gaming machines
The gaming machine uses overlapping and size-changing number displays on performance symbols to enhance presentation effects, addressing the need for innovative visual engagement.
Patent Information
- Application Number
- JP2021160173
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-09-29
- Publication Date
- 2025-10-17
- Estimated Expiration
- 2041-09-29
AI Technical Summary
Existing gaming machines lack innovative presentation effects that provide a novel impression and enhance player engagement beyond traditional variable displays.
The gaming machine employs a mechanism where performance symbols are displayed with overlapping number displays, with parts of the number display appearing in reduced size behind or in front of performance images, creating a unique visual effect when stopped.
This approach enhances the presentation effect by providing a novel impression and ensuring clear visibility of number displays without obstruction, improving overall player engagement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In the past, as a gaming machine of this type, when a gaming ball enters a start area (start winning hole) provided in the gaming area, a lottery for a jackpot is held to determine whether or not a special game advantageous to the player can be executed, and a variable presentation mode for announcing the result of the lottery for a jackpot is determined, and the variable presentation mode is executed in the determined mode. In addition, in the variable presentation mode, a variable presentation of a presentation pattern having a number-shaped number display portion is generally performed, and the result of the lottery for a jackpot is announced by the stopped display mode of the presentation pattern. In recent years, in order to enhance the presentation effect of the changing display of the presentation pattern, a presentation pattern has been provided that is configured to display a specified character image in addition to the above-mentioned number display section, and the changing display is performed using the presentation pattern (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-000942 Summary of the Invention [Problem to be solved by the invention]
[0004] Although the effect of the presentation can be improved by implementing variable displays using the presentation patterns described above and can heighten the interest of players, in recent years, as presentations have become more diverse, there has been a demand for further improvements in the presentation effect.
[0005] Therefore, the present invention has been made in view of the above-mentioned circumstances, and aims to provide a gaming machine capable of executing variable displays using presentation patterns that give a novel impression and can improve the presentation effect. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention is configured as follows.
[0007] (1) The present invention is a gaming machine capable of executing the variable display and the stop display of a plurality of performance symbols used in a variable display that suggests the result of a predetermined lottery, and capable of displaying a performance image corresponding to each performance symbol, wherein the plurality of performance symbols have a number display portion that is a number-shaped display area, the performance symbols are displayed variable in a predetermined manner and can be displayed so as to be visible from a predetermined timing during the variable display, and the performance image is not displayed variable in the predetermined manner and can be displayed so as to be visible from a timing different from the predetermined timing, Before any of the effect patterns is stopped and displayed, a predetermined action is displayed by the effect image on the front side of the effect pattern, and after the action display is performed, the effect image is displayed on the back side of the effect pattern, When the performance pattern is stopped and displayed, at least a part of the number display part of the performance pattern Other images different from the above Behind the staged image other From the state where it is displayed overlapping with the production image, the number display part of the production pattern is displayed in a reduced size so that the size of this overlapping part becomes smaller, and then the number display part of the production pattern is displayed in a reduced size. other In front of the staged image other It is characterized by being displayed superimposed on the performance image.
[0008] According to the gaming machine of the present invention, when any of the performance symbols is displayed in a stopped state, at least a part of the number display part of the performance symbol is displayed overlapping the performance image on the rear side of the performance image, and then this overlapping part is displayed in a reduced size, and then the number display part of the performance symbol is displayed overlapping the performance image on the front side of the performance image, so that the stopped display of the above-mentioned performance symbol gives a novel impression and makes it possible to improve the performance effect of the stopped display of the performance symbol. Furthermore, since the number display portion of the above-mentioned performance pattern is displayed stopped and overlapping the above-mentioned performance image in front of the above-mentioned performance image, when the performance pattern is displayed stopped and overlapping the number display portion of the performance pattern, the player can reliably see the number display portion without it being obstructed by the above-mentioned performance image. [Effects of the Invention]
[0010] According to the present invention, it is possible to provide a gaming machine capable of performing variable displays using presentation symbols that give a novel impression and improve presentation effects. [Brief explanation of the drawings]
[0011] [Figure 1] FIG. 1 is an external perspective view of a pachinko machine. [Figure 2] FIG. 1 is an external perspective view of a pachinko machine with the front door open. [Figure 3] FIG. 2 is a schematic front view of the game board of a pachinko machine. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 5] FIG. 1 is an explanatory diagram of a random number determination table for determining a jackpot in a pachinko machine. [Figure 6] FIG. 1 is an explanatory diagram of a winning symbol random number determination table for a pachinko machine. [Figure 7] FIG. 10 is an explanatory diagram of a reach group determination random number judgment table for a pachinko machine. [Figure 8] FIG. 10 is an explanatory diagram of a reach mode determination random number judgment table for a pachinko machine. [Figure 9] FIG. 10 is an explanatory diagram of a reach mode determination random number judgment table for a pachinko machine. [Figure 10] FIG. 10 is an explanatory diagram of a variation pattern lottery table for a pachinko machine. [Figure 11] FIG. 10 is an explanatory diagram of a variable time determination table for a pachinko machine. [Figure 12] FIG. 1 is an explanatory diagram of a special electric device operating table for a pachinko machine. [Figure 13] FIG. 10 is an explanatory diagram of a game status setting table for a pachinko machine. [Figure 14] FIG. 1 is an explanatory diagram of a random number determination table for determining a win in a pachinko machine. [Figure 15] FIG. 10 is an explanatory diagram of a normal symbol variation pattern determination table for a pachinko machine. [Figure 16] An explanatory diagram of the second start winning slot opening control table of a pachinko machine. [Figure 17] 10 is a flowchart showing an outline of the main processing in the main control board of the pachinko machine. [Figure 18] 10 is a flowchart showing an outline of timer interrupt processing in the main control board of a pachinko machine. [Figure 19] 10 is a flowchart showing an outline of the processing performed when a sensor detects something in the main control board of a pachinko machine. [Figure 20] 10 is a flowchart showing an outline of the processing performed when a gate is detected in the main control board of a pachinko machine. [Figure 21] This is a flowchart showing an outline of the processing when the first start winning slot is detected in the main control board of a pachinko machine. [Figure 22] This is a flowchart showing an outline of the processing when the second start winning port is detected in the main control board of a pachinko machine. [Figure 23] This is a flowchart showing an outline of the special chart-related control processing in the main control board of a pachinko machine. [Figure 24] 10 is a flowchart showing an outline of the special symbol variation start processing in the main control board of a pachinko machine. [Figure 25] 10 is a flowchart showing an outline of the variable presentation pattern determination process in the main control board of a pachinko machine. [Figure 26] 10 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of a pachinko machine. [Figure 27] 10 is a flowchart showing an outline of post-stop processing in the main control board of a pachinko machine. [Figure 28] 10 is a flowchart showing an outline of the special game control processing in the main control board of the pachinko machine. [Figure 29]10 is a flowchart showing an outline of the special game ending process in the main control board of a pachinko machine. [Figure 30] 10 is a flowchart showing an outline of the general map-related control processing in the main control board of a pachinko machine. [Figure 31] 10 is a flowchart showing an outline of the normal pattern variation start processing in the main control board of a pachinko machine. [Figure 32] 10 is a flowchart showing an outline of the normal pattern variation stop processing in the main control board of a pachinko machine. [Figure 33] 10 is a flowchart showing an outline of the processing after the normal symbol stops on the main control board of a pachinko machine. [Figure 34] 10 is a flowchart showing an outline of a movable piece control process in a main control board of a pachinko machine. [Figure 35] FIG. 10 is a diagram showing an example of the variable presentation of a pachinko machine. [Figure 36] A figure showing an example of the manner in which the display of the presentation symbols changes in the first presentation mode of a pachinko machine. [Figure 37] A figure showing an example of the manner in which the display of the presentation symbols changes in the first presentation mode of a pachinko machine. [Figure 38] A figure showing an example of the manner in which the display of the presentation symbols changes in the second presentation mode of a pachinko machine. [Figure 39] A figure showing an example of the manner in which the display of the presentation symbols changes in the second presentation mode of a pachinko machine. [Figure 40] A figure showing an example of the manner in which the display of the presentation symbols changes in the second presentation mode of a pachinko machine. [Figure 41] A figure showing an example of the manner in which the display of the presentation symbols changes in the second presentation mode of a pachinko machine. [Figure 42] A figure showing an example of the manner in which the display of the changing presentation symbols is displayed in the third presentation mode of a pachinko machine. [Figure 43] A figure showing an example of the manner in which the display of the changing presentation symbols is displayed in the third presentation mode of a pachinko machine. [Figure 44]A figure showing an example of the manner in which the display of the changing presentation symbols is displayed in the third presentation mode of a pachinko machine. [Figure 45] A figure showing an example of the manner in which the display of the changing presentation symbols is displayed in the third presentation mode of a pachinko machine. [Figure 46] A figure showing an example of the manner in which the display of the changing presentation symbols is displayed in the third presentation mode of a pachinko machine. [Figure 47] A figure showing an example of the manner in which the display of the changing presentation symbols is displayed in the third presentation mode of a pachinko machine. DETAILED DESCRIPTION OF THE INVENTION
[0012] Preferred embodiments of the present invention will now be described with reference to the drawings. (External configuration of pachinko machine P) The gaming machine according to this embodiment is a pachinko machine P that uses gaming balls as a gaming medium. Although not shown in the figure, in an amusement parlor where the pachinko machines P are installed, a plurality of pachinko machines P are arranged side by side in an installation area for gaming machines called an island, and a gaming ball lending device for lending the gaming balls is installed adjacent to each pachinko machine P. Furthermore, each pachinko machine P is connected to a corresponding gaming ball lending device R. The game ball lending device R can accept the insertion of bills and a storage medium (card) that stores the value information required for lending game balls. After inserting a bill (or a card) into the game ball lending device R, a player can receive game balls from the game ball lending device R by performing a predetermined operation on the pachinko machine P.
[0013] As shown in Figure 1 or Figure 2, the pachinko machine P of this embodiment comprises a machine frame 1 which is a rectangular frame body fixed to an island and has a hollow portion (not specifically shown), a main body frame 2 which is a rectangular frame body attached to the machine frame 1 by a hinge mechanism (not specifically shown) so as to be able to open and close freely, and which also has a hollow portion (not specifically shown), and a front door 3 which is attached to the main body frame 2 by a hinge mechanism (not specifically shown) so as to be able to open and close freely, and which has an opening (not specifically shown) formed on the front.
[0014] As shown in Fig. 2, a speaker serving as an audio output device 10 is provided at the lower left of the machine frame 1. A game board 11 for forming a game area 12 is housed in the hollow portion of the main body frame 2. The front door 3 is provided with a transparent plate 4 covering the opening, an upper tray 6 and a receiving tray 7 located below the transparent plate 4 and capable of receiving game balls, an operating handle 5 attached to the right of the receiving tray 7 for operating to launch the game balls, and two speakers serving as audio output devices 10 attached to the upper left and right of the transparent plate 4, one each.
[0015] In this pachinko machine P, when the main body frame 2 is closed against the machine casing 1 and the front door 3 is closed, the transparent plate 4 is positioned in front of the game board 11 with a gap between them. This allows the game board 11 located behind to be viewed through the transparent plate 4.
[0016] In addition, the upper tray 6 is configured to guide game balls dispensed by the game ball dispenser R and prize balls paid out from the pachinko machine P. The upper tray 6 is capable of holding a predetermined number of game balls, but when the upper tray 6 is full of game balls, game balls to be dispensed or paid out thereafter are guided to the receiving tray 7. In addition, although not specifically shown, the bottom surface of the receiving tray 7 is provided with a discharge hole for discharging the stored game balls and an opening / closing plate that can open and close the discharge hole. Normally, the discharge hole is closed by the opening / closing plate, but by moving an opening / closing lever 8 (see Figure 1) attached integrally with the opening / closing plate in the horizontal direction, the opening / closing plate also moves in the same direction, opening the discharge hole. This allows the game balls to fall through the discharge hole and be discharged out of the receiving tray 7.
[0017] The operating handle 5 is also formed so that the player can rotate it in a predetermined direction. When the player rotates the operating handle 5, the game balls held in the upper tray 6 are sent to a launching device (not shown), and the launching device launches the game balls toward the play area 12 with a strength that corresponds to the rotation angle of the operating handle 5. The game balls thus launched are guided upward by a pair of rails 13a, 13b fixed to the game board 11, and reach the play area 12.
[0018] Here, the game area 12 is a portion of the space formed between the game board 11 and the transparent plate 4 when the main frame 2 and the front door 3 are closed to the machine frame 1, which is partitioned into an approximately circular shape by a pair of rails 13a, 13b fixed to the game board 11, and is an area where game balls can flow down. As shown in FIG. 3, the game area 12 is composed of a first game area 12a, which is the area on the left side as seen from the player facing the pachinko machine P, and a second game area 12b, which is the area on the right side as seen from the player facing the pachinko machine P. The possibility of a game ball entering these two game areas 12 differs depending on the firing strength of the launching device. Specifically, when the firing strength of the launching device is less than a predetermined strength (a strength that prevents the game ball launched by the launching device from reaching the highest point in the game area 12), the game ball enters the first game area 12a. On the other hand, when the firing strength of the launching device is greater than or equal to a predetermined strength (a strength that allows the game ball launched by the launching device to reach the highest point in the game area 12), the game ball enters the second game area 12b.
[0019] Also, within this game area 12, as shown in Figure 3, there are provided a windmill and numerous nails to make the flow direction of the game balls irregular, a general winning opening 14 through which game balls can enter, a first starting winning opening 15 and a second starting winning opening 16 as starting areas, a gate 20 through which game balls can pass, an attacker device 17 that activates when certain conditions are met, an outlet 19 that guides game balls out of the game area 12, and a performance display device 21 that acts as a performance device to produce performances as the game progresses.
