upper limit number, the main control CPU 42 determines whether the gaming ball has entered the second special start winning port 16 based on whether a detection signal has been input from the second special start sensor SE2. If a gaming ball has entered the second special start winning port 16, the main control CPU 42 determines whether the number of second special reserves stored in the main control RWM 44 is less than the upper limit number (4 in this embodiment). If the number of second special reserves is less than the upper limit number, the main control CPU 42 updates the second special reserve number by adding 1. The main control CPU 42 controls the second special reserve display unit 13d to display information that can identify the updated second special reserve number. In this way, the reserve condition for the second special game is met when a gaming ball is detected by the second special start sensor SE2 when the number of second special reserves is less than the upper limit number.
[0045] Next, the main control CPU 42 acquires random numbers generated within the microprocessor 41 and stores random number information based on the acquired random numbers in the main control RWM 44. The main control CPU 42 stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the second special game in the main control RWM 44, the pachinko gaming machine 10 of this embodiment can suspend the execution of the second special game until the execution conditions for the second special game are met. In this embodiment, the main control CPU 42 and the second special start sensor SE2 function as ball entry detection means for detecting ball entry related to the second special game. When the random number information for the second special game is stored in the main control RWM 44, if a game ball has not entered the second special start winning hole 16 and if the number of second special reserved balls is not less than the upper limit, the main control CPU 42 terminates the special symbol input process.
[0046] In the special symbol input process, the main control CPU 42 performs a command setting process when the random number information for the first special game is stored in the main control RWM 44. The command setting process is a process included in the special symbol input process.
[0047] In the command setting process, the main control CPU 42 determines whether the numerical value corresponding to the acquired special win random number is a jackpot value that will win the jackpot lottery described below, or a losing value that will not win the jackpot lottery. Next, in the case of a jackpot value, the main control CPU 42 identifies a jackpot fluctuation pattern to be selected from the jackpot fluctuation patterns based on the numerical value corresponding to the acquired fluctuation pattern random number. Then, the main control CPU 42 stores a jackpot look-ahead command as a control command in the output buffer based on the identified content. The jackpot look-ahead command can identify information indicating the first special reserved number when the random number was acquired, information indicating that the numerical value corresponding to the acquired special win random number is a jackpot value, and information indicating the jackpot fluctuation pattern selected by the numerical value corresponding to the acquired fluctuation pattern random number.
[0048] On the other hand, in the case of a loss value, the main control CPU 42 identifies a fluctuation pattern to be selected from a group of fluctuation patterns consisting of loss fluctuation patterns and loss-reach fluctuation patterns based on the numerical value corresponding to the acquired fluctuation pattern random number.Then, the main control CPU 42 stores a loss read-ahead command as a control command in the output buffer based on the identified content.The loss read-ahead command can identify information indicating the first special reserved number when the random number was acquired, information indicating that the numerical value corresponding to the acquired special win random number is a loss value, and information indicating the fluctuation pattern selected by the numerical value corresponding to the acquired fluctuation pattern random number.The fluctuation pattern that can be identified from the loss read-ahead command is either a loss fluctuation pattern or a loss-reach fluctuation pattern.
[0049] The jackpot read-ahead command or loss read-ahead command stored in the output buffer is output to the sub-control CPU 51 of the sub-control board 50 in the output process from the next cycle onward. The command setting process of this embodiment is performed for the first special game, not for the second special game. Having set the jackpot read-ahead command or loss read-ahead command, the main control CPU 42 performs processing related to the second special game in the special symbol input process described above. In the following description, when the jackpot read-ahead command and loss read-ahead command are not distinguished, they are referred to as "read-ahead commands." In the command setting process of this embodiment, each time a gaming ball is detected by the main control CPU 42 and the first special start sensor SE1, a fluctuation pattern indicating the fluctuation content (including fluctuation time) of the symbol fluctuation game (first special game) whose execution is suspended is identified. The main control CPU 42 then performs the command setting process, thereby functioning as a fluctuation pattern read-ahead means. In addition, the jackpot pre-read command and the loss pre-read command correspond to fluctuation pattern identification commands that indicate the fluctuation pattern identified in the command setting process, and the main control CPU 42 that outputs the jackpot pre-read command and the loss pre-read command serves as the output means.
[0050] Next, the special symbol start process will be described. In the special symbol start processing, the main control CPU 42 determines whether the conditions for executing a special game are met. The main control CPU 42 makes a positive determination when neither a jackpot game nor a special game is being played, and makes a negative determination when a jackpot game or a special game is being played. If the conditions for executing a special game are not met, the main control CPU 42 ends the special symbol start processing. If the conditions for executing a special game are met, the main control CPU 42 determines whether the second special reserve number is greater than zero. If the second special reserve number is zero, the main control CPU 42 determines whether the first special reserve number is greater than zero.
[0051] If the first special reserved number and the second special reserved number are both zero, the main control CPU 42 determines whether to store the wait command in the output buffer based on the output information stored in the main control RWM 44. The output information is information that can identify whether the wait command has been output. If the main control CPU 42 determines from the output information of the main control RWM 44 that the wait command has been output, it terminates the special pattern start processing without storing the wait command in the output buffer. On the other hand, if the main control CPU 42 determines from the output information of the main control RWM 44 that the wait command has not been output, it stores the wait command in the output buffer. Then, the main control CPU 42 updates the output information of the main control RWM 44 so that it can be identified that the wait command has been output. Thereafter, the main control CPU 42 terminates the special pattern start processing.
[0052] If the first special reserve number is greater than zero, the main control CPU42 performs processing to execute the first special game. Specifically, the main control CPU42 updates the first special reserve number by subtracting 1. The main control CPU42 controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. Next, the main control CPU42 acquires the random number information for the first special game that was stored first from the main control RWM44. Subsequently, the main control CPU42 uses the special winning random number identified from the acquired random number information to conduct a jackpot lottery to determine whether or not a jackpot has been won.
[0053] When a jackpot is won, the main control CPU 42 performs jackpot variation processing. In the jackpot variation processing, the main control CPU 42 performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be derived in the first special game. The main control CPU 42 performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines the jackpot variation pattern. Thereafter, the main control CPU 42 ends the special pattern start processing.
[0054] If a jackpot is not won, the main control CPU 42 performs a loss variation process. In the loss variation process, the main control CPU 42 determines a loss symbol to be derived in the first special game. In the loss variation process, the main control CPU 42 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a loss reach variation pattern with a reach or a loss variation pattern without a reach. Thereafter, the main control CPU 42 ends the special symbol start process. In this embodiment, whether to execute a reach effect in the effect game is determined depending on whether a loss variation pattern or a loss reach variation pattern is determined, but it is also possible to determine whether to execute a reach effect, and determine either a loss reach variation pattern or a loss variation game depending on the determination result.
[0055] If the second special reserved number is greater than zero, the main control CPU 42 performs processing to execute a second special game. The processing to execute a second special game is the processing to execute a first special game, with "first special game" replaced with "second special game" and "first special reserved number" replaced with "second special reserved number", so a detailed explanation thereof will be omitted. In other words, the main control CPU 42 performs subtraction of the second special reserved number, a jackpot lottery, and any variation processing based on the result of the jackpot lottery, and then ends the special symbol start processing.
[0056] The main control CPU 42 stores a fluctuation start command and a special symbol command in an output buffer in the jackpot fluctuation process and the loss fluctuation process. The fluctuation start command is a control command that can specify the fluctuation pattern determined in each fluctuation process and the start of a special game (effect game). The special symbol command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each fluctuation process. The fluctuation start command and the special symbol command are control commands that differ when the fluctuation process of the first special game is executed and when the fluctuation process of the second special game is executed.
[0057] When the special symbol start process is completed, the main control CPU 42 executes a first special game or a second special game through a process separate from the special symbol start process. Specifically, when the main control CPU 42 executes the first special game, it controls the first special symbol display unit 13a to start varying display of predetermined symbols. The main control CPU 42 measures a variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main control CPU 42 controls the first special symbol display unit 13a to derive the special symbol determined in the special symbol start process. Furthermore, when the variation time defined in the variation pattern has elapsed, the main control CPU 42 stores a control command (hereinafter referred to as a variation end command) capable of specifying the end of the special game (effect game) in an output buffer.