[0020] As shown in Figure 3, the general winning opening 14 is located at the lower left side of the game area 12, and when a game ball enters the general winning opening 14, a predetermined number of prize balls (five in this embodiment) are paid out. The number and location of the general winning slots 14 are not particularly limited.
[0021] As shown in Fig. 3, the first start winning opening 15 is located slightly below the center of the game area 12. Game balls flowing down the first game area 12a can enter this first start winning opening 15, but game balls flowing down the second game area 12b are almost unable to enter. In contrast, the second start winning opening 16 is located to the right of the center of the game area 12 (i.e., within the second game area 12b), as shown in Fig. 3. Game balls flowing down the second game area 12b can enter this second start winning opening 16, but game balls flowing down the first game area 12a are almost unable to enter.
[0022] 3, the second start winning opening 16 is provided with a movable piece 16b (a normal electric device) that can be opened and closed. When the movable piece 16b is closed, the second start winning opening 16 is in a closed state, and it is impossible or difficult for a game ball to enter the second start winning opening 16. On the other hand, when the movable piece 16b is opened, the second start winning opening 16 is in an open state, and this movable piece 16b functions as a guide member that guides the game ball toward the second start winning opening 16, making it easier for the game ball to enter the second start winning opening 16. Furthermore, the configuration of this movable piece 16b is not particularly limited, and may be configured, for example, as a pair of blade members that rotate left and right around an axis perpendicular to the game board 11 to open and close the second start winning opening 16, or a lid member that rotates back and forth around a horizontal axis to open and close the second start winning opening 16, or as a shutter member that slides up and down to open and close the second start winning opening 16. The installation locations of the first start winning opening 15 and the second start winning opening 16 are not particularly limited, and for example, the first start winning opening 15 and the second start winning opening 16 may be placed in a position that makes it easy for game balls flowing down either game area 12 (first game area 12a, second game area 12b) to enter.
[0023] When a game ball enters the first start winning slot 15 or the second start winning slot 16, a prize ball is paid out and a lottery is held to determine one special symbol from a plurality of predetermined special symbols. Each special symbol is associated with various game benefits, and depending on the type of special symbol determined, the player can obtain game benefits such as the execution of a special game advantageous to the player or the setting of a predetermined game state. The number of prize balls paid out based on the entry of a game ball into the first start winning opening 15 or the second start winning opening 16 is not particularly limited as long as it is one or more, and may be any number. Also, the number of prize balls may be the same or different between the start winning opening with the movable piece 16b (second start winning opening 16) and the start winning opening without the movable piece 16b (first start winning opening 15).
[0024] As shown in Figure 3, the gate 20 is provided above the second start winning opening 16. When a gaming ball passes through this gate 20, a lottery for a normal symbol, which will be described later, is held. If the result of the lottery is a win, the movable piece 16b provided in the second start winning opening 16 is opened for a predetermined time.
[0025] 3, the attacker device 17 is provided below the second start winning opening 16. This attacker device 17 is equipped with a large winning opening 18 into which game balls can enter, and an opening / closing door 18b that opens and closes the large winning opening 18. Normally, the opening / closing door 18b is closed and the large winning opening 18 is closed, so game balls cannot enter the large winning opening 18, but when the above-mentioned special game is played, the opening / closing door 18b opens and the large winning opening 18 is opened, and the opening / closing door 18b functions as a receiving member that guides game balls to the large winning opening 18, making it possible for game balls to enter the large winning opening 18. When a gaming ball enters the big winning hole 18, a predetermined number of prize balls (15 in this embodiment) are paid out. Also, as shown in Figure 3, game balls flowing down the second game area 12b can enter this big prize opening 18, but game balls flowing down the first game area 12a cannot enter it. In this way, game balls flowing down the first game area 12a can enter the first start winning hole 15, and game balls flowing down the second game area 12b can pass through the gate 20, enter the second start winning hole 16, and enter the large winning hole 18.
[0026] 3, the outlet 19 is provided at the bottom of the game area 12 and receives game balls that have not entered any of the general winning hole 14, the first starting winning hole 15, the second starting winning hole 16, and the big winning hole 18. The game balls received in the outlet 19 are then guided to the back side of the game board 11 and collected.
[0027] As shown in Fig. 3, the effect display device 21 is provided in approximately the center of the play area 12. In the pachinko machine P according to this embodiment, a liquid crystal display device is used as this effect display device 21. The effect display device 21 is provided with a display unit 21a for displaying images such as moving images and still images, and in addition to displaying a background image, the display unit 21a displays effect symbols 50 (dummy symbols) in a variable manner, and a variable effect is performed that suggests to the player the result of the jackpot lottery, which will be described later, depending on the stop display mode of each effect symbol 50. The performance display device 21 is not limited to a liquid crystal display device, but may be, for example, a drum-type display device that uses multiple drums with patterns on the outer periphery to display various types of information.
[0028] The pachinko machine P of this embodiment is equipped with, as a performance device, a performance display device 21, as well as a speaker as the above-mentioned audio output device 10, and a lamp (see Figure 1) as a performance lighting device 23 that produces performance by emitting light in various colors and lighting patterns. In addition, a performance operation device 9 is provided in front of the upper tray 6, which can be operated by the player to progress or switch the performances executed during play or standby. In this embodiment, the performance operation device 9 is composed of an operation dial 9a, which is a circular ring-shaped frame that can be rotated, and an operation button 9b that is fitted into the operation dial 9a and can be pressed. When a predetermined performance is being executed in the performance display device 21, rotating the operation dial 9a or pressing the operation button 9b will progress the predetermined performance or switch to a different performance. The effect operation device 9 is not limited to the operation dial 9a and the operation button 9b, but may be provided with a cross key or the like that allows input in the up, down, left, and right directions. In addition to providing the effect operation device 9 such as the operation dial 9a and the operation button 9b, the above-mentioned cross key may be provided separately.
[0029] Also, as shown in Figure 3, in the lower right part of the game board 11 and outside the game area 12, there are provided a first special pattern display device 30, a second special pattern display device 31, a first special pattern reserve display device 38, a second special pattern reserve display device 39, a normal pattern display device 32 and a normal pattern reserve display device 33 as devices for displaying various statuses of the game.
[0030] As described above, the pachinko machine P according to this embodiment is electrically connected to the game ball lending device R, and operations for the game ball lending device R, such as lending game balls and discharging cards, can be accepted by the pachinko machine P. For this reason, the pachinko machine P is provided with a value information display device 35 that displays value information (balance information) stored in the card, a ball lending button 36 that can be pressed, and a card return button 37 that can be pressed, as shown in Fig. 1 .
[0031] (Configuration of control means of pachinko machine P) Next, a control means for controlling the game and effects of the pachinko machine P will be described. The above-mentioned control means is composed of various control boards, and specifically, as shown in Figure 4, it includes a main control board 100 that controls the basic game operations of the pachinko machine P, a launch / payout control board 200 that controls the launch of game balls and the payout of prize balls, a sub-control board 300 that controls various presentations, and a game ball lending control board 400 that relays operations to the game ball lending device R.
[0032] As shown in FIG. 4, the main control board 100 is connected to a launch / payout control board 200 and a sub-control board 300, and the launch / payout control board 200 is connected to a game ball lending control board 400. Furthermore, an external information terminal board 500 is connected to the main control board 100 and the launch and payout control board 200 for outputting various information regarding the progress of the game to an external device outside the pachinko machine P (for example, to a hall computer in an amusement parlor, etc.). In the pachinko machine P of this embodiment, as described above, the launch / payout control board 200 controls both the launch of game balls and the payout of prize balls, but a board that controls the launch of game balls (launch control board) and a board that controls the payout of prize balls (payout control board) may be provided separately.
[0033] Although not specifically shown, a power supply board is connected to each board provided in the pachinko machine P according to this embodiment. This power supply board is provided with a backup power supply, and when the voltage value of the power supplied to the pachinko machine P falls below a predetermined value, it is determined that a power interruption has occurred and a power interruption signal is output to the main control board 100.
[0034] The main control board 100 controls the games played on the pachinko machine P, and specifically controls the special game that starts when the game ball enters the first start winning port 15 or the second start winning port 16, and the regular game that starts when the game ball passes through the gate 20. As shown in Figure 4, this main control board 100 is equipped with a main CPU 101 that performs various calculation processes, a main ROM 102 that stores control programs for progressing the game and data and tables necessary for the game, and a main RAM 103 that is used as a temporary storage area during calculation processes. Then, based on signals from each detection sensor and timer described later, the main CPU 101 reads out a control program stored in the main ROM 102 and performs arithmetic processing, as well as controls various devices connected to the main CPU 101 and sends commands to other boards based on the results of the arithmetic processing.
[0035] 4, the main control board 100 is connected to a general prize opening detection sensor 14a that detects when a game ball enters the general prize opening 14, a first start prize opening detection sensor 15a that detects when a game ball enters the first start prize opening 15, a second start prize opening detection sensor 16a that detects when a game ball enters the second start prize opening 16, a special prize opening detection sensor 18a that detects when a game ball enters the special prize opening 18, a gate detection sensor 20a that detects when a game ball passes through the gate 20, and a fraud detection sensor 35 that detects magnetic fields and radio waves directed at the game board 11 and vibrations caused by shaking the game board 11. The detection signals output from each of these detection sensors are input to the main control board 100.
[0036] Furthermore, the main control board 100 is connected to the following devices to be controlled: a start winning port solenoid 16c that drives the movable piece 16b of the second start winning port 16 to open and close; a large winning port solenoid 18c that drives the opening and closing door 18b of the large winning port 18 to open and close; a first special pattern display device 30; a second special pattern display device 31; a normal pattern display device 32; a first special pattern reserve display device 38; a second special pattern reserve display device 39; and a normal pattern reserve display device 33. The main control board 100 drives each solenoid to control the opening and closing of the second start winning opening 16 and the large winning opening 18, and also controls the display of each display device.
[0037] Although not specifically shown, the launch and payout control board 200, like the main control board 100, is equipped with a CPU, ROM, and RAM, and is connected to the main control board 100 so as to be able to communicate bidirectionally.
[0038] 4, the firing / payout control board 200 is connected with devices for controlling the firing of game balls, including a touch sensor 5a that detects when a player touches the operating handle 5, an operation volume 5b that detects the operating angle (rotation angle) of the operating handle 5, a firing stop switch 5c that stops the firing of game balls, a ball feed solenoid 60 that sends game balls received in the upper tray 6 to a firing device (not shown), and a firing motor 61 that fires game balls. Control signals output from the touch sensor 5a, the operation volume 5b, and the firing stop switch 5c are input to the firing / payout control board 200.
[0039] When a control signal from the touch sensor 5a and the operation volume 5b is input to the firing / payout control board 200, the ball feed solenoid 60 and the firing motor 61 are energized to fire the game balls. On the other hand, when a control signal from the firing stop switch 5c is input to the firing / payout control board 200, the ball feed solenoid 60 and the firing motor 61 are de-energized to stop the firing of the game balls. It should be noted that a rotary solenoid may be used instead of the launch motor 61 as a device for launching the game balls.
[0040] 4, the launch payout control board 200 is connected to a payout motor 62 that pays out game balls stored in a game ball storage unit (not specifically shown) as prize balls, and a payout counting switch 63 that detects and counts the paid-out game balls, as devices for controlling the payout of game balls. When the launch payout control board 200 receives a payout number command transmitted from the main control board 100, the launch payout control board 200 controls the payout motor 62 to pay out a predetermined number of game balls (prize balls) based on the payout number command. At this time, the number of paid-out game balls is counted by the payout counting switch 63, making it possible to determine whether the predetermined number of game balls (prize balls) have been paid out.
[0041] Furthermore, as shown in Figure 4, the shooting and dispensing control board 200 is connected to a front door open detection sensor 3a that detects the open state of the front door 3 and a tray full detection sensor 7a that detects the full state of the tray 7.
[0042] When the front door open detection sensor 3a detects that the front door 3 is open, it outputs an open detection signal to the shooting and dispensing control board 200, and the open detection signal is output continuously while the front door 3 is open. When the open detection signal is input, the shooting and dispensing control board 200 sends a door open command to the main control board 100. On the other hand, when the input of the open detection signal stops, it determines that the front door 3 is closed and sends a door close command to the main control board 100.
[0043] The tray full detection sensor 7a is provided at a predetermined position on the tray 7. When the tray 7 is filled with a predetermined number of game balls to be paid out as prize balls, the stored game balls reach the predetermined position, and a detection signal is output to the launch / payout control board 200. While the stored game balls are at the predetermined position, the detection signal is continuously output to the launch / payout control board 200. When the detection signal is continuously input for a predetermined period of time, the launch / payout control board 200 determines that the tray 7 is full and sends a tray full command to the main control board 100. In contrast, when the continuous input of the detection signal to the launch / payout control board 200 ceases, the launch / payout control board 200 determines that the tray 7 is no longer full, and sends a tray full reset command to the main control board 100.
[0044] In addition, in this embodiment, as described above, the launch / payout control board 200 is connected to a game ball lending control board 400 that relays operations to the game ball lending device R. In other words, in the pachinko machine P according to this embodiment, the launch / payout control board 200 is connected to the game ball lending device R via the game ball lending control board 400. Also, as shown in Figure 4, the launch and payout control board 200 is connected to a value information display device 35, a ball lending switch 36a that detects the pressing operation of the ball lending button 36, and a card return switch 37a that detects the pressing operation of the card return button 37 via a game ball lending control board 400.
[0045] When the ball lending button 36 is pressed, a detection signal output from the ball lending switch 36a is input to the launching and dispensing control board 200, and the launching and dispensing control board 200 transmits a lending request signal requesting the lending of game balls to the game ball lending device R. Then, when the game ball lending device R receives the lending request signal, the game ball lending device R performs a process of subtracting predetermined value information from the stored value information, and controls the dispensing of the number of game balls corresponding to the subtracted value information. When the card return button 37 is pressed, a detection signal output from the card return switch 37a is input to the launch / payout control board 200, and the launch / payout control board 200 transmits a return request signal requesting the return of the card to the game ball lending device R. When the game ball lending device R receives the return request signal, the game ball lending device R is controlled to dispense the card.
[0046] The sub-control board 300 controls the effects that are executed during play, standby, etc. As shown in Figure 4, this sub-control board 300 is equipped with a sub-CPU 301 that performs various calculation processes, a sub-ROM 302 that stores control programs for executing performances, data and tables necessary for executing performances, and a sub-RAM 303 that is used as a temporary storage area during calculation processes, and is connected so as to enable one-way communication from the main control board 100 to the sub-control board 300.
[0047] In addition, based on commands sent from the main control board 100 and signals from the timer, the sub-CPU 301 reads out the control program stored in the sub-ROM 302 and performs arithmetic processing, and sends commands for executing performances to an image control board (not specifically shown) for controlling image display, an audio control board (not specifically shown) for controlling audio output, and an electric lighting control board (not specifically shown) for controlling the lighting on and off. In the pachinko machine P of this embodiment, as described above, the audio control board and the lighting control board are provided separately, but it is also possible to provide a single board (audio and lighting control board) that combines the functions of these boards, and to use this board to control both audio output and lighting.
[0048] The sub-control board 300 is also connected to the performance display device 21 via an image control board, and to the audio output device 10 via an audio control board. The sub-control board 300 is also connected to the performance lighting device 23 via an illumination control board, a rotation operation detection sensor 9c that detects the rotation operation of the operation dial 9a, and a press operation detection sensor 9d that detects the press operation of the operation button 9b.
[0049] Although not specifically shown, the image control board is equipped with a CPU, ROM, RAM, VRAM, etc. The ROM of this image control board stores a large amount of image data for the performance symbols 50 displayed on the performance display device 21, backgrounds, and predetermined images used in various performances (for example, cut-in images and development performance images in variable performances). Then, based on commands sent from the sub-control board 300, the CPU controls the image display by the performance display device 21 by storing the image data read from the ROM in the VRAM. For example, when a variable performance is executed, the sub-CPU 301 of the sub-control board 300 determines the execution mode of the variable performance (the type of performance symbol 50 to be stopped and displayed, the types of images to be displayed during the variable performance, etc.) according to the result of the lottery for a jackpot, executes the variable performance according to the execution mode determined, and transmits a command (hereinafter referred to as a variable performance execution command) to the image control board for stopping and displaying the performance symbol 50. Then, based on the variable performance execution command transmitted from the sub-control board 300, the CPU of the image control board reads out image data stored in the ROM of the image control board and stores it in VRAM, whereby an image based on the image data is played and the variable performance is executed. The image data described above may be stored in the sub-ROM 302 of the sub-control board 300, rather than being stored in the ROM of the image control board. When various images are to be displayed on the performance display device 21, the sub-control board 300 may transmit corresponding image data to the image control board, and the received image data may be stored in VRAM, thereby controlling the image display by the performance display device 21.
[0050] Although not specifically shown, the audio control board includes a sound ROM, a decoder, an output interface, a CPU, RAM, a timer counter, and the like. The sound ROM stores sound data for the audio and background music (BGM) (hereinafter referred to as audio, etc.) output from the audio output device 10. When a command transmitted by the sub-CPU 301 of the sub-control board 300 is received, the decoder reads and decodes the sound data corresponding to the received command from the sound ROM. This decoder has a predetermined number of channels (40 in this embodiment) for outputting audio, etc., and is capable of independently and simultaneously outputting a predetermined number of types of audio, etc. In addition, in the pachinko machine P according to this embodiment, each type of audio, etc. output in various effects is pre-assigned a channel to be used for outputting the audio, etc. As a result, the audio, etc. is output via the pre-assigned channel. The decoded sound data in each channel of the decoder is converted into analog data, and based on this analog data, a predetermined audio is output from the audio output device 10 via the output interface.
[0051] The illumination control board controls the lighting by the illumination effect device 23 based on commands from the sub-control board 300. In addition, when a rotation operation detection signal output from the rotation operation detection sensor 9c based on the rotation operation of the operation dial 9a or a pressing operation detection signal output from the pressing operation detection sensor 9d based on the pressing operation of the operation button 9b is input, the illumination control board transmits a predetermined command to the sub-control board 300.
[0052] (Overview of Pachinko Machine P) Next, the game in the pachinko machine P of this embodiment will be explained based on various tables stored in the main ROM 102. As described above, in this form of pachinko machine P, the special game and the regular game proceed in parallel. In addition, as the game state when these two games proceed, either a low probability game state (so-called non-probability game state) or a high probability game state (so-called probability game state) is set as a game state that is a combination of either a non-time-saving game state or a time-saving game state. In the pachinko machine P of this embodiment, one of the following game states is set: a game state that combines a low-probability game state and a non-time-shortened game state (hereinafter referred to as the normal game state), a game state that combines a low-probability game state and a time-shortened game state (hereinafter referred to as the low-probability time-shortened game state), or a game state that combines a high-probability game state and a time-shortened game state (hereinafter referred to as the high-probability time-shortened game state).
[0053] Here, the low-probability gaming state is a gaming state in which the probability of winning a jackpot through a jackpot lottery, which will be described later, is set to a predetermined value. The high-probability gaming state is a gaming state in which the probability of winning a jackpot through a jackpot lottery is set to a higher value than in the low-probability gaming state. In other words, it is easier to win a jackpot through a jackpot lottery in the high-probability gaming state than in the low-probability gaming state. Moreover, the non-time-shortened gaming state is a gaming state in which the movable piece 16b is less likely to open (i.e., the second start winning port 16 is less likely to be in an open state), and it is difficult for a gaming ball to enter the second start winning port 16. Moreover, the time-shortened gaming state is a gaming state in which the movable piece 16b is more likely to open (i.e., the second start winning port 16 is more likely to be in an open state) than the non-time-shortened gaming state, and it is easy for a gaming ball to enter the second start winning port 16. In addition, the normal game mode is set in the initial state immediately after shipping from the factory or after resetting.
[0054] In the pachinko machine P according to this embodiment, a lottery for a jackpot is held when a game ball that is launched by a launching device (not shown) and flows down the game area 12 enters the first start winning opening 15 or the second start winning opening 16. If a jackpot is won in this lottery, the big winning opening 18 is opened and a special game is executed in which the game ball can be allowed to enter the big winning opening 18, and furthermore, the game state after the special game ends is set to a high probability time-shortened game state or a low probability time-shortened game state. Here, in the pachinko machine P according to this embodiment, a game ball flowing down the first game area 12a can enter the first start winning opening 15. Also, a game ball flowing down the second game area 12b can enter the big winning opening 18, pass through the gate 20, and enter the second start winning opening 16. During the normal game state, the player is made to shoot the game ball toward the first game area 12a (a so-called left shot) so that the game ball will enter the first start winning opening 15, and during the high probability time-saving game state, the low probability time-saving game state, and the special game state, the player is made to shoot the game ball toward the second game area 12b (a so-called right shot) so that the game ball will enter the big winning opening 18 or pass through the gate 20 and enter the second start winning opening 16. Specifically, during a high probability time-saving game state, a low probability time-saving game state, and a special game state, the effect display device 21 displays a message instructing the player to shoot a game ball toward the second game area 12b, and when the normal game state is set, the effect display device 21 displays a message instructing the player to shoot a game ball toward the first game area 12a.
[0055] This jackpot lottery is conducted based on various random numbers obtained when a game ball enters the first start winning slot 15 or the second start winning slot 16, and various tables stored in the main ROM 102 for determining the random numbers. Here, the pachinko machine P of this embodiment has, as random numbers used in the jackpot lottery, a jackpot determination random number used to determine a jackpot, a winning pattern random number used to determine the type of special pattern, as well as a variation mode number for determining the pattern of the above-mentioned variable presentation (hereinafter referred to as the variable presentation pattern), a reach group determination random number used to determine the variable pattern number, a reach mode determination random number and a variable pattern random number. In the pachinko machine P according to this embodiment, the random number for determining a jackpot is a hardware random number built into the main control board 100. This random number for determining a jackpot is updated according to a set rule, and the random number sequence is automatically changed every time the random number sequence completes one cycle, and the start value is changed every time the system is reset. Furthermore, the random numbers used to determine the variable presentation pattern are not limited to the three types mentioned above; for example, other random numbers may be used in addition to these random numbers, or any one or more of these random numbers may be used.
[0056] When a game ball enters the first start winning port 15 or the second start winning port 16, a random number value is obtained for each of the above-mentioned random numbers, and each random number value is stored in a reserved memory area of the main RAM 103. This reserved memory area is composed of a first reserved memory area for storing each random number value (hereinafter referred to as first special random number) obtained by the entry of a gaming ball into the first start winning port 15, and a second reserved memory area for storing each random number value (hereinafter referred to as second special random number) obtained by the entry of a gaming ball into the second start winning port 16. Each of these reserved memory areas is composed of a total of four memory units, from the first memory unit to the fourth memory unit, and is capable of storing a total of four sets of first special random numbers and a total of four sets of second special random numbers.
[0057] Furthermore, in the pachinko machine P according to this embodiment, when a gaming ball enters the first start winning port 15, the first special symbol random number is stored in order from the first storage unit of the first reserve storage area. For example, when a gaming ball enters the first start winning port 15 in a state where the first special symbol random number is not stored in any storage unit of the first reserve storage area, the first special symbol random number acquired in response to this is stored in the first storage unit of the first reserve storage area. Also, when a gaming ball enters the first start winning port 15 in a state where the first special symbol random number is stored in the first storage unit of the first reserve storage area, the first special symbol random number acquired in response to this is stored in the second storage unit of the first reserve storage area. Furthermore, in a state where the first special chart random number is stored in the first memory section and the second memory section of the first reserved memory area, when a gaming ball enters the first start winning hole 15, the first special chart random number acquired in response to this is stored in the third memory section of the first reserved memory area. Also, in a state where the first special chart random number is stored in the first to third memory sections of the first reserved memory area, when a gaming ball enters the first start winning hole 15, the first special chart random number acquired in response to this is stored in the fourth memory section of the first reserved memory area. And, in a state where the first special chart random number is stored in the first to fourth memory sections of the first reserved memory area, when a gaming ball enters the first start winning hole 15, the first special chart random number related to this entry is not stored.
[0058] Similarly, when a game ball enters the second start winning hole 16, the second special random number is stored in the second reserved memory area in order from the first memory section. The specific storage process is the same as the storage of the first special random number described above, so the explanation will be omitted. In addition, in the pachinko machine P of this embodiment, the number of sets of first special chart random numbers stored in the first reserve memory area (hereinafter referred to as the first special chart reserve number) is stored in a first special chart reserve number counter (not specifically shown), and the number of sets of second special chart random numbers stored in the second reserve memory area (hereinafter referred to as the second special chart reserve number) is stored in a second special chart reserve number counter (not specifically shown). In this specification, as described above, the storage of the first special chart random number and the second special chart random number in the reserved memory area is also referred to as "reservation" or "reserved memory," and the first special chart reserved number and the second special chart reserved number are also simply referred to as "reserved number."
[0059] In addition, the pachinko machine P of this embodiment has, as tables related to the jackpot lottery, a jackpot determination random number determination table 110, a winning pattern random number determination table 111, a reach group determination random number determination table 112, a reach mode determination random number determination table 113, and a variation pattern lottery table 114. It should be noted that the tables for the lottery for the big win are not limited to these, and other tables may be provided as appropriate when it is necessary to make judgments or decisions based on random numbers.
[0060] The jackpot determination random number judgment table 110 is used to determine whether or not a jackpot has occurred, and as shown in Figures 5(a) and (b), it includes a low probability judgment table 110a that is referenced in a low probability game state, and a high probability judgment table 110b that is referenced in a high probability game state. In the pachinko machine P according to this embodiment, when a gaming ball enters the first start winning slot 15 or the second start winning slot 16, one jackpot determination random number is obtained within a numerical range of 0 to 65535. Then, depending on the game state at the time of the jackpot lottery, either the low probability determination table 110a or the high probability determination table 110b is selected, and the jackpot lottery is held based on the obtained jackpot determination random number and the selected jackpot determination random number determination table 110.
[0061] 5(a), according to the low probability determination table 110a, if the jackpot determination random number is between 1000 and 1219, it is determined to be a jackpot, and if it is any other jackpot determination random number (0 to 999, 1220 to 65535), it is determined to be a loss. Therefore, the probability of winning a jackpot in this low probability determination table 110a is approximately 1 / 297.9.
[0062] 5(b), according to the high probability determination table 110b, a jackpot is determined when the jackpot determination random number is between 1000 and 2119, and a loss is determined when the jackpot determination random number is other than this (0 to 999, 2120 to 65535). Therefore, the probability of winning a jackpot in this high probability determination table 110b is approximately 1 / 58.5. That is, the high probability determination table 110b is set so that the probability of winning a jackpot is approximately five times higher than that of the low probability determination table 110a.