[0058] On the other hand, when the main control CPU 42 executes the second special game, it controls the second special symbol display unit 13b to start varying display of predetermined symbols. The main control CPU 42 measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the main control CPU 42 controls the second special symbol display unit 13b to derive the special symbol determined in the special symbol start processing. Furthermore, when the variation time set in the variation pattern has elapsed, the main control CPU 42 stores a variation end command in the output buffer. As described above, the pachinko gaming machine 10 of this embodiment is configured so that a special lottery is held when a gaming ball enters the start hole by the main control CPU 42 executing the special symbol input processing and the special symbol start processing.
[0059] Next, various processes executed by the sub-control CPU 51 of the sub-control board 50 will be described. The sub-control CPU 51 executes the effect game processing. The effect game processing is processing for executing an effect game as one of the display effects related to a special game during execution of the special game. When the sub-control CPU51 inputs a variation start command and a special pattern command, it controls the effect display device EH to execute an effect game corresponding to the special game. Specifically, when the sub-control CPU51 inputs a variation start command, it selects an effect pattern (effect content) for the effect game based on a variation pattern that can be specified from the control command. Furthermore, when the sub-control CPU51 inputs a special pattern command, it determines a pattern combination to be derived in the effect game based on the special pattern that can be specified from the command. If a jackpot pattern can be specified from the special pattern command, the sub-control CPU51 determines a jackpot pattern combination. If a losing pattern can be specified from the special pattern command, the sub-control CPU51 determines a losing pattern combination.
[0060] The sub-control CPU 51 also determines whether the conditions for executing a reach effect are met. As an example, the reach condition is met by determining a jackpot variation pattern or a miss reach variation pattern. When the reach condition is met and a jackpot pattern can be identified from the special pattern command, the sub-control CPU 51 determines the effect patterns that make up the jackpot pattern combination as the reach effect patterns. When the reach condition is met and a miss pattern can be identified from the special pattern command, the sub-control CPU 51 determines a miss pattern combination that includes a reach. When the reach condition is not met and a miss pattern can be identified from the special pattern command, the sub-control CPU 51 determines a miss pattern combination that does not include a reach.
[0061] The sub-control CPU51, upon input of a variation start command, controls the effect display device EH to start varying the display of the effect symbols in each symbol row, thereby starting the effect game. The sub-control CPU51 controls the effect display device EH so that the effect game is played based on the selected effect pattern during the variation time specified in the variation pattern. The sub-control CPU51 can control the effect device group DE to execute various effects during the execution of the effect game. Then, when a predetermined timing arrives after starting the effect game, the sub-control CPU51 temporarily stops the display of the symbol combination, and upon input of a variation end command, causes the symbol combination to be displayed as a fixed, stopped combination. Note that the sub-control CPU51 may also display the fixed, stopped combination upon the passage of the variation time specified in the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted.
[0062] The sub-control CPU51 executes a look-ahead effect setting process separately from the effect game processing. The sub-control CPU51, which controls the look-ahead effect setting process and the execution of the look-ahead effect, serves as a notice control means. The look-ahead effect is an effect that gives the player a sense of anticipation that a specific symbol change game (special game) will result in a jackpot over multiple symbol change games (special games). The look-ahead effect is a type of jackpot notice, and is also called a continuous notice effect because it is performed over multiple symbol change games (special games). Furthermore, the specific special game is the last special game that is the target of the look-ahead effect, and the effect game corresponding to the last special game may be referred to as a target (TG) change. Furthermore, among the special games that are the target of the look-ahead effect, the effect game corresponding to the special game that occurs before the target change may be simply referred to as a change. The sub-control CPU51 executes a look-ahead effect setting process each time a look-ahead command is input. In the look-ahead effect setting process, the sub-control CPU 51 determines whether to execute the look-ahead effect, and if so, the number of special games to be targeted by the look-ahead effect and the content of the effect of the special game corresponding to that number. When the sub-control CPU 51 inputs a look-ahead command, it stores information identified from the input look-ahead command in a memory area of the sub-control RWM 53 corresponding to the first special reserved number that can be identified from the look-ahead command. The information stored here includes information on whether the result is a jackpot or a loss and information on the variation pattern to be selected. Furthermore, each time a variation start command is input and a special game is started, the sub-control RWM 53 matches the contents of the memory area for information identified from the look-ahead command with the execution order of the special games.
[0063] When the sub-control CPU 51 inputs a look-ahead command, it checks whether the setting value of the in-execution flag, which indicates the execution status of the look-ahead effect, is a value indicating that it is being executed or a value indicating that it is not being executed. In this embodiment, if the execution of the look-ahead effect has already been decided or if the look-ahead effect is already being executed at the time the look-ahead command is input, the sub-control CPU 51 does not decide to execute a new look-ahead effect. Therefore, if the setting value of the in-execution flag is a value indicating that it is being executed, the sub-control CPU 51 terminates the look-ahead effect setting process. In the in-execution flag, being executed includes having decided to execute the look-ahead effect. On the other hand, if the setting value of the in-execution flag is a value indicating that it is not being executed, a first condition, which is one of the conditions for executing the look-ahead effect, is met. In the in-execution flag, not being executed includes not having decided to execute the look-ahead effect.
[0064] When the first condition is met, the sub-control CPU51 checks whether the first special reserve number specified by the input look-ahead command is "2" or greater. If the first special reserve number is "2" or greater, the sub-control CPU51 checks whether the combination of the fluctuation pattern of the target fluctuation and the fluctuation pattern of the fluctuation preceding the target fluctuation is a predetermined combination when the target fluctuation is set to the performance game corresponding to the special game based on the currently input look-ahead command. If the combination of fluctuation patterns is a predetermined combination, the second condition, which is one of the conditions for executing the look-ahead performance, is met. On the other hand, if the combination of fluctuation patterns is not a predetermined combination, the second condition is not met. If the second condition is not met, the sub-control CPU51 ends the look-ahead performance setting process without deciding to execute the look-ahead performance.
[0065] Here, the cases where the second condition is met and where the second condition is not met will be described with reference to Figure 5. "TG" in the figure means target fluctuation. In this embodiment, the second condition is met when the target presentation fluctuation pattern is either the miss reach fluctuation pattern HP2 or the jackpot fluctuation pattern HP3, and all fluctuations prior to the target fluctuation are the miss fluctuation pattern HP1.
[0066] Explaining using FIG. 5, when the first special reserved number is "4," if the target fluctuation is either the miss-reach fluctuation pattern HP2 or the jackpot fluctuation pattern HP3, and the fluctuations one to three times before the target fluctuation are miss fluctuation pattern HP1, the second condition is met. When the first special reserved number is "3," if the target fluctuation is either the miss-reach fluctuation pattern HP2 or the jackpot fluctuation pattern HP3, and the fluctuations one and two times before the target fluctuation are miss fluctuation pattern HP1, the second condition is met. When the first special reserved number is "2," if the target fluctuation is either the miss-reach fluctuation pattern HP2 or the jackpot fluctuation pattern HP3, and the fluctuation one time before the target fluctuation is miss fluctuation pattern HP1, the second condition is met. The "○" in the "Yes / No" column in FIG. 5 indicates a case where the second condition is met. As described above, the requirements for the second condition to be met include that the fluctuation pattern excluding the fluctuation pattern of the symbol fluctuation game (special game) that is the last of the look-ahead performance is the miss fluctuation pattern HP1 as the first fluctuation pattern. Also, the requirements for the second condition to be met include that the fluctuation pattern of the symbol fluctuation game (special game) that is the last of the look-ahead performance is either the miss reach fluctuation pattern HP2 or the jackpot fluctuation pattern HP3 as the second fluctuation pattern with a longer fluctuation time than the first fluctuation pattern.
[0067] On the other hand, when the first special reserved number is any one of "2" to "4", if the target fluctuation is either the miss reach fluctuation pattern HP2 or the jackpot fluctuation pattern HP3, but any of the fluctuations before the target fluctuation is either the miss reach fluctuation pattern HP2 or the jackpot fluctuation pattern HP3, the second condition is not met. Also, when the target fluctuation is the miss fluctuation pattern HP1, the second condition is not met regardless of the fluctuation pattern of the fluctuation before the target fluctuation. The "x" shown in the "Yes or No" column in Figure 5 indicates a case where the second condition is not met.