[0063] The jackpot determination random numbers (1000 to 1219) determined as a jackpot in the low probability determination table 110a are set to be included in the jackpot determination random numbers (1000 to 2119) determined as a jackpot in the high probability determination table 110b. In other words, the jackpot determination random numbers determined as a jackpot in the low probability determination table 110a will also be determined as a jackpot in the high probability determination table 110b.
[0064] The winning symbol random number determination table 111 is used to determine the type of special symbol, and as shown in Figures 6(a) and (b), it includes a first start winning port determination table 111a which is referenced when a jackpot is won using the first special symbol random number, and a second start winning port determination table 111b which is referenced when a jackpot is won using the second special symbol random number. In the pachinko machine P according to this embodiment, when a gaming ball enters the first start winning port 15 or the second start winning port 16, one winning symbol random number is obtained within a numerical range of 0 to 199. Then, when a jackpot is won by the above-mentioned jackpot lottery, either the first start winning port determination table 111a or the second start winning port determination table 111b is selected according to the start winning port into which the gaming ball entered, and the type of special symbol is determined based on the obtained winning symbol random number and the selected winning symbol random number determination table 111.
[0065] In addition, in the pachinko machine P according to this embodiment, four types of special symbols (X1, X2, X3, X4) are provided as special symbols that are determined in the event of a jackpot win (hereinafter referred to as jackpot symbols), and two types of special symbols (Y1, Y2) are provided as special symbols that are determined in the event of a miss (hereinafter referred to as miss symbols).
[0066] As shown in Fig. 6(a), according to the first start winning port determination table 111a, when the winning symbol random number is 0 to 79, the special symbol X1 is determined, when the winning symbol random number is 80 to 109, the special symbol X2 is determined, when the winning symbol random number is 110 to 129, the special symbol X3 is determined, and when the winning symbol random number is 130 to 199, the special symbol X4 is determined. That is, in this first start winning port determination table 111a, the probability that the special symbol X1 is determined is 40%, the probability that the special symbol X2 is determined is 15%, the probability that the special symbol X3 is determined is 10%, and the probability that the special symbol X4 is determined is 35%.
[0067] 6(b), according to the second start winning port determination table 111b, when the winning symbol random number is 0 to 89, the special symbol X1 is determined, when the winning symbol random number is 90 to 129, the special symbol X2 is determined, and when the winning symbol random number is 130 to 199, the special symbol X4 is determined. That is, in this second start winning port determination table 111b, the probability that the special symbol X1 is determined is 45%, the probability that the special symbol X2 is determined is 20%, and the probability that the special symbol X4 is determined is 35%. In the pachinko machine P according to this embodiment, a different jackpot symbol is determined in each winning symbol random number determination table 111, but the same jackpot symbol may be determined in any winning symbol random number determination table 111.
[0068] In addition, if the lottery for the jackpot based on the first special random number results in a loss, the above-mentioned lottery based on the winning random number is not conducted, and the special pattern Y1 is determined as the losing pattern. In addition, in the case where the lottery for the jackpot based on the second special random number results in a loss, the above-mentioned lottery based on the winning random number is not conducted, and the special pattern Y2 is determined as the losing pattern. That is, the winning symbol random number determination table 111 is referred to only when a big win is won, and is not referred to when a loss occurs.
[0069] The reach group determination random number judgment table 112, the reach mode determination random number judgment table 113, and the variation pattern lottery table 114 are tables used to determine the variation mode number and variation pattern number for determining the variation performance pattern. In the pachinko machine P according to this embodiment, when a special symbol is determined by the lottery for a jackpot as described above, a variation mode number and a variation pattern number for determining a variation presentation pattern are determined based on the result of the determination, and a variation mode command corresponding to the determined variation mode number and a variation pattern command corresponding to the determined variation pattern number are generated. The generated variation mode command and variation pattern command are then transmitted from the main control board 100 to the sub-control board 300, and the sub-control board 300 determines the specific form of the variation presentation suggesting the result of the lottery for a jackpot (for example, an image to be displayed on the display unit 21a of the presentation display device 21) based on the received variation mode command and variation pattern command. The variation mode command and variation pattern command are commands used to determine the variation time and form of the variation presentation.
[0070] The reach group determination random number judgment table 112 is used to determine the group to which the reach mode determination random number judgment table 113 used to determine the variation mode number and variation pattern number belongs. In the pachinko machine P according to this embodiment, when the result of the jackpot lottery is a miss, the type of group is determined by the reach group determination random number and the reach group determination random number judgment table 112 as a preliminary step to determining the variation mode number and variation pattern number. A plurality of reach group determination random number judgment tables 112 are provided for each game state, type of start winning slot, and number of reserved balls (number of reserved first special symbols, number of reserved second special symbols). Here, as shown in Figures 7(a) to 7(c), the reach group determination random number judgment table 112 selected when the game state is a non-time-shortened game state and the result of the lottery for a jackpot based on a game ball entering the first start winning slot 15 is a miss, and the reach group determination random number judgment table 112 selected when the game state is a time-shortened game state and the result of the lottery for a jackpot based on a game ball entering the second start winning slot 16 is a miss will be described, and a description of the other reach group determination random number judgment tables 112 will be omitted.
[0071] In the pachinko machine P according to this embodiment, when a gaming ball enters the first start winning slot 15 or the second start winning slot 16, one reach group determination random number is obtained within a numerical range of 0 to 10006. Then, if the jackpot lottery results in a miss, a reach group determination random number judgment table 112 is selected according to the game state at the time of the jackpot lottery, the type of start winning slot, and the number of reserved balls, and the type of group is determined based on the obtained reach group determination random number and the selected reach group determination random number judgment table 112.
[0072] Specifically, when the game state is a non-time-saving game state and the result of the jackpot lottery based on the first special chart random number obtained by the game ball entering the first start winning port 15 is a miss, if the number of first special charts reserved at the time of the lottery is 0 or 1, the first judgment table 112a is selected, and if the number of first special charts reserved at the time of the lottery is 2 or more, the second judgment table 112b is selected (see Figures 7(a) and (b)). Furthermore, when the game state is a time-saving game state and the result of the jackpot lottery based on the second special chart random number obtained by the game ball entering the second start winning port 16 is a miss, if the number of second special charts reserved at the time of the lottery is 0 to 3 (i.e., regardless of the number of second special charts reserved), the third judgment table 112c is selected (see Figure 7(c)).
[0073] As shown in Figure 7(a), according to the first judgment table 112a, if the reach group determination random number is 0 to 299, the "first group" is determined, if the reach group determination random number is 300 to 8999, the "second group" is determined, if the reach group determination random number is 9000 to 9899, the "fourth group" is determined, and if the reach group determination random number is 9900 to 10006, the "fifth group" is determined. Also, as shown in Figure 7(b), according to the second judgment table 112b, if the reach group determination random number is 0 to 8999, the "second group" is determined, if the reach group determination random number is 9000 to 9899, the "fourth group" is determined, and if the reach group determination random number is 9900 to 10006, the "fifth group" is determined. Furthermore, as shown in Figure 7(c), according to the third judgment table 112c, if the reach group determination random number is 0 to 7999, the "first group" is determined, if the reach group determination random number is 8000 to 8999, the "third group" is determined, and if the reach group determination random number is 9000 to 10006, the "fifth group" is determined.
[0074] Furthermore, if the result of the jackpot lottery is a jackpot, the reach mode determination random number judgment table 113 is determined without determining the group type. In other words, the reach group determination random number judgment table 112 is referenced only when the result of the jackpot lottery is a miss, and is not referenced when the result is a jackpot.
[0075] The reach mode determination random number judgment table 113 is used to determine the fluctuation mode number used to determine the fluctuation presentation pattern (variation presentation mode, fluctuation time), as well as to determine the fluctuation pattern lottery table 114 used to determine the fluctuation pattern number described below. This reach mode determination random number judgment table 113 is roughly divided into a loss judgment table which is referred to when the result of the jackpot lottery is a loss, and a jackpot judgment table which is referred to when the result of the jackpot lottery is a jackpot.
[0076] 8(a) to 8(e), a description will be given of a first group determination table 113a that is referenced when the "first group" is determined, a second group determination table 113b that is referenced when the "second group" is determined, a third group determination table 113c that is referenced when the "third group" is determined, a fourth group determination table 113d that is referenced when the "fourth group" is determined, and a fifth group determination table 113e that is referenced when the "fifth group" is determined.
[0077] In the pachinko machine P according to this embodiment, when a game ball enters the first start winning slot 15 or the second start winning slot 16, one reach mode determination random number is acquired within a numerical range of 0 to 2038. Then, when a group is determined by the above-mentioned group type lottery, a loss determination table corresponding to the determined group type is selected, and a variation mode number and a variation pattern lottery table 114 are determined based on the acquired reach mode determination random number and the selected loss determination table.
[0078] Specifically, for example, if the "first group" is determined by the lottery for the group type described above, the judgment table for the first group 113a is selected; if the "second group" is determined, the judgment table for the second group 113b is selected; if the "third group" is determined, the judgment table for the third group 113c is selected; if the "fourth group" is determined, the judgment table for the fourth group 113d is selected; and if the "fifth group" is determined, the judgment table for the fifth group 113e is selected (see Figures 8(a) to (e)).
[0079] As shown in Figure 8(a), according to the judgment table 113a for the first group, if the reach mode determination random number is between 0 and 2038 (i.e., regardless of the value of the reach mode determination random number), the variation mode number "00H" (alphanumeric characters with "H" at the end are written in hexadecimal; the same applies below) is determined, and the first variation table 114a is selected. Also, as shown in Figure 8(b), according to the second group judgment table 113b, when the reach mode determination random number is between 0 and 2038, the variation mode number "00H" is determined and the second variation table 114b is selected. Also, as shown in Figure 8(c), according to the judgment table 113c for the third group, when the reach mode determination random number is between 0 and 2038, the variation mode number "00H" is determined and the third variation table 114c is selected. Also, as shown in FIG. 8(d), according to the judgment table 113d for the fourth group, when the reach mode determination random number is between 0 and 2038, the variation mode number "01H" is determined and the fourth variation table 114d is selected. 8(e), according to the determination table 113e for the fifth group, when the reach mode determination random number is between 0 and 1799, the variation mode number "02H" is determined and the fifth variation table 114e is selected. When the reach mode determination random number is between 1800 and 2038, the variation mode number "03H" is determined and the fifth variation table 114e is selected.
[0080] In addition, multiple jackpot determination tables are provided for each game state when a jackpot is won (i.e., when the jackpot is drawn) and each type of jackpot symbol determined when a jackpot is won. In the pachinko machine P of this embodiment, as shown in Figures 9(a) and (b), the following jackpot determination tables are provided: a first jackpot determination table 113f which is referenced when a special pattern X1, X2, X3 or X4 is determined in a non-time-shortened game state; and a second jackpot determination table 113g which is referenced when a special pattern X1, X2, X3 or X4 is determined in a time-shortened game state.
[0081] Then, when a jackpot is won and the type of special symbol is determined, a jackpot determination table corresponding to the determined type of special symbol and the game state at the time of the jackpot is selected, and similar to the determination based on the above-mentioned loss determination table, a variation mode number and variation pattern lottery table 114 are determined based on the obtained reach mode determination random number and the selected jackpot determination table.
[0082] Specifically, when a jackpot is won in a non-time-saving game state and a special symbol X1, X2, X3 or X4 is determined, the first jackpot determination table 113f is selected, and when a jackpot is won in a time-saving game state and a special symbol X1, X2, X3 or X4 is determined, the second jackpot determination table 113g is selected (see Figures 9(a) and (b)).
[0083] 9(a), according to the first jackpot determination table 113f, when the reach mode determination random number is 0 to 199, the variation mode number "A1H" is determined and the 30th variation table 114f is selected. Also, when the reach mode determination random number is 200 to 1299, the variation mode number "A2H" is determined and the 31st variation table 114g is selected. Also, when the reach mode determination random number is 1300 to 2038, the variation mode number "A3H" is determined and the 32nd variation table 114h is selected. Also, as shown in Figure 9(b), according to the second jackpot determination table 113g, when the reach mode determination random number is between 0 and 699, the fluctuation mode number "A2H" is determined and the 31st fluctuation table 114g is selected, and when the reach mode determination random number is between 700 and 2038, the fluctuation mode number "A3H" is determined and the 32nd fluctuation table 114h is selected.
[0084] In the pachinko machine P of this embodiment, as described above, a jackpot judgment table is provided for each game state at the time of winning a jackpot and each type of jackpot pattern, but taking into consideration the type of starting winning slot into which the game ball enters, a jackpot judgment table may also be provided for each game state at the time of winning a jackpot, each type of starting winning slot, and each type of jackpot pattern.
[0085] The variation pattern lottery table 114 is provided for determining the variation pattern number used to determine the variation performance pattern (mode of variation performance, variation time), and multiple tables are provided. Here, as shown in Figures 10(a) to (h), we will explain the first variable table 114a, the second variable table 114b, the third variable table 114c, the fourth variable table 114d and the fifth variable table 114e, which are determined when the result of the jackpot lottery is a miss, and the 30th variable table 114f, the 31st variable table 114g and the 32nd variable table 114h, which are determined when the result of the jackpot lottery is a jackpot.
[0086] In the pachinko machine P according to this embodiment, when a game ball enters the first start winning hole 15 or the second start winning hole 16, one fluctuation pattern random number is acquired within the numerical range of 0 to 249. Then, a fluctuation pattern number is determined based on the acquired fluctuation pattern random number and the fluctuation pattern lottery table 114 determined together with the above-mentioned fluctuation mode number. For example, as shown in Figure 10(a), according to the first variation table 114a, if the variation pattern random number is 0 to 249 (i.e., regardless of the value of the variation pattern random number), the variation pattern number "00H" is determined. Also, as shown in Figure 10(d), according to the fourth variation table 114d, if the variation pattern random number is 0 to 249, the variation pattern number "05H" is determined.