[0068] When both the first and second conditions are met, the sub-control CPU 51 conducts an execution lottery to determine whether or not the pre-reading effect can be executed. The execution lottery is a lottery using random numbers, and the probability of winning the execution lottery is predetermined. In this embodiment, when both the first and second conditions are met and the execution lottery results in an execution lottery result, it is finally determined that the pre-reading effect will be executed. The probability of winning the execution lottery may be the same when the target fluctuation pattern is the miss-lead fluctuation pattern HP2 and when the target fluctuation pattern is the jackpot fluctuation pattern HP3. In other words, in this case, the execution lottery is conducted with the same probability when there is a jackpot and when there is a miss, and the execution lottery is won. Alternatively, the probability of winning the execution lottery may be different when the target fluctuation pattern is the miss-lead fluctuation pattern HP2 and when the target fluctuation pattern is the jackpot fluctuation pattern HP3. As an example, it is preferable to increase the probability of winning the executable result when the target variation pattern is the jackpot variation pattern HP3. The expected jackpot probability due to the appearance of the pre-reading effect can be calculated by the percentage of the pre-reading effect appearing when a jackpot occurs relative to the total percentage obtained by adding together the percentage of the pre-reading effect appearing when a miss occurs and the percentage of the pre-reading effect appearing when a jackpot occurs. In other words, the expected jackpot probability of the pre-reading effect can be increased by increasing the percentage of the pre-reading effect appearing when a jackpot occurs relative to the total percentage. Furthermore, in the execution possibility lottery of the embodiment, the probability of winning the executable result may be the same regardless of the number of first special reserved numbers, but the probability of winning the executable result in the execution possibility lottery may differ depending on the number of first special reserved numbers. As an example, the greater the number of first special reserved numbers, the higher the probability of winning the executable result in the execution possibility lottery. For example, when the number of first special reserved numbers is "3," the probability of winning the executable result in the execution possibility lottery may be increased, making it easier to win the executable result when the upper limit has not been reached.
[0069] If the execution possibility lottery does not result in "possible to execute," the sub-control CPU 51 decides not to execute the pre-reading effect and terminates the pre-reading effect setting process. On the other hand, if the sub-control CPU 51 wins the execution possibility lottery and decides to execute the pre-reading effect, it sets the setting value of the in-execution flag to a value indicating that it is being executed. In addition, the sub-control CPU 51 sets the remaining number of effects in a predetermined memory area defined in the sub-control RWM 53 according to the first special reserved number that can be specified from the pre-reading command that was entered when it was decided that the pre-reading effect could be executed. The remaining number of effects indicates the number of times until the target changes. As an example, when the first special reserved number that can be specified from the pre-reading command is "4," the sub-control CPU 51 sets information indicating "4" to the remaining number of effects. After setting the in-execution flag and the remaining number of effects, the sub-control CPU 51 terminates the pre-reading effect setting process.
[0070] While the look-ahead effect is being executed, i.e., while the executing flag is set to a value indicating that the effect is being executed, the sub-control CPU 51 subtracts 1 from the remaining number of effects each time a variation start command is input, updating the number. In other words, the sub-control CPU 51 subtracts 1 from the remaining number of effects when the special game that is the target of the look-ahead effect starts. Then, when the remaining number of effects becomes "0," i.e., when the sub-control CPU 51 starts target variation, it sets the executing flag to a value indicating that the look-ahead effect is not being executed.
[0071] Next, the contents of the pre-reading effect will be explained. As shown in Figure 6, in this embodiment, there are three types of pre-reading effects. The three types of pre-reading effects have different effects. The contents of the three types of pre-reading effects correspond to the number of miss variations that are executed before the target variation.
[0072] The predictive effect in this embodiment is based on the theme of a battle between one's own army and the enemy army. The target variation is set up so that the final battle between the one's army and the enemy army will take place, and if the jackpot is won, the player will win the final battle, while if the jackpot is not won, the player will lose the final battle.
[0073] The presentation pattern PT1 selected when the number of miss variations is "1" is a content in which the spear unit of the player's army challenges and fights the final battle. The sub-control CPU51 selects presentation pattern PT1 when the first special reserve number that can be specified by the look-ahead command is "2". The presentation pattern PT2 selected when the number of miss variations is "2" is a content in which the musketeer unit of the player's army challenges and fights the final battle. The sub-control CPU51 selects presentation pattern PT2 when the first special reserve number that can be specified by the look-ahead command is "3". The presentation pattern PT3 selected when the number of miss variations is "3" is a content in which the cavalry unit of the player's army challenges and fights the final battle. The sub-control CPU51 selects presentation pattern PT3 when the first special reserve number that can be specified by the look-ahead command is "4". From the above, it can be said that the content of the look-ahead presentation in this embodiment differs depending on the type of soldier of the player's army that appears, such as "spear unit", "musketeer unit", or "cavalry".
[0074] When the sub-control CPU 51 selects one of the effect patterns PT1 to PT3 based on the first special reserved number that can be specified by the look-ahead command, it stores information that can specify the selected effect pattern PT1 to PT3 in a predetermined storage area of the sub-control RWM 53. Then, when the sub-control CPU 51 subtracts 1 from the remaining number of effects in response to the input of the fluctuation start command, and the remaining number of effects becomes "0," it clears the information that can specify the effect pattern PT1 to PT3 that was stored in the predetermined storage area of the sub-control RWM 53. In other words, the sub-control CPU 51 rewrites the predetermined storage area to indicate a state in which none of the effect patterns PT1 to PT3 has been selected.
[0075] Next, the flow of the pre-reading effects executed by the effect patterns PT1, PT2, and PT3 will be described with reference to FIG. First, the predictive effect based on the effect pattern PT1 will be described.
[0076] The predictive performance based on performance pattern PT1 is executed over a total of two fluctuations: one miss fluctuation and one target fluctuation. In the performance game, which is the one miss fluctuation before the target fluctuation, the performance progresses in the following order: Spear troops marching → Spear troops marching → Spear troops attacking. The performance times for each scene of the marching, marching, and attack in performance pattern PT1 are performance time z1 for the marching, performance time z2 for the march, and performance time z3 for the attack. In performance pattern PT1, three performances in different categories, namely, marching, marching, and attacking, are executed using the time of one miss fluctuation.
[0077] The predictive effect based on effect pattern PT2 is executed over a total of three fluctuations, including two miss fluctuations and a target fluctuation. The two miss fluctuations before the target fluctuation are executed in the following order: the musketeer squad marches → the musketeer squad marches → the musketeer squad attacks. The performance times for the marching, marching, and attack scenes in effect pattern PT2 are: the marching performance time z1, the marching performance time z4, and the attack performance time z5. The marching performance time z1 is the same as the marching performance time z1 in effect pattern PT1. The marching performance time z4 is longer than the marching performance time z2 in effect pattern PT1. The marching performance time z4 is set so that the total time, when added to the marching performance time z1, exceeds the fluctuation time t1 of one miss fluctuation. Therefore, in effect pattern PT2, the marching performance is executed across the first and second fluctuations. In other words, in terms of the presentation of the presentation game, the first and second fluctuations are not separated visually and can be seen as continuous. The attack presentation time z5 is longer than the attack presentation time z3 in presentation pattern PT1. Furthermore, the attack presentation time z5 is the time obtained by subtracting the combined time of the march presentation time z1 and the march presentation time z4 from the fluctuation time t1 × 2 (= t1 + t1) of the two miss fluctuations. In presentation pattern PT2, the time of the two miss fluctuations is used to execute three presentations in different categories: march, march, and attack.
[0078] The predictive effect based on effect pattern PT3 is executed over a total of four changes, including three miss changes and a target change. The three miss changes before the target change are effected in the following order: cavalry march → cavalry march → cavalry attack. The performance times for the scenes of march, march, and attack in effect pattern PT3 are: march performance time z1, march performance time z6, and attack performance time z5. The march performance time z1 is the same as the march performance time z1 in effect patterns PT1 and PT2. The march performance time z6 is longer than the march performance times z2 and z4 in effect patterns PT1 and PT2. The march performance time z6 is determined so that the total time when combined with the march performance time z1 exceeds the performance time t1 × 2 of the two miss changes. Therefore, in presentation pattern PT3, the march presentation is executed across the first and second, and second and third variations. In other words, as a presentation game, the first to third variations are not separated visually and can be seen as continuous. The attack presentation time z5 is the same as the attack presentation time z5 in presentation pattern PT2. Furthermore, the attack presentation time z5 is the time obtained by subtracting the combined time of the march presentation time z1 and the march presentation time z6 from the variation time t1×3 (= t1 + t1 + t1) of the three miss variations. In presentation pattern PT3, three different presentations in different categories, namely, marching, and attack, are executed using the time of the three miss variations.