[0087] 10(g), according to the 31st variation table 114g, the variation pattern number "A6H" is determined when the variation pattern random number is 0 to 249. Also, as shown in FIG. 10(h), according to the 32nd variation table 114h, the variation pattern number "A6H" is determined when the variation pattern random number is 0 to 89, and the variation pattern number "A7H" is determined when the variation pattern random number is 90 to 249. Similarly, other variation pattern tables 114 also determine predetermined variation pattern numbers in correspondence with the variation pattern random numbers (see FIG. 10).
[0088] In the pachinko machine P according to this embodiment, a lottery for a jackpot is held as described above at the start of the variation (i.e., at the start of the variation display of the special symbols described later (the start of the variation presentation)), and when the lottery for a jackpot is held, a variation mode number and a variation pattern number are determined according to the result of the lottery for a jackpot, the game status at the time of the lottery for a jackpot, the number of reserved symbols (number of reserved first special symbols, number of reserved second special symbols), etc. As described above, the variation mode number and the variation pattern number are used to determine the variation presentation pattern, and the mode and variation time of the variation presentation are determined by the variation mode number and the variation pattern number. Here, in the pachinko machine P according to this embodiment, the variation presentation is divided into a first half and a second half. The mode and variation time of the first half of the variation presentation are determined by the variation mode number, and the mode and variation time of the second half of the variation presentation are determined by the variation pattern number.
[0089] Next, we will explain the process of determining the variable time of the variable effects in special gameplay and the control of special gameplay. The pachinko machine P of this embodiment is equipped with a variable time determination table 115, a special electric device operation table 116, and a game status setting table 117, etc., as tables for controlling the various processes and special games described above.
[0090] The variable time determination table 115 is used to determine the variable time of the variable performance. The pachinko machine P of this embodiment is provided with, as this fluctuation time determination table 115, a first fluctuation time determination table 115a in which the fluctuation time of the first half of the fluctuation performance corresponding to each fluctuation mode number (hereinafter referred to as the first half fluctuation time) is determined, and a second fluctuation time determination table 115b in which the fluctuation time of the second half of the fluctuation performance corresponding to each fluctuation pattern number (hereinafter referred to as the second half fluctuation time) is determined (see Figures 11(a) and (b)).
[0091] Then, when the fluctuation mode number is determined, the corresponding first half fluctuation time is determined based on this determined fluctuation mode number and the first fluctuation time determination table 115a. Also, when the fluctuation pattern number is determined, the corresponding second half fluctuation time is determined based on this determined fluctuation pattern number and the second fluctuation time determination table 115b. The sum of the first half fluctuation time and the second half fluctuation time determined in this way corresponds to the entire fluctuation time of the fluctuation presentation that suggests the result of the jackpot lottery. Furthermore, based on the determined variation time, the variation effect is performed on the effect display device 21, and the variation display of the special pattern is performed on the special pattern display device (first special pattern display device 30 or second special pattern display device 31). Specifically, if the starting winning slot into which the gaming ball entered is the first starting winning slot 15, the first special pattern display device 30 is displayed in a blinking manner for the determined variation time, and if the starting winning slot into which the gaming ball entered is the second starting winning slot 16, the second special pattern display device 31 is displayed in a blinking manner for the determined variation time. Then, after the variation time has elapsed, the determined special pattern is displayed in a static manner.
[0092] For example, if the determined fluctuation mode number is "02H" and the fluctuation pattern number is "06H", the first half fluctuation time of "15 seconds" is determined corresponding to the fluctuation mode number "02H", and the second half fluctuation time of "60 seconds" is determined corresponding to the fluctuation pattern number "06H". The sum of these "75 seconds (= 15 seconds + 60 seconds)" is the total fluctuation time of the fluctuation performance, that is, the time for the fluctuation display of the special pattern. Also, if the determined fluctuation mode number is "A3H" and the fluctuation pattern number is "A7H", the first half fluctuation time of "30 seconds" is determined corresponding to the fluctuation mode number "A3H", and the second half fluctuation time of "120 seconds" is determined corresponding to the fluctuation pattern number "A7H". The sum of these values, "150 seconds (= 30 seconds + 120 seconds)", is the total fluctuation time of the fluctuation performance, that is, the time for the fluctuation display of the special pattern.
[0093] As shown in Fig. 11(a), the first half of the fluctuation time is set to "0 seconds" for the fluctuation mode number "00H", and when this fluctuation mode number is determined, the first half of the fluctuation performance is not executed, and only the second half of the fluctuation performance is executed based on the determined fluctuation pattern number. Also, in the pachinko machine P according to this embodiment, the fluctuation mode number "00H" is determined only when the result of the jackpot lottery is a miss (see Fig. 8 and Fig. 9), so when the fluctuation mode number is determined, a miss is always displayed in the fluctuation performance.
[0094] Furthermore, in the pachinko machine P according to this embodiment, as described above, when the variation mode number and variation pattern number are determined, a variation mode command corresponding to the determined variation mode number and a variation pattern command corresponding to the determined variation pattern number are generated and sent to the sub-control board 300. Then, in the sub-control board 300, the mode of the variation performance is determined based on the received variation mode command and variation pattern command. Specifically, the mode of the first half of the variation performance is determined based on the variation mode command, and the mode of the second half of the variation performance is determined based on the variation pattern command. Regarding the manner of the variable presentation, rather than determining the manner of the first half of the variable presentation based on the variable mode command and determining the manner of the second half of the variable presentation based on the variable pattern command, it is also possible to determine the manner of the first half of the variable presentation based on the variable pattern command and determine the manner of the second half of the variable presentation based on the variable mode command. Furthermore, instead of dividing the variation presentation into a first half and a second half, it may be divided into more parts, and the manner of each part may be determined based on the variation mode command and the variation pattern command. The mode of the variation effect may be determined based on not only the variation mode command and the variation pattern command but also other commands. Alternatively, the mode of the variation effect may be determined based on only either the variation mode command or the variation pattern command.
[0095] The special electric accessory operation table 116 is for controlling the special game that is executed when a jackpot is won, and is referred to in order to operate the big prize opening solenoid 18c during the execution of the special game. In the pachinko machine P according to this embodiment, as shown in Figures 12(a) to (c), the special electric accessory operation table 116 is provided with a first operation table 116a that is referred to when the special symbol X1 is determined, a second operation table 116b that is referred to when the special symbol X2 or X4 is determined, and a third operation table 116c that is referred to when the special symbol X3 is determined.
[0096] Specifically, when the special symbol X1 is determined, a special game is executed by referring to the first operation table 116a, as shown in Fig. 12(a). According to this first operation table 116a, ten round games are executed, each of which ends when either the special prize opening 18 is open for 29.0 seconds or ten game balls enter the special prize opening 18. Furthermore, during the execution of each round game, the special prize opening 18 is opened only once, and the time for which the special prize opening 18 is closed between round games (i.e., the interval time) is set to 2.0 seconds.
[0097] When the special symbol X2 or X4 is determined, a special game is executed by referring to the second operation table 116b, as shown in Fig. 12(b). According to this second operation table 116b, four round games are executed in the same manner as the first operation table 116a. In addition, the number of times the big prize opening 18 is opened and closed during each round game and the interval time are set to the same contents as the first operation table 116a. Since the number of rounds of play executed during the special game is set as described above, the expected value of prize balls that can be won during the special game is greater when the special pattern X1 is determined than when the special pattern X2 or X4 is determined.
[0098] When the special symbol X3 is determined, a special game is executed by referring to the third operation table 116c, as shown in Fig. 12(c). According to this third operation table 116c, two round games are executed, each of which ends when either the special prize opening 18 is open for 0.5 seconds or 10 game balls enter the special prize opening 18. During each round game, the special prize opening 18 is opened only once, and the interval time is set to 0.1 seconds. In addition, in the special game based on the determination of the special symbol X3, the big prize opening 18 is only open for 0.5 seconds during each round of play, making it almost impossible to get the game ball into the opening during that round of play.
[0099] The game status setting table 117 is for setting the game status after the special game is completed when the special game is executed. In the pachinko machine P according to this embodiment, the game status after the special game is completed is determined by the type of special symbol determined by the jackpot lottery. As shown in FIG. 13, the pachinko machine P according to this embodiment is provided with a game state setting table 117, which includes a first state setting table 117a that is referenced when the special pattern X1, X2 or X3 is determined, and a second state setting table 117b that is referenced when the special pattern X4 is determined.
[0100] Specifically, as shown in Figure 13(a), when the special symbol X1, X2, or X3 is determined, the game state after the special game ends is set to a high-probability game state and at the same time, is set to a time-shortened game state. Then, the number of times the high-probability game state continues (hereinafter referred to as the high-probability number of times) is set to 10,000, and the number of times the time-shortened game state continues (hereinafter referred to as the time-shortened number of times) is set to 10,000. In other words, after the special game that is executed when the special symbol X1, X2, or X3 is determined ends, the game state is set to a high-probability time-shortened game state (transition to the high-probability time-shortened game state), and the high-probability time-shortened game state continues until the result of the jackpot lottery is derived 10,000 times. As mentioned above, in the pachinko machine P of this embodiment, the probability of winning a jackpot in the high-probability game state is approximately 1 / 58.6, so in effect, the high-probability time-saving game state will continue until another jackpot is won.
[0101] 13(b), when the special symbol X4 is determined, the game state after the special game is completed is set to a low-probability game state and at the same time, is set to a time-saving game state. The number of time-saving times is then set to 100. That is, after the special game that is executed when the special symbol X4 is determined is completed, the game state is set to a low-probability time-saving game state, and the low-probability time-saving game state continues until the result of the jackpot lottery is derived 100 times. Then, when the special game ends and the game state is set to the low-probability time-saving game state, if no jackpot is won during the continuation of this game state and all 100 jackpot lottery results are losses, the time-saving game state will be changed to the non-time-saving game state, and the game state will be changed to the normal game state.
[0102] As mentioned above, when the special symbol X3 is determined, two round games are played during the special game, in which the large prize slot 18 is opened for 0.5 seconds, but this special game ends in an extremely short time. Furthermore, when the special symbol X3 is determined, the effect display device 21 does not display any effects associated with the execution of the special game or the suggestion of a jackpot win using the effect symbol 50 described below. Therefore, it is difficult to grasp that a jackpot has been won and the special symbol X3 has been determined, and that a special game based on the determination of the special symbol X3 is being executed. After the variable effect ends, the player is given the impression that they have suddenly entered a high-probability time-saving game state.
[0103] Next, the processing related to normal gameplay will be explained. In the pachinko machine P according to this embodiment, when a gaming ball that is launched by a launching device (not shown) and flows down the gaming area 12 passes through the gate 20, a lottery for a normal symbol is held to determine whether or not to activate the movable piece 16b of the second start winning opening 16 and open the movable piece 16b. If the lottery for the normal symbol results in a win, the movable piece 16b opens and the second start winning opening 16 is opened, making it easier for the gaming ball to enter the second start winning opening 16. The lottery for this normal symbol is conducted based on a winning determination random number obtained when the game ball passes through gate 20, and a winning determination random number determination table 118 stored in main ROM 102 for determining the random number.
[0104] When the gaming ball passes through gate 20, the above-mentioned winning determination random number is obtained, and the random number value is stored in the general map reserve memory area of main RAM 103, up to a maximum of four. Specifically, this general map reserve memory area is composed of a total of four memory units, from the first memory unit to the fourth memory unit, and the numbers are stored starting from the first memory unit in the order of passing through gate 20. Furthermore, if winning determination random numbers have already been stored in several memory units, the winning determination random number is stored in the memory unit with the smallest number among the empty memory units. Therefore, if four winning determination random numbers have already been stored in the general map reserve memory area, even if the gaming ball passes through gate 20, the winning determination random number related to this passage will not be stored in the general map reserve memory area. In the pachinko machine P according to this embodiment, the winning determination random number is a hardware random number built into the main control board 100. This winning determination random number is updated according to a set rule, and the random number sequence is automatically changed every time the random number sequence completes one cycle, and the start value is changed every time the system is reset. In addition, in the pachinko machine P of this embodiment, the number of winning determination random numbers stored in the regular number reserve memory area (hereinafter referred to as the regular number reserve number) is stored in a regular number reserve number counter (not specifically shown). In this specification, as described above, the storage of the winning determination random number in the general map reserve memory area is also referred to as "general map reserve."
[0105] In addition, the winning determination random number judgment table 118 is used to determine whether or not a winning has occurred by drawing a normal pattern, and as shown in Figures 14(a) and (b), it is equipped with a non-time-saving judgment table 118a which is referenced in the non-time-saving game state, and a time-saving judgment table 118b which is referenced in the time-saving game state. In the pachinko machine P according to this embodiment, when a gaming ball passes through the gate 20, one winning determination random number within a numerical range of 0 to 65535 is obtained. If the gaming state at the time of drawing the lottery for the normal symbol is a non-time-shortening gaming state, the non-time-shortening judgment table 118a is selected, and the lottery for the normal symbol is performed based on the obtained winning determination random number and the selected non-time-shortening judgment table 118a. If the gaming state at the time of drawing the lottery for the normal symbol is a time-shortening gaming state, the time-shortening judgment table 118b is selected, and the lottery for the normal symbol is performed based on the obtained winning determination random number and the selected time-shortening judgment table 118b.
[0106] According to this non-time-shortening determination table 118a, a win is determined when the winning determination random number is 1, and a loss is determined when the winning determination random number is other than this (0, 2 to 65535). Therefore, the probability of winning in this non-time-shortening determination table 118a is 1 / 65536. According to the time-saving determination table 118b, a win is determined when the winning determination random number is between 1 and 65000, and a loss is determined when the winning determination random number is other than this (0, 65001 to 65535). Therefore, the probability of winning in this time-saving determination table 118b is 65000 / 65536, or approximately 99 / 100. If the regular pattern is drawn and a winning pattern is selected, the winning pattern will be determined, and if the regular pattern is drawn and a losing pattern is selected, the losing pattern will be determined.
[0107] In addition, the pachinko machine P according to this embodiment is provided with a normal symbol variation pattern determination table 119 and a second start winning port opening control table 120 as tables related to the control of the variation of the normal symbol and the opening and closing of the movable piece 16b.
[0108] The normal symbol variation pattern determination table 119 is used to determine the variation pattern of the normal symbol. Each normal symbol variation pattern is associated with a variation time of the normal symbol. Then, as described above, when a game ball passes through the gate 20 and a lottery for a normal symbol is performed, the variation pattern of the normal symbol (i.e., the variation time of the normal symbol) is determined based on this normal symbol variation pattern determination table 119. In the pachinko machine P according to this embodiment, as shown in Fig. 15, when the gaming state is not in the time-saving gaming state, the normal pattern variation time is determined to be 3 seconds, and when the gaming state is in the time-saving gaming state, the normal pattern variation time is determined to be 0.6 seconds. Then, once the normal pattern variation time is determined, the normal pattern display device 32 (see Fig. 3) flashes during this determined normal pattern variation time. Then, when the normal pattern lottery results in a win and a winning pattern is determined, the normal pattern display device 32 lights up, and when the lottery results in a loss and a losing pattern is determined, the normal pattern display device 32 goes out.
[0109] In addition, the second start winning opening opening control table 120 is referenced to control the operation of the movable piece 16b provided in the second start winning opening 16. In the pachinko machine P according to this embodiment, when the normal symbol display device 32 is turned on, the movable piece 16b of the second start winning opening 16 opens and closes in a manner determined by the second start winning opening opening opening opening control table 120. Specifically, when the game state is a non-time-saving game state, as shown in Fig. 16, the start winning opening solenoid 16c is energized for 0.2 seconds (= 0.2 seconds × 1 time), so that the movable piece 16b of the second start winning opening 16 is opened for 0.2 seconds. Also, when the game state is a time-saving game state, as shown in Fig. 16, the start winning opening solenoid 16c is energized for 2.4 seconds (= 1.2 seconds × 2 times), so that the movable piece 16b of the second start winning opening 16 is opened for a total of 2.4 seconds.
[0110] As described above, the conditions for opening and closing the second start winning opening 16 are set for both the non-time-saving game state and the time-saving game state, and the contents of these conditions make it easier for game balls to enter the second start winning opening 16 in the time-saving game state than in the non-time-saving game state. In other words, in the time-saving game state, as long as game balls pass through the gate 20, regular symbol drawings are carried out one after another and the second start winning opening 16 is opened frequently, so that it is possible to acquire a chance to win a jackpot while suppressing the decrease in game balls as the game progresses.
[0111] (Outline of processing in pachinko machine P) Next, an outline of the processing executed by the main control board 100 as the special game, normal game, and special game described above progresses will be explained using a flowchart. First, the main processing of the main control board 100 will be described. When power is supplied from the power supply board, a system reset occurs in the main CPU 101, and the main CPU 101 executes the main processing shown in the flowchart of FIG.
[0112] In step 100, as an initialization process, the main CPU 101 reads a startup program from the main ROM 102 in response to power-on, initializes flags stored in the main RAM 103, and stores various commands to be sent to the sub-control board 300 in a performance transmission data storage area provided in the main RAM 103. Then, the process proceeds to the next step 101. In step 101, the main CPU 101 updates the initial value update random number for the winning symbol random number, which is referenced when updating the winning symbol random number. This initial value update random number for the winning symbol random number is used to determine the initial value of the winning symbol random number. In other words, the winning symbol random number is updated using the initial value update random number for the winning symbol random number at the time the update is started as its initial value. Then, once this random number range has been completed, the update of the winning symbol random number continues using the initial value update random number for the winning symbol random number at that time as its initial value. Then, proceed to the next step 102.
[0113] In step 102, the main CPU 101 updates the reach group determination random number, reach mode determination random number, and variation pattern random number, which are random numbers for determining the variation presentation pattern (hereinafter referred to as variation presentation random numbers). Then, when the processing of step 102 is completed, the processing of steps 101 and 102 is repeatedly executed thereafter until a predetermined interrupt processing is performed.
[0114] Next, the timer interrupt process of the main control board 100 will be described. A reset clock pulse generating circuit provided on the main control board 100 generates a clock pulse at a predetermined period (4 milliseconds in the pachinko machine P of this embodiment), thereby executing the timer interrupt processing shown in the flowchart of Figure 18.
[0115] In step 200, the main CPU 101 executes a timer update process for updating various timer counters, and then proceeds to step 201. In addition, the pachinko machine P of this embodiment uses a countdown timer, and the timer counter is decremented by 1 each time the timer interrupt process of the main control board 100 is executed, and the countdown stops when it reaches 0. In step 201, the main CPU 101 updates the winning symbol random number. Specifically, the random number counter is updated by adding "1", and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to "0", and if the random number counter has completed one cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time. Then, the process proceeds to the next step 202.
[0116] In step 202, the main CPU 101 determines whether there is an input to the gate detection sensor 20a, the first start winning hole detection sensor 15a, or the second start winning hole detection sensor 16a, and executes a sensor detection process to perform a predetermined process based on the result. Then, the process proceeds to the next step 203. In step 203, the main CPU 101 executes a special symbol-related control process for controlling the special symbol game and the special game. Then, the process proceeds to step 204.
[0117] In step 204, the main CPU 101 executes a general game-related control process for controlling the general game. Then, the process proceeds to step 205. In step 205, the main CPU 101 executes error-related processing to control the occurrence and cancellation of various errors. Specifically, when the main control board 100 receives a door open command based on the opening of the front door 3, a tray full command based on the full state of the tray 7, or the like, the main CPU 101 generates a corresponding error designation command (e.g., a door open designation command, a full state designation command, etc.) and stores (sets) it in the transmission data storage area for performance. Also, when the main control board 100 no longer receives the above-mentioned commands, the main CPU 101 generates a corresponding error cancellation designation command (e.g., a door close designation command, a full tank cancellation designation command, etc.) and stores it in the transmission data storage area for performance. Then, the process proceeds to the next step, 206.
[0118] In step 206, when detection signals from the general prize opening detection sensor 14a, the first start prize opening detection sensor 15a, the second start prize opening detection sensor 16a, and the special prize opening detection sensor 18a are input to the main CPU 101, the main CPU 101 updates the prize ball counters provided corresponding to each detection signal and sends a payout number designation command corresponding to each detection signal to the launch payout control board 200. When prize balls are paid out by the launch payout control board 200, a payout command is sent to the main control board 100 for each payout, and when the main CPU 101 receives the payout command, it decrements the prize ball counter. Then, the process proceeds to the next step 207. In step 207, the main CPU 101 executes the creation of external information data for outputting the game status of the pachinko machine P to the outside of the pachinko machine P, start winning port solenoid data for opening and closing the movable piece 16b of the second start winning port 16, large winning port solenoid data for controlling the opening and closing of the large winning port 18, display data for various display devices (first special symbol display device 30, second special symbol display device 31, normal symbol display device 32, first special symbol reserve display device 38, second special symbol reserve display device 39 and normal symbol reserve display device 33), etc. Then, the process proceeds to the next step 208.
[0119] In step 208, the main CPU 101 executes output control processing, which performs port output for outputting the signals of the data created in step 207, and command transmission for transmitting the commands stored in the performance transmission data storage area, etc. Then, the timer interrupt processing of the main control board 100 is terminated.
[0120] Next, the sensor detection process in step 202 will be described with reference to the flowchart in FIG. In step 300, the main CPU 101 executes gate detection processing for drawing a regular symbol lottery based on the fact that the gaming ball has passed through the gate 20. Then, the process proceeds to the next step 301. In step 301, the main CPU 101 executes a first start winning hole detection process for conducting a lottery for a big win based on the game ball entering the first start winning hole 15. Then, the process proceeds to the next step 302.
[0121] In step 302, the main CPU 101 executes a second start winning hole detection process for holding a lottery for a big win based on the game ball entering the second start winning hole 16. Then, the sensor detection process is terminated.
[0122] Next, the gate detection process in step 300 will be described with reference to the flowchart in FIG. In step 400, the main CPU 101 determines whether or not a detection signal has been input from the gate detection sensor 20a. If it is determined that a detection signal has not been input from the gate detection sensor 20a, the gate detection process is terminated. On the other hand, if it is determined that a detection signal has been input from the gate detection sensor 20a, the process proceeds to the next step 401. In step 401, the main CPU 101 determines whether the value of the normal map reservation counter (i.e., the current normal map reservation number) is less than "4". If it is determined that the value is not less than "4" (i.e., "4"), it terminates the gate detection processing. On the other hand, if it is determined that the value is less than 4, it proceeds to the next step 402.
[0123] In step 402, the main CPU 101 increments the value of the normal reserved number counter by "1". Then, the process proceeds to step 403. In step 403, the main CPU 101 acquires the current winning determination random number and stores it in the general number reserve memory area, and ends the gate detection processing.
[0124] Next, the processing performed when the first start winning slot is detected in step 301 described above will be explained with reference to the flowchart in FIG. In step 500, the main CPU 101 determines whether or not a detection signal has been input from the first start winning hole detection sensor 15a. If it is determined that a detection signal has not been input from the first start winning hole detection sensor 15a, the first start winning hole detection process is terminated. On the other hand, if it is determined that a detection signal has been input from the first start winning hole detection sensor 15a, the process proceeds to the next step 501. In step 501, the main CPU 101 determines whether the value of the first special symbol reserved number counter (i.e., the current number of first special symbol reserved numbers) is less than "4". If it is determined that the value is not less than "4" (i.e., "4"), it ends the first start winning slot detection process. On the other hand, if it is determined that the value is less than "4", it proceeds to the next step 502.
[0125] In step 502, the main CPU 101 increments the value of the first special symbol reserved number counter by "1". Then, the process proceeds to step 503. In step 503, the main CPU 101 acquires the jackpot determination random number and stores it in the storage unit of the first reserved storage area. Then, the process proceeds to step 504.
[0126] In step 504, the main CPU 101 acquires the winning symbol random number updated in the above-mentioned step 201 and stores it in the memory unit of the first reserved memory area that stored the jackpot determination random number in the above-mentioned step 503. Then, proceed to the next step 505. In step 505, the main CPU 101 acquires the reach group determination random number updated in the above-mentioned step 102 and stores it in the memory unit of the first reserved memory area where the jackpot determination random number was stored in the above-mentioned step 503. Then, the process proceeds to the next step 506.
[0127] In step 506, the main CPU 101 acquires the reach mode determination random number updated in the above-mentioned step 102 and stores it in the memory section of the first reserved memory area where the jackpot determination random number was stored in the above-mentioned step 503. Then, the process proceeds to the next step 507. In step 507, the main CPU 101 acquires the variation pattern random number updated in the above-mentioned step 102 and stores it in the memory section of the first reserved memory area where the jackpot determination random number was stored in the above-mentioned step 503. As a result, the acquired jackpot determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variation pattern random number are all stored in the memory section of the same first reserved memory area. Then, the process proceeds to the next step 508.
[0128] In step 508, the main CPU 101 generates a start winning command indicating that the first special symbol random number has been stored and stores it in the performance transmission data storage area. Then, the first start winning port detection process is terminated.
[0129] Next, the processing performed when the second start winning slot is detected in step 302 described above will be explained with reference to the flowchart in FIG. In step 600, the main CPU 101 determines whether or not a detection signal has been input from the second start winning hole detection sensor 16a. If it is determined that a detection signal has not been input from the second start winning hole detection sensor 16a, the second start winning hole detection process is terminated. On the other hand, if it is determined that a detection signal has been input from the second start winning hole detection sensor 16a, the process proceeds to the next step 601. In step 601, the main CPU 101 determines whether the value of the second special symbol reserved number counter (i.e., the current number of second special symbol reserved numbers) is less than "4". If it is determined that the value is not less than "4" (i.e., "4"), it ends the processing when the second start winning port is detected. On the other hand, if it is determined that the value is less than "4", it proceeds to the next step 602.
[0130] In step 602, the main CPU 101 increments the value of the second special symbol reserved number counter by "1". Then, the process proceeds to step 603. In step 603, the main CPU 101 acquires the jackpot determination random number and stores it in the memory section of the second reserved memory area. Then, the process proceeds to step 604.
[0131] In step 604, the main CPU 101 acquires the winning symbol random number updated in the above-mentioned step 201 and stores it in the memory unit of the second reserved memory area that stored the jackpot determination random number in the above-mentioned step 603. Then, proceed to the next step 605. In step 605, the main CPU 101 acquires the reach group determination random number updated in the above-mentioned step 102 and stores it in the memory unit of the second reserved memory area that stored the jackpot determination random number in the above-mentioned step 603. Then, the process proceeds to the next step 606.