[0079] The marching scene in each of the presentation patterns PT1 to PT3 is a scene in which the commander-in-chief of one's army encourages his troops. The marching scene in each of the presentation patterns PT1 to PT3 is a scene in which the troops head to the battlefield. The attack scene in each of the presentation patterns PT1 to PT3 is a scene in which the troops encounter the enemy army on their way to the battlefield and engage in combat. As mentioned above, in each of the presentation patterns PT1 to PT3, not only do the presentation times for each scene differ, but the types of troops that appear in each scene also differ. For example, in presentation pattern PT1, the troops that appear in the marching, march, and attack scenes are spear troops. For example, in presentation pattern PT2, the troops that appear in the marching, march, and attack scenes are musketeers. For example, in presentation pattern PT3, the troops that appear in the marching, march, and attack scenes are cavalry troops.
[0080] Each target fluctuation in the pre-reading effect based on each effect pattern PT1 to PT3 is a miss reach fluctuation or a jackpot fluctuation. When the target fluctuation is a miss reach fluctuation, the effect time is the fluctuation time t2 of the miss reach fluctuation pattern HP2. When the target fluctuation is a jackpot fluctuation, the effect time is the fluctuation time t3 of the jackpot fluctuation pattern HP3.
[0081] The content of the presentation in each target variation is that troops arriving at the battlefield engage in a final battle with the enemy forces there. In other words, the losing variations before the target variation are a presentation depicting the process of the deployed troops heading to the battlefield, and the target variation continues that process, depicting the final battle with the enemy forces on the battlefield. As a result, the pre-reading presentation of this embodiment is presented as a presentation with a story that progresses continuously from the start of the first variation that is the subject of the pre-reading presentation until the result of the final battle in the target variation, i.e., the lottery result of whether it is a jackpot or a loss, is derived. Note that the pre-reading presentations based on presentation patterns PT1 to PT3 are common in that they have continuity in the presentation itself, but the overall presentation time from the start to the end of the pre-reading presentation varies depending on the number of losing variations included up to the target variation. Furthermore, the pre-reading presentation of this embodiment defines presentation patterns PT1 to PT3 corresponding to the number of losing variations, and the presentation content of the pre-reading presentations of the presentation patterns PT1 to PT3 is different. Specifically, the flow of the presentation is different for the troops that appear as characters in the presentation and for the target change. This allows the player to understand how the presentation will unfold when the pre-reading presentation begins, allowing the player to focus on the change they should pay attention to, that is, the target change.
[0082] In addition, in this embodiment, an element that allows the player to guess the probability of winning a jackpot is included in the process from the start of the pre-reading performance to the derivation of the lottery result by target fluctuation. Below, the factors that allow the probability of a big hit to be estimated will be explained with reference to Figures 8 and 9.
[0083] In this embodiment, a first element and a second element are provided as elements for estimating the probability of a jackpot. The first element is created by associating the number of defeats by the player's army with the expected probability of a jackpot in the "attack" scene that appears in the pre-reading performance of each performance pattern PT1 to PT3. Figure 8 shows the number-of-troops patterns w1 to w3 used by the sub-control CPU 51 in the attack scene. The number-of-troops patterns w1 to w3 correspond to the number of remaining soldiers in the enemy army as a result of the player's army attacking. Number-of-troops pattern w1 is a pattern in which the player's army defeats 300 enemy soldiers out of the initial number of enemy soldiers of 1000, leaving the remaining number of soldiers at 700. Number-of-troops pattern w2 is a pattern in which the player's army defeats 700 enemy soldiers out of the initial number of enemy soldiers of 1000, leaving the remaining number of soldiers at 300. Soldier count pattern w3 is a pattern in which the initial number of enemy soldiers is 1000 and your own army defeats 950 enemy soldiers, leaving you with 50 soldiers remaining.
[0084] When the sub-control CPU 51 determines whether the look-ahead effect can be executed, it performs a soldier pattern lottery to determine soldier pattern w1 to w3. The soldier pattern lottery is performed using random numbers, and the probability of determining each soldier pattern is predetermined. As an example, as shown in FIG. 8, the random numbers are allocated so that the likelihood of a jackpot is higher when the effect is executed with soldier pattern w2 than with soldier pattern w1, and the likelihood of a jackpot is higher when the effect is executed with soldier pattern w3 than with soldier pattern w2. When performing the soldier pattern lottery, the sub-control CPU 51 checks whether the target fluctuation pattern specified by the look-ahead command is a miss-lead fluctuation or a jackpot fluctuation. The timing for determining soldier pattern w1 to w3 may be when it is determined whether the look-ahead effect can be executed, or when the first fluctuation that is the target of the look-ahead effect is started.
[0085] When the sub-control CPU 51 starts the look-ahead effect, it executes an effect based on the soldier count patterns w1 to w3 when the "attack" scene in each of the effect patterns PT1 to PT3 arrives. During the "attack" scene, the image display unit GH displays a battle scene with an enemy army lying in wait to ambush the player's own army, along with a message image such as "700 defeated! 300 remaining" as the battle result. The player can grasp the expected probability of a jackpot from the battle result derived during the "attack" scene. Note that the attack effect may be executed with the same soldier count patterns w1 to w3 even when the look-ahead effect is executed with the effect patterns PT1 to PT3. For example, the attack effect with the soldier count pattern w1 may be executed in any of the following cases: when the look-ahead effect includes one miss variation (effect pattern PT1), two miss variations (effect pattern PT2), or three miss variations (effect pattern PT3). In other words, even if the number of miss variations included in the pre-reading effect is different, the pre-reading effect may be executed with the same content.
[0086] The second element is created by associating the characters of the enemy army who appear in the final battle of the target fluctuation with the expected probability of a jackpot. In other words, the characters of the enemy army who appear in the final battle are the opponents who will face off against your army in the final battle. Figure 9 shows battle patterns y1 to y3 used by the sub-control CPU 51 in the target fluctuation. Battle pattern y1 is a pattern in which an "ashigaru taisho" (foot soldier general) appears as the opponent in the final battle. Battle pattern y2 is a pattern in which a "samurai taisho" (samurai general) appears as the opponent in the final battle. Battle pattern y3 is a pattern in which a "chief general" appears as the opponent in the final battle.
[0087] When the sub-control CPU 51 determines that the look-ahead effect can be executed, it performs a match pattern lottery to determine match patterns y1 to y3. The match pattern lottery is performed using random numbers, and the probability of determining each match pattern is predetermined. As an example, as shown in FIG. 9, the random numbers are allocated so that the likelihood of a jackpot is higher when the effect is executed using match pattern y2 than with match pattern y1, and the likelihood of a jackpot is higher when the effect is executed using match pattern y3 than with match pattern y2. When performing the match pattern lottery, the sub-control CPU 51 checks whether the variation pattern of the target variation specified by the look-ahead command is a reach-to-miss variation or a jackpot variation. The timing for determining match patterns y1 to y3 may be when it is determined that the look-ahead effect can be executed, when the first variation that is the target of the look-ahead effect starts, or when the target variation starts.
[0088] When the sub-control CPU 51 starts the look-ahead performance, it executes performances based on battle patterns y1 to y3 at the timing when target fluctuations occur in each of the performance patterns PT1 to PT3. In the "final battle" scene, the image display unit GH displays a battle scene in which the player's army and the enemy army face each other with their backs to each other's bases, and both sides charge at the signal to start the battle, along with a message image corresponding to "victory" or "defeat" as the outcome of the battle. The opponents corresponding to battle patterns y1 to y3 appear as generals leading the enemy army in the scene in which the player's army and the enemy army face each other. Furthermore, "victory" as the outcome of the battle corresponds to a jackpot, and "defeat" corresponds to a loss. The player can determine the likelihood of winning a jackpot depending on who the general leading the enemy army is in the battle against their own army.
[0089] Here, the control contents executed by the sub-control CPU 51 when a fluctuation start command is input will be described. The control content of the sub-control CPU51 when a variation start command is input differs depending on whether the set value of the in-progress flag indicating the execution status of the look-ahead effect is a value indicating that it is being executed or a value indicating that it is not being executed. If the set value of the in-progress flag when the variation start command is input is a value indicating that the look-ahead effect is being executed, the sub-control CPU51 determines which variation effect game to start among the variations that are the target of the look-ahead effect based on the information that can identify the effect pattern stored in the sub-control RWM53 and the number of remaining effects.
[0090] The sub-control CPU 51 identifies fluctuations for the look-ahead performance based on performance pattern PT1 as follows: The sub-control CPU 51 identifies a fluctuation when the failure fluctuation pattern HP1, performance pattern PT1, and the remaining number of performances is "2" as a failure fluctuation corresponding to the first fluctuation that is the target of the look-ahead performance. The sub-control CPU 51 identifies a fluctuation when the failure reach fluctuation pattern HP2 or the jackpot fluctuation pattern HP3, the performance pattern PT1, and the remaining number of performances is "1" as a target fluctuation corresponding to the second fluctuation that is the target of the look-ahead performance.
[0091] The sub-control CPU 51 identifies fluctuations in the look-ahead performance based on performance pattern PT2 as follows: The sub-control CPU 51 identifies a fluctuation when the failure fluctuation pattern HP1, performance pattern PT2, and the remaining number of performances is "3" as a failure fluctuation corresponding to the first fluctuation that is the target of the look-ahead performance. The sub-control CPU 51 identifies a fluctuation when the failure fluctuation pattern HP1, performance pattern PT2, and the remaining number of performances is "2" as a failure fluctuation corresponding to the second fluctuation that is the target of the look-ahead performance. The sub-control CPU 51 identifies a fluctuation when the failure reach fluctuation pattern HP2 or the jackpot fluctuation pattern HP3, the performance pattern PT2, and the remaining number of performances is "1" as a target fluctuation corresponding to the third fluctuation that is the target of the look-ahead performance.
[0092] The sub-control CPU 51 identifies a variation for the look-ahead effect based on effect pattern PT3 as follows. The sub-control CPU 51 identifies a variation when the miss variation pattern HP1, effect pattern PT3, and the remaining number of effects is "4" as a miss variation corresponding to the first variation that is the target of the look-ahead effect. The sub-control CPU 51 identifies a variation when the miss variation pattern HP1, effect pattern PT3, and the remaining number of effects is "3" as a miss variation corresponding to the third variation that is the target of the look-ahead effect. The sub-control CPU 51 identifies a variation when the miss variation pattern HP1, effect pattern PT3, and the remaining number of effects is "2" as a miss variation corresponding to the third variation that is the target of the look-ahead effect. The sub-control CPU 51 identifies a variation when the miss reach variation pattern HP2 or the jackpot variation pattern HP3, effect pattern PT2, and the remaining number of effects is "1" as a target variation corresponding to the fourth variation that is the target of the look-ahead effect.
[0093] Then, when the sub-control CPU 51 identifies which number of variations has occurred, it executes the performance of each variation based on the performance pattern. 7, when the sub-control CPU51 identifies the first fluctuation based on the effect pattern PT1, it displays an effect game based on the miss fluctuation pattern HP1 on the image display unit GH so as to execute the effect of going into battle → marching → attack in one fluctuation. Then, when the sub-control CPU51 identifies the second fluctuation based on the effect pattern PT1, that is, in the case of a target fluctuation, it displays an effect game based on the miss reach fluctuation pattern HP2 or the jackpot fluctuation pattern HP3 on the image display unit GH so as to execute the effect of the final battle.
[0094] For each variation that is the target of the look-ahead effect, the sub-control CPU 51 starts displaying the variation of the effect symbols upon the start of the effect game, and displays the fixed symbol combination upon the end of the effect game. During the look-ahead effect, the sub-control CPU 51 displays the effect symbols in a small, inconspicuous manner, for example, in the upper right corner of the image display unit GH, for all losing variations and target variations until the final symbol combination is displayed as a fixed symbol combination during the target variation. This makes it difficult to distinguish the breaks between effect games, even when the look-ahead effect is executed across multiple variations, and the effects can be viewed as a series of effects. Meanwhile, the sub-control CPU 51 displays a message image corresponding to the final battle result of "victory" or "defeat" during the target variation, and then temporarily displays the fixed symbol combination, for example, in the upper right corner of the image display unit GH. Thereafter, the sub-control CPU 51 displays the fixed symbol combination in a large, fixed position in the center or approximately the center of the image display unit GH, just as when the look-ahead effect is not being executed, at the time the effect game ends.
[0095] As shown in Fig. 7, when the sub-control CPU 51 identifies the first fluctuation based on the effect pattern PT2, it causes the image display unit GH to display an effect game based on the miss fluctuation pattern HP1 so as to execute the effect of marching → marching → attack for a total of two fluctuations, including the current fluctuation and the next fluctuation. When the sub-control CPU 51 identifies the second fluctuation, it causes the image display unit GH to display the march effect, continuing from the previous fluctuation, and also causes the image display unit GH to display the attack effect at a predetermined timing. Then, when the sub-control CPU 51 identifies the third fluctuation based on the effect pattern PT2, that is, in the case of a target fluctuation, it causes the image display unit GH to display an effect game based on the miss reach fluctuation pattern HP2 or the jackpot fluctuation pattern HP3 so as to execute the effect of the final battle.
[0096] As shown in FIG. 7, when the sub-control CPU 51 identifies the first fluctuation based on the effect pattern PT3, it displays an effect game based on the miss fluctuation pattern HP1 on the image display unit GH so as to execute the effect of marching → marching → attack for a total of three fluctuations, including the first fluctuation and two subsequent fluctuations. When the sub-control CPU 51 identifies the second fluctuation, it displays the march effect on the image display unit GH, continuing from the previous fluctuation. When the sub-control CPU 51 identifies the third fluctuation, it displays the march effect on the image display unit GH, continuing from the previous fluctuation, and also displays the attack effect on the image display unit GH at a predetermined timing. Then, when the sub-control CPU 51 identifies the fourth fluctuation based on the effect pattern PT3, that is, in the case of a target fluctuation, it displays an effect game based on the miss reach fluctuation pattern HP2 or the jackpot fluctuation pattern HP3 on the image display unit GH so as to execute the effect of the final battle.
[0097] As described above, the content of the presentation during the execution of the symbol change game based on the loss change pattern that is the target of the pre-reading presentation differs depending on the number of loss change patterns included in the change patterns of the multiple symbol change games (special games) that are the target of the pre-reading presentation. As shown in FIG. 5, the pre-reading presentation can be executed in a first situation in which the change patterns of the multiple symbol change games that are the target include one loss change pattern HP1, and in a second situation in which a different number of loss change patterns HP1 (in the first embodiment, two or three) are included from the first situation. In this embodiment, as described in FIGS. 6 and 7, the content of the presentation during the execution of the symbol change game based on the loss change pattern HP1 may differ between the first situation and the second situation. For example, in the first situation, based on the presentation pattern PT1, the player's own spear unit challenges the final battle, and a single loss change executes presentations of marching, marching, and attacking. As an example, in the second situation, based on the presentation pattern PT2, the player's own musketeers engage in the final battle, and two miss variations are performed to display the march, march, and attack. In the two miss variations in this case, the content of the display may differ between the first miss variation (marching and marching) and the second miss variation (marching and attack), as described in FIG. 7. Also, as an example, in the second situation, based on the presentation pattern PT3, the player's own cavalry engages in the final battle, and three miss variations are performed to display the march, march, and attack. In the three miss variations in this case, the content of the display may differ between the first miss variation (marching and marching), the second miss variation (marching), and the third miss variation (marching and attack), as described in FIG. 7. Also, in the target variation that is the target of the look-ahead display, a display that inherits the content of the miss variation executed immediately before is executed. In this embodiment, a performance of the process of heading to the battlefield for the final battle is realized in a failure change, and a performance of the troops arriving at the battlefield and fighting in the final battle is realized in a target change. Note that the performance (the performance of the final battle) after one or more failure changes and handing over to the target change is a performance that cannot be executed in a failure change before the target change.
[0098] On the other hand, if the setting value of the execution flag when the variation start command is input is a value indicating that the pre-reading effect is not being executed, the sub-control CPU 51 executes an effect game according to an effect pattern used for a normal effect other than effect patterns PT1 to PT3. In an effect game with a normal miss effect corresponding to miss variation pattern HP1, the effect symbols in the left, center, and right pattern columns start to change, and then the change display stops in a predetermined order, thereby deriving a losing symbol combination. In an effect game with a normal miss reach effect corresponding to miss reach variation pattern HP2, a reach is formed by the same effect symbols temporarily stopping to be displayed in a predetermined column (for example, the two columns on the left and right) after each effect symbol starts to change. Subsequently, in an effect game with a normal miss reach effect, after the reach is formed, a losing symbol combination is finally derived in the reach effect. In an effect game with a normal jackpot effect corresponding to jackpot variation pattern HP3, a reach is formed in the same way as in the normal miss reach effect, and then a jackpot symbol combination is finally derived in the reach effect. The type of effect pattern that forms a reach is arbitrary, and there is no difference between a miss reach effect and a normal jackpot effect.