[0132] In step 606, the main CPU 101 acquires the reach mode determination random number updated in the above-mentioned step 102 and stores it in the memory section of the second reserved memory area where the jackpot determination random number was stored in the above-mentioned step 603. Then, the process proceeds to the next step 607. In step 607, the main CPU 101 acquires the variation pattern random number updated in the above-mentioned step 102 and stores it in the memory section of the second reserved memory area where the jackpot determination random number was stored in the above-mentioned step 603. As a result, the acquired jackpot determination random number, winning symbol random number, reach group determination random number, reach mode determination random number, and variation pattern random number are all stored in the memory section of the same second reserved memory area. Then, the process proceeds to the next step 608.
[0133] In step 608, the main CPU 101 generates a start winning command indicating that the second special random number has been stored, stores it in the transmission data storage area for performance, and terminates the processing when the second start winning port is detected.
[0134] Next, the special drawing related control process in step 203 described above will be described with reference to the flowchart in FIG. In step 700, the main CPU 101 loads the value of the execution phase data. This execution phase data indicates which of the multiple function modules (subroutines) constituting the special symbol-related control process is to be executed. Specifically, this execution phase data has data "00" indicating the execution of a special symbol variation start process (described later), data "01" indicating the execution of a special symbol variation stop process (described later), data "02" indicating the execution of a post-stop process (described later), data "03" indicating the execution of a special game control process (described later), and data "04" indicating the execution of a special game end process (described later). Then, the main CPU 101 executes any one of the following processes based on the value of the execution phase data loaded in the above-mentioned step 700: special symbol variation start process (step 701), special symbol variation stop process (step 702), post-stop process (step 703), special game control process (step 704), or special game end process (step 705). Then, the special symbol-related control process is terminated.
[0135] Next, the special symbol variation start process in step 701 will be described with reference to the flowchart in FIG. In step 800, the main CPU 101 determines whether the execution phase data is "00", which indicates the execution of the special symbol variation start process. If it is determined that the execution phase data is not "00", the special symbol variation start process is terminated. On the other hand, if it is determined that the execution phase data is "00", the process proceeds to the next step 801. In step 801, the main CPU 101 determines whether or not the second special symbol random number is stored in the memory section of the second reserved memory area, that is, whether or not the second special symbol reserved number counter is equal to or greater than "1." If it is determined that the second special symbol random number is stored, the process proceeds to step 804. On the other hand, if it is determined that the second special symbol random number is not stored, the process proceeds to the next step 802.
[0136] In step 802, the main CPU 101 determines whether the first special symbol random number is stored in the memory section of the first reserved memory area, that is, whether the first special symbol reserved number counter is equal to or greater than "1". If it is determined that the first special symbol random number is not stored, the process proceeds to step 811. On the other hand, if it is determined that the first special symbol random number is stored, the process proceeds to the next step 803. In step 803, the main CPU 101 decrements the value of the first special symbol reserved number counter by "1" and executes a shift process for the first reserved memory area. Specifically, the random numbers stored in the first memory section of the first reserved memory area are stored in a predetermined processing area provided in the main RAM 103, and the random numbers stored in the second to fourth memory sections of the first reserved memory area are shifted to memory sections with numbers one smaller. As a result, the random numbers stored in the first reserved memory area are used in the jackpot determination process described below in a so-called first-in, first-out (FIFO) order. Then, the process proceeds to step 805.
[0137] In step 804, which is reached when it is determined in step 801 that the second special symbol random number has been stored, the main CPU 101 decrements the value of the second special symbol reserved number counter by "1" and executes a shift process for the second reserved memory area. Specifically, the random numbers stored in the first memory section of the second reserved memory area are stored in a predetermined processing area provided in the main RAM 103, and the random numbers stored in the second to fourth memory sections of the second reserved memory area are shifted to memory sections with numbers one smaller. As a result, the random numbers stored in the second reserved memory area are used in the jackpot determination process described below in a so-called first-in, first-out (FIFO) order. Then, the process proceeds to step 805. In step 805, the main CPU 101 acquires one of the jackpot determination random number judgment tables 110 that corresponds to the current gaming state, and executes a jackpot determination process to derive the result of the jackpot lottery based on the acquired table and the jackpot determination random number stored in the predetermined processing area in step 803 or step 804. Then, the process proceeds to the next step 806.
[0138] In step 806, the main CPU 101 executes a special symbol determination process for determining the type of special symbol. Specifically, if the result of the lottery in the above-mentioned step 805 is a jackpot, the main CPU 101 checks which start winning slot the game ball entered (i.e., the first start winning slot 15 or the second start winning slot 16) to determine the jackpot determination random number used in the lottery determination, and then obtains the winning symbol random number determination table 111 corresponding to the result, and determines the type of special symbol based on the obtained table and the winning symbol random number stored in the predetermined processing area in the above-mentioned step 803 or step 804. On the other hand, if the result of the lottery in the above-mentioned step 805 is a loss, if the jackpot determination random number used in judging the lottery is due to a gaming ball entering the first start winning slot 15, a special symbol Y1 is determined, and if the jackpot determination random number used in judging the lottery is due to a gaming ball entering the second start winning slot 16, a special symbol Y2 is determined. Then, data corresponding to the determined special symbol is stored in a predetermined temporary storage area of the main RAM 103. Also, in this special symbol determination process, the current game status, i.e., the game status at the time the special symbol was determined, is stored in the game status buffer. Then, the process proceeds to the next step 807. In the special pattern variation start processing of the pachinko machine P in this embodiment, if both the first special pattern random number and the second special pattern random number are stored, the second special pattern random number is processed in priority to the first special pattern random number, but this is not limited to this, and the numbers may be processed in the order in which they are stored in the reserved memory area.
[0139] In step 807, the main CPU 101 stores in the performance transmission data storage area a symbol determination command indicating the type of special symbol determined in the above-mentioned step 806. As a result, information regarding the determined type of special symbol is transmitted to the sub-control board 300 at the start of fluctuation. Then, the process proceeds to the next step 808. In step 808, the main CPU 101 executes a variable effect pattern determination process for determining a variable effect pattern based on the reach group determination random number, reach mode determination random number, and variable pattern random number stored in the predetermined processing area in the above-mentioned step 803 or step 804. Then, the process proceeds to the next step 809.
[0140] In step 809, the main CPU 101 sets variable display data for starting the variable display of the special symbol on the first special symbol display device 30 or the second special symbol display device 31. As a result, when the variable display of the special symbol is performed based on the first special symbol random number, the first special symbol display device 30 starts a blinking display, and when the variable display of the special symbol is performed based on the second special symbol random number, the second special symbol display device 31 starts a blinking display. Here, the blinking display means that "-" blinks at a predetermined interval on each display device. In addition, in the pachinko machine P according to this embodiment, when the first special symbol random number is stored in the first reserved memory area, the first special symbol reserved display device 38 is displayed in a manner that allows the first special symbol reserved number to be recognized, and when the second special symbol random number is stored in the second reserved memory area, the second special symbol reserved display device 39 is displayed in a manner that allows the second special symbol reserved number to be recognized. When the above-mentioned special symbol variable display is performed based on the first special symbol random number, the first special symbol reserved display device 38 is displayed and controlled to indicate that the first special symbol reserved number is reduced by one simultaneously with the start of the variable display, and when the above-mentioned special symbol variable display is performed based on the second special symbol random number, the second special symbol reserved display device 39 is displayed and controlled to indicate that the second special symbol reserved number is reduced by one simultaneously with the start of the variable display. Then, the process proceeds to the next step 810.
[0141] In step 810, the main CPU 101 sets the execution phase data to "01" so that the special symbol variation stop processing is executed in the special symbol related control processing, and ends the special symbol variation start processing. In addition, in step 811, which is reached when it is determined in the above-mentioned step 802 that the first special symbol random number is not stored in the first reserved storage area, the main CPU 101 executes a demo determination process for performing a demo display on the performance display device 21 based on the fact that a variable display is not being performed. Specifically, the main CPU 101 measures the time during which a variable display of a special symbol is not being performed, and when a predetermined demo start time (for example, 30 seconds) has elapsed without a variable display of a special symbol being performed, it stores a demo command for displaying a demo screen on the performance display device 21 in the performance transmission data storage area. Then, the special variable start process is terminated.
[0142] Next, the variable effect pattern determination process in step 808 described above will be described with reference to the flowchart in FIG. In step 900, the main CPU 101 determines whether the special symbol determined in the above-mentioned step 806 is a jackpot symbol. If it is determined that the special symbol is not a jackpot symbol (i.e., a losing symbol), the process proceeds to step 903. On the other hand, if it is determined that the special symbol is a jackpot symbol, the process proceeds to the next step 901. In step 901, the main CPU 101 checks the jackpot symbol determined in step 806 and the current game status.
[0143] In step 902, the main CPU 101 acquires the corresponding reach mode determination random number judgment table 113 (jackpot judgment table) based on the jackpot symbol and the game status confirmed in the above-mentioned step 901. Then, the process proceeds to step 907. In addition, in step 903, which is performed when it is determined in the above step 900 that the symbol is not a jackpot symbol, the main CPU 101 checks the type of the starting winning slot related to the judgment of the lottery (i.e., which starting winning slot the jackpot determining random number used in the judgment of the lottery was obtained by the ball entering), and also checks the current game status and the current reserved number (the number of reserved first special symbols, the number of reserved second special symbols). Then, it proceeds to the next step 904.
[0144] In step 904, the main CPU 101 acquires the corresponding reach group determination random number judgment table 112 based on the type of start winning slot, game status, and number of reserved balls confirmed in the above-mentioned step 903. Then, the process proceeds to the next step 905. In step 905, the main CPU 101 determines the type of group based on the reach group determination random number stored in the predetermined processing area in step 803 or step 804 and the reach group determination random number judgment table 112 selected in step 904, and stores the group type in the predetermined processing area. Then, the process proceeds to the next step, step 906.
[0145] In step 906, the main CPU 101 acquires the reach mode determination random number determination table 113 (loss determination table) based on the type of group determined in the above-mentioned step 905. Then, the process proceeds to the next step 907. In step 907, the main CPU 101 determines the fluctuation mode number and fluctuation pattern lottery table 114 based on the reach mode determination random number determination table 113 (jackpot determination table) acquired in the above-mentioned step 902 or the reach mode determination random number determination table 113 (loss determination table) acquired in the above-mentioned step 906 and the reach mode determination random number stored in a predetermined processing area in the above-mentioned step 803 or step 804, and stores this determined fluctuation mode number in a predetermined temporary storage area. Then, the process proceeds to the next step 908.
[0146] In step 908, the main CPU 101 acquires the variation pattern lottery table 114 determined in the above-mentioned step 907. Then, the process proceeds to the next step 909. In step 909, the main CPU 101 determines a variation pattern number based on the variation pattern lottery table 114 acquired in the above-mentioned step 908 and the variation pattern random number stored in a predetermined processing area in the above-mentioned step 803 or step 804, and stores this determined variation pattern number in a predetermined temporary storage area. Then, the process proceeds to the next step 910.
[0147] In step 910, the main CPU 101 determines the fluctuation time based on the fluctuation time determination table 115 and the fluctuation mode number and fluctuation pattern number stored in a predetermined temporary storage area. The main CPU 101 also sets this determined fluctuation time in a fluctuation time timer counter. Then, the process proceeds to the next step 911. In step 911, the main CPU 101 generates a fluctuation mode command based on the fluctuation mode number stored in a predetermined temporary storage area, and generates a fluctuation pattern command based on the fluctuation pattern number stored in the predetermined temporary storage area. Furthermore, the main CPU 101 stores the generated fluctuation mode command and fluctuation pattern command in the transmission data storage area for performance. Then, the fluctuation performance pattern determination process is terminated.
[0148] Next, the special symbol variation stop processing in step 702 will be described with reference to the flowchart in FIG. In step 1000, the main CPU 101 determines whether the execution phase data is "01", which indicates the execution of the special symbol variation stop process. If it is determined that the execution phase data is not "01", the special symbol variation stop process is terminated. On the other hand, if it is determined that the execution phase data is "01", the process proceeds to the next step 1001.
[0149] In step 1001, the main CPU 101 determines whether the variable time set in the variable time timer counter in step 910 has elapsed. If it is determined that the variable time has not elapsed, the special symbol variation stop process is terminated. On the other hand, if it is determined that the variable time has elapsed, the process proceeds to the next step 1002. In step 1002, the main CPU 101 sets the stop display data for stopping and displaying the special symbol determined in step 806 on the first special symbol display device 30 or the second special symbol display device 31, and executes the stop display of the special symbol. Then, the process proceeds to the next step 1003.
[0150] In step 1003, the main CPU 101 stores a symbol determination command indicating that the special symbol has been determined in the effect transmission data storage area. In step 1004, the main CPU 101 sets the stop display time for which the special symbols are stopped and displayed in the stop display time timer counter. Then, the process proceeds to step 1005.
[0151] In step 1005, the main CPU 101 sets the execution phase data to "02" so that post-stop processing is executed in the special symbol related control processing. Then, the special symbol variation stop processing is terminated.
[0152] Next, the post-stop processing in step 703 will be described with reference to the flowchart in FIG. In step 1100, the main CPU 101 determines whether the execution phase data is "02," which indicates execution of post-stop processing. If it is determined that the execution phase data is not "02," the post-stop processing is terminated. On the other hand, if it is determined that the execution phase data is "02," the process proceeds to the next step 1101. In step 1101, the main CPU 101 determines whether the static display time set in the static display time timer counter in step 1004 has elapsed. If it is determined that the static display time has not elapsed, the post-stop processing is terminated. On the other hand, if it is determined that the static display time has elapsed, the process proceeds to the next step 1102.