[0099] In this embodiment, the reach effects in the normal miss reach effects and normal jackpot effects are content in which a warlord from one's own army faces off against the bandit leader. If a jackpot is won, the warlord wins the battle, but if a jackpot is not won and the battle is lost, the reach effects are executed so that the warlord from one's own army is defeated. In the reach effects, multiple warlords can appear as the warlords from one's own army who face off against the bandit leader, and different jackpot expectations can be assigned to each warlord by setting the probability of selection of the warlord from one's own army who appears depending on whether the battle is a jackpot or a miss.
[0100] Incidentally, the power supply to the pachinko gaming machine 10 may be cut off due to an unexpected event such as a power outage. After the power supply is cut off, the pachinko gaming machine 10 can be operated again by restoring the power supply. The pachinko gaming machine 10 of this embodiment is provided with a backup power supply that supplies power to the main control board 40 even after the power supply is cut off. Therefore, when the power supply is resumed without initializing the main control RWM 44, the pachinko gaming machine 10 can be restored based on the stored contents (backup information) of the main control RWM 44.
[0101] Below, we will explain the control content when the power supply to the pachinko game machine 10 is cut off while a losing variation that is the subject of a pre-reading performance is being executed, and then when the power supply is restored, the machine returns to the performance game related to the losing variation that was being executed at the time of the cut-off.
[0102] When the main control CPU 42 is to be restored without initializing the main control RWM 44, the power supply is started, and the main control CPU 42 executes a power restoration process. During the power restoration process, the main control CPU 42 stores a power restoration command in an output buffer, which can identify restoration based on the backup information. The sub-control CPU 51, which inputs the power restoration command, executes a process related to the power restoration. For example, the sub-control CPU 51 performs processes such as control to notify the user by display, audio, or the like that restoration has occurred due to power restoration, and settings required for restoration before power was cut off. Note that power is not supplied to the sub-control board 50 from the backup power source. Therefore, the contents stored in the sub-control RWM 53 are not maintained after power is cut off.
[0103] The sub-control CPU 51 will return to the effect game related to the losing variation that was being executed when the power was cut off, but it does not have the information related to the effect game. In other words, the information is not backed up. Therefore, until the variation start command for the next special game is input, the display content of the image display unit GH will be the predetermined display content. As an example, the background of the image display unit GH will be displayed as a black background image, and a notification image such as "Restoring" will be displayed to notify that the game is being restored.
[0104] After recovery, when the sub-control CPU 51 inputs a fluctuation start command, it executes an effect game based on the fluctuation pattern identified by the fluctuation start command. For example, when the sub-control CPU 51 inputs a fluctuation start command capable of identifying a miss fluctuation pattern HP1, if the setting value of the in-progress flag indicates that a pre-reading effect is not being executed, it executes an effect game with a normal miss effect. For example, when the sub-control CPU 51 inputs a fluctuation start command capable of identifying a miss-lead fluctuation pattern HP2, if the setting value of the in-progress flag indicates that a pre-reading effect is not being executed, it executes an effect game with a normal miss-lead effect. For example, when the sub-control CPU 51 inputs a fluctuation start command capable of identifying a jackpot fluctuation pattern HP3, if the setting value of the in-progress flag indicates that a pre-reading effect is not being executed, it executes an effect game with a normal jackpot effect. In other words, in this embodiment, since the sub-control CPU 51 does not store information indicating that a pre-reading effect was being executed when power was restored, the effect is executed in a manner different from the effect that would have been executed if the power supply had not been interrupted. In addition, after power is restored, the main control CPU 42 can output a look-ahead command when a new winning occurs at the first special start winning port 15 after power is restored.
[0105] Next, referring to Figure 10, we will explain the hold change effect related to the pre-reading effect. As shown in FIG. 10(a), the image display unit GH displays an effect game that variably displays effect symbols as indicated by the white arrow in the figure, and also displays an execution image H0 relating to the effect game currently being executed and reserved images H1-H4 relating to the number of effect games corresponding to the reserved special games. The reserved images H1-H4 correspond to the reserved memory number, and when the reserved memory number is "1", the reserved image H1 is displayed. When the reserved memory number is "2", reserved images H1 and H2 are displayed, and when the reserved memory number is "3", reserved images H1-H3 are displayed, and when the reserved memory number is "4", reserved images H1-H4 are displayed. FIG. 10(a) shows the image display unit GH when the reserved memory number is "3", and reserved images H1-H3 are displayed on the image display unit GH.
[0106] 10(a), when a new win occurs in the first special start winning port 15, the main control CPU 42 outputs a look-ahead command, and the sub-control CPU 51 inputs a look-ahead command. If the setting value of the execution flag is a value indicating that the execution is not in progress, the sub-control CPU 51 determines whether or not to execute the look-ahead performance based on the input look-ahead command.
[0107] As shown in Fig. 10(b), when the sub-control CPU 51 determines whether to execute the look-ahead effect, it displays the reserved image H4 in a normal display mode. On the other hand, as shown in Fig. 10(c), when the sub-control CPU 51 determines whether to execute the look-ahead effect, it displays the reserved image H4 in a special display mode that is different from the normal display mode. In other words, it displays it in a way that distinguishes it from the other reserved images H1 to H3. This notifies the user that it has been determined that the look-ahead effect can be executed, and that, of the reserved effect games, the effect game corresponding to the reserved image displayed in the special display mode is an effect game that corresponds to target variation.
[0108] After the look-ahead effect begins, the display position of the reserved image corresponding to the target change changes each time the target change for that look-ahead effect ends and the reserved amount is consumed. For example, as shown in FIG. 10(c), if reserved image H4 is indicated as the target change, when the currently running effect game ends and the reserved amount is consumed, reserved image H3 is displayed next in a special display mode. Furthermore, when the target change begins, execution image H0 is displayed in a special display mode. The special display mode of reserved images H1 to H4 and the special display mode of execution image H0 may be the same or different. Furthermore, multiple types of special display modes may be provided, and the special display mode may change as the target change approaches, i.e., as the reserved amount is consumed. Furthermore, multiple types of special display modes may be associated with the expected degree of victory in the final battle of the target change, and a predetermined reserved image may be displayed in a special display mode corresponding to the expected degree when a prize is won, or the special display mode may change as the target change approaches, i.e., as the reserved amount is consumed. The frequency of the change of the special display mode may be all the changes up to the target change, or a part of the changes up to the target change. Also, the change of the special display mode may occur in the execution image H0, in which case it may be changed only in the execution image H0, or it may be changed in addition to the change in the reserved image.
[0109] Therefore, according to this embodiment, the following effects can be obtained. (1) As a result of predicting the variation patterns of all special games that are the target of the predictive effect, if the variation pattern of the special game corresponding to the target variation and the variation patterns of all special games that occur before the target variation are a predetermined combination, it is possible to determine whether the predictive effect can be executed. Therefore, when the predictive effect is executed, it can be executed as designed by the designer without any sense of incongruity or delay. In other words, it can be recognized by the player as a continuous predictive effect. By making efforts to devise the execution mode of the predictive effect in this way, it is possible to increase the interest in the game.
[0110] (2) In addition, the pre-reading effect can be executed as a continuous effect at a predetermined time and with predetermined content according to the number of pending special games. Therefore, the pre-reading effect itself is executed within the predetermined rules, and it is possible to realize an effect that does not drag on or run out of time.
[0111] (3) It is assumed that the fluctuation executed before the target fluctuation is a miss fluctuation, and the content of the effect for the miss fluctuation is different depending on whether one miss fluctuation is included or two or more miss fluctuations are included. This makes it possible to realize a look-ahead effect that varies in appearance depending on the number of miss fluctuations included in the look-ahead effect. As a result, it is possible to increase the variety of look-ahead effects. Therefore, it is possible to increase the interest in the game.
[0112] (4) In the embodiment, the target fluctuation can be grasped from the contents of the look-ahead effect, so that the player can know which fluctuation is the target fluctuation and what points to pay attention to in the look-ahead effect.
[0113] (5) When there are multiple miss variations before a target variation, the content of the effects during these miss variations may be different. This eliminates the impression that each miss variation is a separate effect, and instead creates a strong impression that the effect is a continuous one.
[0114] (6) Even if the number of miss variations executed before the target variation is different, the same effect may be executed during the pre-reading effect. Therefore, the variation of the pre-reading effect can be increased compared to when the content of the entire pre-reading effect differs due to the number of miss variations. In addition, by executing the same effect, it is possible to eliminate the sense of superiority or inferiority of the jackpot expectation due to the difference in number, and whether the entire pre-reading effect time is short or long, it is possible to obtain the same expectation of the jackpot.
[0115] (7) When a target changes, an effect is executed that takes over the content of the miss change executed before the target change. In this case, the effect executed in the target change is an effect that is not executed in the miss change. This makes it possible to strongly feel that the predictive effect is a continuous effect. In addition, the process leading up to the target change can also be entertaining.
[0116] (8) If the power supply is interrupted and then restored during the execution of a losing variation among the variations that are the target of the predictive effect, the subsequent target variation will be executed in a manner different from the variation that would have been executed if the power supply had not been interrupted. Therefore, when the predictive effect is configured as a continuous variation, it is possible to prevent the variation from feeling unnatural, such as a partial loss of the variation due to a power supply interruption. In other words, after the power supply is restored, the player can be given the impression that a different variation will be executed, and the player can enjoy that variation.
[0117] The above-described embodiment can be modified as follows: The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
[0118] The sub-control board 50 may be provided with a backup function. In this case, information related to the look-ahead effect remains in the sub-control RWM 53 when power is restored. For this reason, if the power supply is cut off due to a miss fluctuation during the look-ahead effect, and then restored, the effect that was scheduled to be executed if the power supply had not been cut off during the target fluctuation may be executed. Alternatively, when the sub-control CPU 51 inputs a power restoration command, if it determines that a look-ahead effect was being executed before the power supply was cut off, the sub-control CPU 51 may execute an effect dedicated to power restoration during the target fluctuation.
[0119] If the power supply is interrupted during the execution of a failure variation that is the target of a pre-reading effect and then the failure variation is restored, the resulting failure variation may have a different effect from the effect that was being executed or planned before the power supply was interrupted. For example, in a performance featuring a "spear unit," a "musketeer unit," or a "cavalry unit," some aspects, such as the type of equipment or the number of soldiers in the unit, may be different before and after the power supply was interrupted. For example, the entire content may be different, such as by introducing a unit completely different from the "spear unit," "musketeer unit," or "cavalry unit" (e.g., a ninja unit or a cannon unit). Furthermore, when power is restored, the target variation may also have a different effect from the effect that was planned before the power supply was interrupted. For example, a completely different general may appear and a final battle may be waged. For example, instead of an effect in which a different general appears and a final battle is waged, other effects (e.g., a preview effect such as a pseudo-continuous effect or a step-up effect, or a premium effect) may be used.
[0120] The pachinko gaming machine 10 may be equipped with a probability variation function that varies the jackpot probability to a higher probability, a ball entry assistance function that assists game balls in entering the second special start winning slot 16, and a time reduction function that shortens the variation time of the special game. The gaming state of the pachinko gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions. As an example, the pachinko gaming machine 10 has a normal state in which the probability variation function, ball entry assistance function, and time reduction function are all inoperative. As an example, the pachinko gaming machine 10 has a first advantageous state in which the probability variation function, ball entry assistance function, and time reduction function are all inoperative. As an example, the pachinko gaming machine 10 has a second advantageous state in which the probability variation function is inoperative, but the ball entry assistance function and time reduction function are inoperative. In a pachinko game machine 10 having these game states, the predictive performance of the embodiment may be executed in any one of the game states of the normal state, the first advantageous state, and the second advantageous state, or may be executed in a plurality of game states that are any combination of these game states.
[0121] The pachinko gaming machine 10 may be configured to be more advantageous when a gaming ball enters the second special start winning hole 16 than when a gaming ball enters the first special start winning hole 15. As an example, an advantageous configuration may be one in which more balls are won in one jackpot game.
[0122] The pachinko gaming machine 10 may be configured so that the probability of winning the regular lottery is higher when the machine is in the first advantageous state or the second advantageous state than when the machine is in the normal state. The pachinko gaming machine 10 may be configured so that the probability of winning the regular lottery is higher when the machine is in the first advantageous state or the second advantageous state than when the machine is in the normal state.
[0123] In a configuration in which the second special game is executed with priority over the first special game, as in the pachinko gaming machine 10 of the embodiment, if a game ball enters the second special start winning slot 16 while the look-ahead effect is being executed, the second special game will be executed in an interrupting manner, even if the look-ahead effect is being executed. If such an irregular event occurs, the sub-control CPU 51 may suspend the execution of the look-ahead effect while the second special game is being executed. Alternatively, the sub-control CPU 51 may cancel the look-ahead effect that would have been executed in the first special game midway due to the execution of the second special game. Alternatively, the sub-control CPU 51 may execute a special effect in the effect game corresponding to the second special game, so that the player does not feel uncomfortable about the interruption of the look-ahead effect.
[0124] The pachinko gaming machine 10 may have more types of variation patterns. As an example, it may be provided with multiple loss variation patterns with different variation times. All of the multiple loss variation patterns may be used as the first variation pattern to determine whether or not to execute the look-ahead performance, or one or more of the multiple loss variation patterns may be used as the first variation pattern to determine whether or not to execute the look-ahead performance. When a look-ahead performance is executed using a loss variation pattern with a different performance time as the first variation pattern, even if the number of loss variations leading up to the target variation is the same, the time until the target variation is reached may change. This allows for an increase in the variety of look-ahead performance.
[0125] In each variation that is the target of the pre-reading effect, various jackpot notices may be executed. Alternatively, an operation effect may be executed in which the operation button provided in the pachinko gaming machine 10 is operated, and the content of the pre-reading effect may be branched depending on whether or not the operation button is operated.
[0126] The pre-reading effect is performed by displaying an image on the image display unit GH, but it may also be performed as a hold change effect that causes some kind of change to the hold images H1 to H4. Also, the pre-reading effect may be performed by adding an effect that changes the execution image H0 to the hold change effect.
[0127] While the predictive effects in the embodiment are based on the theme of a battle between the player's army and the enemy army, the theme may be changed as desired. For example, a theme of treasure hunting, a theme of solving a mystery, or the like can be used to create a continuous predictive effect by creating a storyline involving the target change and the changes leading up to that change.
[0128] The pachinko gaming machine 10 of the embodiment is developed with an effect similar to the pre-reading effect, but may also be provided with an effect that does not move to the next stage, so-called a false effect. The pachinko gaming machine 10 may be a circulation type pachinko gaming machine in which gaming balls are circulated inside the machine. In this case, the balls held by the player may be electronically managed in the pachinko gaming machine 10.
[0129] The functions of the main control board 40 may be divided among multiple boards. The main control board 40 may be composed of multiple CPUs mounted on a single board. The functions of the sub-control board 50 may be divided among multiple boards. For example, the pachinko gaming machine 10 may be equipped with a display board that exclusively controls the effect display device EH, a lamp board that exclusively controls the decorative lamp LA, and an audio board that exclusively controls the speaker SP, and may further be equipped with a master board that comprehensively controls these boards. Furthermore, the sub-control CPU 51 may be composed of multiple CPUs mounted on a single board.
[0130] Next, the technical ideas that can be understood from the above-described embodiment and modified examples will be additionally described below. (A) A gaming machine equipped with a display means capable of displaying a symbol change game when a gaming ball is detected by a ball-entering detection means, the gaming machine is provided with: a variation pattern predictor means for specifying a variation pattern indicating the variation content of a symbol change game whose execution is suspended each time a gaming ball is detected by the ball-entering detection means; an output means for outputting a variation pattern specifying command indicating the variation pattern specified by the variation pattern predictor means; and a notice control means for executing a continuous notice performance that suggests the possibility that the symbol change game whose execution is suspended will be a win over multiple symbol change games based on the input variation pattern specifying command, and the notice control means specifies the variation patterns of all the symbol change games that are suspended based on the input variation pattern specifying command, and outputs the last of the continuous notice performances. When the fluctuation pattern excluding the fluctuation pattern of the pattern fluctuation game is a first fluctuation pattern and the fluctuation pattern of the pattern fluctuation game that is the last in the continuous preview performance is a second fluctuation pattern with a fluctuation time longer than the fluctuation time of the first fluctuation pattern, it is decided to execute the continuous preview performance and the continuous preview performance is executed in the reserved pattern fluctuation game, and the content of the performance during the execution of the pattern fluctuation game based on the first fluctuation pattern can differ between a first situation in which one of the first fluctuation patterns is included in the fluctuation patterns of the multiple pattern fluctuation games that are the subject of the continuous preview performance, and a second situation in which a different number of first fluctuation patterns from the first situation are included in the fluctuation patterns of the multiple pattern fluctuation games that are the subject of the continuous preview performance.
[0131] (b) A gaming machine equipped with a display means capable of displaying a symbol change game when a gaming ball is detected by a ball-entering detection means, the gaming machine comprising: a variation pattern predicting means for predicting a variation pattern indicating the variation content of a symbol change game whose execution is suspended each time a gaming ball is detected by the ball-entering detection means; an output means for outputting a variation pattern specifying command indicating the variation pattern specified by the variation pattern predicting means; and a notice control means for executing a continuous notice performance that suggests the possibility that the symbol change game whose execution is suspended will be a win over a plurality of symbol change games based on the input variation pattern specifying command, wherein the notice control means specifies the variation patterns of all symbol change games that are suspended based on the input variation pattern specifying command, and determines that the variation pattern other than the variation pattern of the symbol change game that is the last of the continuous notice performance is a first variation pattern. When the fluctuation pattern of the pattern change game that is the last in the continuous preview performance is a second fluctuation pattern having a longer fluctuation time than the fluctuation time of the first fluctuation pattern, the execution of the continuous preview performance is decided, and the continuous preview performance is executed in the reserved pattern change game, and the content of the performance during the execution of the pattern change game based on the first fluctuation pattern may differ between a first situation in which one of the first fluctuation patterns is included in the fluctuation patterns of the multiple pattern change games that are the subject of the continuous preview performance, and a second situation in which the fluctuation patterns of the multiple pattern change games that are the subject of the continuous preview performance include a different number of first fluctuation patterns from the first situation, and the content of the performance during the execution of the pattern change game based on the first fluctuation pattern included in the fluctuation patterns of the multiple pattern change games in the second situation may differ.
[0132] (c) A gaming machine equipped with a display means capable of displaying a symbol change game when a gaming ball is detected by a ball-entering detection means, the gaming machine comprising: a variation pattern predicting means for predicting a variation pattern indicating the variation content of a symbol change game whose execution is suspended each time a gaming ball is detected by the ball-entering detection means; an output means for outputting a variation pattern specifying command indicating the variation pattern specified by the variation pattern predicting means; and a notice control means for executing a continuous notice performance that suggests the possibility that the symbol change game whose execution is suspended will be a hit over multiple symbol change games based on the input variation pattern specifying command, wherein the notice control means specifies the variation patterns of all symbol change games that are suspended based on the input variation pattern specifying command, and determines that the variation patterns other than the variation pattern of the symbol change game that is the last of the continuous notice performance are a first variation pattern, and that the variation pattern of the symbol change game that is the last of the continuous notice performance is a first variation pattern. If the second variation pattern has a variation time longer than the variation time, it decides to execute the continuous preview performance, and executes the continuous preview performance in the reserved pattern variation game, and the content of the performance during the execution of the pattern variation game based on the first variation pattern may differ between a first situation in which one of the first variation patterns is included in the variation patterns of the multiple pattern variation games that are the target of the continuous preview performance, and a second situation in which a number of the first variation patterns different from the first situation are included in the variation patterns of the multiple pattern variation games that are the target of the continuous preview performance, and in the pattern variation game based on the second variation pattern that is the target of the continuous preview performance, a performance is executed that takes over the content of the performance during the execution of the pattern variation game based on the first variation pattern that is executed immediately before, and the performance after the takeover is a performance that cannot be executed in the pattern variation game based on the first variation pattern that is the target of the continuous preview performance.
[0133] (ii) When the multiple pattern change games that are the subject of the continuous preview performance include multiple first change patterns, the pattern change game based on the first change pattern that is executed next to the pattern change game based on the first change pattern that is executed first is executed with content that inherits the content of the previous pattern change game, as described in the technical idea (iii).
[0134] (e) A gaming machine equipped with a display means capable of displaying a symbol change game when a gaming ball is detected by a ball-entering detection means, the gaming machine comprising: a variation pattern predicting means for predicting a variation pattern indicating the variation content of a symbol change game whose execution is suspended each time a gaming ball is detected by the ball-entering detection means; an output means for outputting a variation pattern specifying command indicating the variation pattern specified by the variation pattern predicting means; and a notice control means for executing a continuous notice performance that suggests the possibility of the symbol change game whose execution is suspended becoming a win over a plurality of symbol change games based on the input variation pattern specifying command, wherein the notice control means specifies the variation patterns of all symbol change games that are suspended based on the input variation pattern specifying command, and determines that the variation patterns excluding the variation pattern of the symbol change game that is the last of the continuous notice performance are a first variation pattern, and that the variation pattern of the symbol change game that is the last of the continuous notice performance is a variation pattern of the first variation pattern. a second variation pattern having a variation time longer than the predetermined time, the execution of the continuous preview performance is decided, and the continuous preview performance is executed in the reserved pattern variation game, and the content of the performance during the execution of the pattern variation game based on the first variation pattern may differ between a first situation in which one of the first variation patterns is included in the variation patterns of the multiple pattern variation games that are the subject of the continuous preview performance, and a second situation in which a number of the first variation patterns that differ from the first situation are included in the variation patterns of the multiple pattern variation games that are the subject of the continuous preview performance, and when the power supply to the gaming machine is cut off during the execution of the pattern variation game based on the first variation pattern that is the subject of the continuous preview performance and then returns to the pattern variation game, the performance is executed in a manner different from the content of the performance that would be executed if the power supply to the gaming machine was not cut off during the execution of the pattern variation game based on the second variation pattern that is executed after the pattern variation game. [Explanation of symbols]
[0135] 10... Pachinko gaming machine 13a... First special symbol display unit 13b... Second special symbol display unit 40... Main control board 40a... Main control CPU 50... Sub-control board 50a... Sub-control CPU SE1... First special start sensor SE2... Second special start sensor EH... Performance display device GH... Image display unit HP1 to HP3... Variation pattern PT1 to PT3... Performance pattern t1 to t3... Variation time
Claims
1. In a gaming machine having a display means capable of displaying a symbol variation game when a gaming ball is detected by a ball entry detection means, A variation pattern pre-reading means for specifying a variation pattern indicating the variation content of the symbol variation game whose execution is suspended each time the game ball is detected by the ball-entry detecting means; an output means for outputting a fluctuation pattern specifying command indicating the fluctuation pattern specified by the fluctuation pattern pre-reading means; and a notice control means for executing a continuous notice effect that suggests the possibility that the symbol variation game whose execution is suspended will be a winning game over a plurality of symbol variation games based on the inputted variation pattern specifying command, The advance notice control means Identify the variation pattern of the reserved symbol variation game by the input variation pattern identification command, When a variation pattern other than the variation pattern of the symbol variation game that is the last of the continuous notice performances is a first variation pattern, and the variation pattern of the symbol variation game that is the last of the continuous notice performances is a second variation pattern having a variation time longer than the variation time of the first variation pattern, it is determined to execute the continuous notice performances, and the continuous notice performances are executed in the reserved symbol variation games, The content of the presentation during the execution of the pattern change game based on the first variation pattern can be different between a first situation in which one of the first variation patterns is included in the variation patterns of the multiple pattern change games that execute the continuous preview presentation, and a second situation in which a number of the first variation patterns that is different from that in the first situation is included in the variation patterns of the multiple pattern change games that execute the continuous preview presentation, In the case of the first situation and the case of the second situation, a first type of effect and a second type of effect can be executed, In either the first situation or the second situation, the content of the second type of performance is taken over in the symbol variation game based on the second variation pattern, In the case of the first situation and the case of the second situation, the execution start timing of the first type of effect may be the same, and the execution start timing of the second type of effect may be different, In this gaming machine, even if the number of the first variation patterns included in the plurality of symbol variation games is different, the same content of the performance may be executed during the execution of the continuous notice performance.
2. A gaming machine as described in claim 1, in which the power supply to the gaming machine is cut off during the execution of a pattern change game based on the first change pattern that executes the continuous preview effect, and after the power supply to the gaming machine is restored, some elements of the effect have different content before and after the power supply to the gaming machine was cut off.
Citation Information
Patent Citations
Pinball game machine
JP2002239154A
Game machine
JP2004223236A
Game machine
JP2011019578A
Game machine
JP2012213600A
Game machine
JP2015029726A