[0153] In step 1102, the main CPU 101 stores the current game status in the game status buffer. In step 1103, the main CPU 101 executes a time-shortening count update process. Specifically, the main CPU 101 determines whether a time-shortening game flag, which indicates that the current game state is a time-shortening game state, is on. If it is determined that the time-shortening game flag is on, the main CPU 101 updates a time-shortening count storage area provided in the main RAM 103. This time-shortening count storage area stores the number of remaining fluctuations until the time-shortening game state ends. The stored remaining fluctuation count is then decremented by "1." Furthermore, if the remaining fluctuation count becomes "0" after updating the remaining fluctuation count, the main CPU 101 also executes a process to turn off the time-shortening game flag. Furthermore, if it is determined that the time-shortening game flag is not on, the main CPU 101 does not perform any processing. Then, the main CPU 101 proceeds to the next step 1104.
[0154] In step 1104, the main CPU 101 performs a high-probability count update process. Here, the main CPU 101 determines whether a high-probability game flag, which indicates that the current game state is a high-probability game state, is on. If it is determined that the high-probability game flag is on, the main CPU 101 updates a high-probability count storage area provided in the main RAM 103. This high-probability count storage area stores the number of remaining variations until the high-probability game state ends. The stored remaining number of variations is then decremented by "1." If the remaining number of variations becomes "0" after updating the remaining number of variations, the main CPU 101 also executes a process to turn off the high-probability game flag. If it is determined that the high-probability game flag is not on, the main CPU 101 does not perform any processing. Then, the main CPU 101 proceeds to the next step 1105. In step 1105, the main CPU 101 determines whether the stopped special symbol is a jackpot symbol. If it is determined that the stopped special symbol is not a jackpot symbol (i.e., a losing symbol), the process proceeds to step 1111. On the other hand, if it is determined that the stopped special symbol is a jackpot symbol, the process proceeds to the next step 1106.
[0155] In step 1106, the main CPU 101 sets a command for transmitting the game status at the time of winning the jackpot and the type of the jackpot symbol (special symbol X1, X2, X3, or X4) stopped and displayed to the sub-control board 300. Then, the process proceeds to the next step 1107. In step 1107, the main CPU 101 resets the current game state, and then proceeds to step 1108.
[0156] In step 1108, the main CPU 101 sets the opening time, which is the waiting time set at the start of the special game, in the opening time timer counter, and stores an opening command indicating that the opening process will start in the effect transmission data storage area. Then, the process proceeds to the next step 1109. In step 1109, the main CPU 101 sets the number of rounds in the main RAM 103 based on the type of jackpot symbol that is stopped and displayed. Specifically, if the jackpot symbol that is stopped and displayed is the special symbol X1, the main CPU 101 sets the number of rounds to "10." If the jackpot symbol that is stopped and displayed is the special symbol X2 or X4, the main CPU 101 sets the number of rounds to "4." If the jackpot symbol that is stopped and displayed is the special symbol X3, the main CPU 101 sets the number of rounds to "2." Then, the process proceeds to the next step 1110.
[0157] In step 1110, the main CPU 101 sets the execution phase data to "03" so that the special game control process is executed in the special symbol related control process. Then, the post-stop process is terminated. In step 1111, which is reached when it is determined in step 1105 that the special symbol stopped and displayed is not a jackpot symbol, the main CPU 101 checks the current game status and stores a game status command for transmitting the game status and the type of the losing symbol stopped and displayed (special symbol Y1 or Y2) to the sub-control board 300 in the performance transmission data storage area. Then, the process proceeds to step 1112.
[0158] In step 1112, the main CPU 101 sets the execution phase data to "00" so that the special symbol variation start process is executed in the special symbol related control process. Then, the post-stop process is terminated.
[0159] Next, the special game control process in step 704 will be described with reference to the flowchart in FIG. In step 1200, the main CPU 101 determines whether the execution phase data is "03", which indicates the execution of the special game control process. If it is determined that the execution phase data is not "03", the special game control process is terminated. On the other hand, if it is determined that the execution phase data is "03", the process proceeds to the next step 1201. In step 1201, the main CPU 101 determines whether the opening time set in the opening time timer counter in the above-mentioned step 1108 has elapsed. If it is determined that the opening time has not elapsed, the special game control process is terminated. On the other hand, if it is determined that the opening time has elapsed, the process proceeds to the next step 1202.
[0160] In step 1202, the main CPU 101 determines whether or not the special game control process is currently in the ending process, which is a standby process that is performed after all rounds of play have been completed. If it is determined that the ending process is currently in progress, the process proceeds to step 1210. On the other hand, if it is determined that the ending process is not currently in progress, the process proceeds to the next step 1203. In step 1203, the main CPU 101 executes a special winning opening opening / closing control process for opening and closing the special winning opening 18 based on the special electric accessory operation table 116 corresponding to the type of the jackpot symbol stopped and displayed. Then, the process proceeds to the next step 1204.
[0161] In step 1204, the main CPU 101 determines whether or not a round of play has started based on the control of opening and closing the big prize opening in step 1203. If it is determined that a round of play has not started, the process proceeds to step 1206. On the other hand, if it is determined that a round of play has started, the process proceeds to the next step 1205. In step 1205, the main CPU 101 stores a round game start command indicating the start of a round game in the effect transmission data storage area. It should be noted that a round game start command is provided for each number of round games, and this makes it possible to transmit to the sub-control board 300 which number of round games has started.
[0162] In step 1206, the main CPU 101 determines whether the round game has ended based on the large prize opening / closing control in step 1203. If it is determined that the round game has not ended, the special game control process is terminated. On the other hand, if it is determined that the round game has ended, the process proceeds to the next step 1207. In step 1207, the main CPU 101 decrements the number of rounds stored in the main RAM 103 by "1". Then, the process proceeds to step 1208.
[0163] In step 1208, the main CPU 101 determines whether the number of rounds decremented in step 1207 is "0." If it is determined that the number of rounds is not "0," the special game control process is terminated. On the other hand, if it is determined that the number of rounds is "0," the process proceeds to the next step 1209. In step 1209, the main CPU 101 sets the ending time, which is the waiting time set at the end of the special game, in the ending time timer counter, and stores an ending command indicating that the ending process will start in the performance transmission data storage area.Then, the special game control process is terminated.
[0164] In step 1210, which is reached when it is determined in step 1202 that the ending process is in progress, the main CPU 101 determines whether the ending time set in the ending time timer counter in step 1209 has elapsed. If it is determined that the ending time has not elapsed, the special game control process is terminated. On the other hand, if it is determined that the ending time has elapsed, the process proceeds to step 1211. In step 1211, the main CPU 101 stores a special game end command indicating that the special game has ended in the effect transmission data storage area.
[0165] In step 1212, the main CPU 101 sets the execution phase data to "04" so that the special game end process is executed in the special symbol related control process. Then, the special game control process is ended.
[0166] Next, the special game ending process in step 705 will be described with reference to the flowchart in FIG. In step 1300, the main CPU 101 determines whether the execution phase data is "04", which indicates the execution of the special game ending process. If it is determined that the execution phase data is not "04", the special game ending process is ended. On the other hand, if it is determined that the execution phase data is "04", the process proceeds to the next step 1301. In step 1301, the main CPU 101 checks the jackpot pattern (stored in the memory area of the main RAM 103) that triggered the execution of the special game that has ended, and sets the game state after the special game has ended based on the game state setting table 117 corresponding to the jackpot pattern described above. Specifically, the main CPU 101 sets a high probability game flag, a time-saving game flag, the number of high probability times, and the number of time-saving times. In the pachinko machine P according to this embodiment, when the jackpot symbol is a special symbol X1, X2, or X3, both the high probability game flag and the time-saving game flag are turned on, and both the number of high probability times and the number of time-saving times are set to "10000." Also, when the jackpot symbol is a special symbol X4, the high probability game flag is turned off, the time-saving game flag is turned on, and the number of time-saving times is set to "100." Then, the process proceeds to the next step 1302.
[0167] In step 1302, the main CPU 101 sets a game state designation command in the performance transmission data storage area according to the game state set in the above-mentioned step 1301. This game state designation command includes information that the high probability game flag set in the above-mentioned step 1301 is on or off, information that the time-saving game flag is on or off, information on the number of high probability games, and information on the number of time-saving games. Then, the process proceeds to the next step 1303. In step 1303, the main CPU 101 sets the execution phase data to "00" so that the special symbol variation start process is executed in the special symbol related control process. Then, the special game end process is ended.
[0168] Next, the map-related control process in step 204 will be described with reference to the flowchart in FIG. In step 1400, the main CPU 101 loads the value of the normal symbol execution phase data. This normal symbol execution phase data indicates which of the multiple function modules (subroutines) that make up the normal symbol-related control processing will be executed. Specifically, this normal symbol execution phase data has data "10" indicating the execution of the normal symbol variation start processing described later, data "11" indicating the execution of the normal symbol variation stop processing described later, data "12" indicating the execution of the normal symbol stop post-processing described later, and data "13" indicating the execution of the movable piece control processing described later. Then, the main CPU 101 executes either the normal symbol variation start process (step 1401), the normal symbol variation stop process (step 1402), the normal symbol stop post-process (step 1403), or the movable piece control process (step 1404) based on the value of the normal symbol execution phase data loaded in the above-mentioned step 1400. Then, the normal symbol related control process is terminated.
[0169] Next, the normal symbol variation start processing in step 1401 described above will be explained with reference to the flowchart in FIG. In step 1500, the main CPU 101 determines whether the normal symbol execution phase data is "10", which indicates the execution of the normal symbol variation start process. If it is determined that the normal symbol execution phase data is not "10", the normal symbol variation start process is terminated. On the other hand, if it is determined that the normal symbol execution phase data is "10", the process proceeds to the next step 1501. In step 1501, the main CPU 101 determines whether a hit random number is stored in the regular symbol reserved memory area, that is, whether the regular symbol reserved number counter is "1" or more. If it is determined that the regular symbol reserved number counter is not "1" or more (i.e., "0"), it ends the regular symbol variation start processing. On the other hand, if it is determined that the regular symbol reserved number counter is "1" or more, it proceeds to the next step 1502.
[0170] In step 1502, the main CPU 101 decrements the value of the normal reserved number counter by "1". Then, the process proceeds to the next step 1503. In step 1503, the main CPU 101 executes a shift process for the general map reserved memory area. Specifically, the winning determination random number stored in the first memory unit is stored in a predetermined processing area provided in the main RAM 103, and the winning determination random numbers stored in the second to fourth memory units are shifted to the memory unit with the next smaller number. As a result, the winning determination random numbers stored in the general map reserved memory area are used in the winning determination process described below in a so-called first-in, first-out (FIFO) order. Then, the process proceeds to the next step 1504.
[0171] In step 1504, the main CPU 101 selects a winning determination random number determination table 118 (either the non-time-shortening determination table 118a or the time-shortening determination table 118b) corresponding to the current gaming state, and executes a winning determination process to derive the result of the lottery for the normal symbol based on the selected table and the winning determination random number stored in the predetermined processing area in the above-mentioned step 1503. Specifically, if the current gaming state is a non-time-shortening gaming state, the main CPU 101 refers to the non-time-shortening determination table 118a to determine the winning determination random number stored in the predetermined processing area. On the other hand, if the current gaming state is a time-shortening gaming state, the main CPU 101 refers to the time-shortening determination table 118b to determine the winning determination random number stored in the predetermined processing area. Then, the process proceeds to the next step 1505. In step 1505, the main CPU 101 determines whether or not the result of the winning determination process in the above-mentioned step 1504 is a win. If it is determined that there is no win (i.e., a loss), the process proceeds to step 1507. On the other hand, if it is determined that there is a win, the process proceeds to the next step 1506.
[0172] In step 1506, the main CPU 101 stores the winning symbol data in a predetermined symbol storage area of the main RAM 103. Then, the process proceeds to step 1508. In addition, in step 1507, which is performed when it is determined in the above-mentioned step 1505 that the result of the winning determination process is not a win, the main CPU 101 stores the losing symbol data in a predetermined regular symbol storage area of the main RAM 103. Then, the process proceeds to the next step 1508.
[0173] In step 1508, the main CPU 101 checks whether the current game state is set to a non-time-saving game state or a time-saving game state, and sets the normal symbol fluctuation time timer counter to the normal symbol fluctuation time corresponding to the current game state by referring to the normal symbol fluctuation pattern determination table 119. Specifically, if the current game state is a non-time-saving game state, the main CPU 101 sets the normal symbol fluctuation time timer counter to "3 seconds," and if it is a time-saving game state, it sets the normal symbol fluctuation time timer counter to "0.6 seconds." Then, the process proceeds to the next step 1509. In step 1509, the main CPU 101 sets variable display data to start variable display of normal symbols. As a result, the normal symbol display device 32 starts flashing. Also, in the pachinko machine P according to this embodiment, when a winning determination random number is stored in the normal symbol reserve memory area, the normal symbol reserve display device 33 is displayed in a manner that allows the normal symbol reserve number to be recognized. Then, when the variable display of the normal symbol is performed, the normal symbol reserve display device 33 is displayed and controlled so as to indicate that the normal symbol reserve number is reduced by one at the same time as the variable display starts. Then, proceed to the next step 1510.
[0174] In step 1510, the main CPU 101 stores the current gaming state in the gaming state buffer as the gaming state at the start of the fluctuation. Then, the process proceeds to step 1511. In step 1511, the main CPU 101 sets the normal symbol execution phase data to "11" so that the normal symbol variation stop process is executed in the normal symbol related control process. Then, the normal symbol variation start process is terminated.
[0175] Next, the normal symbol variation stop processing in step 1402 described above will be explained with reference to the flowchart in FIG. In step 1600, the main CPU 101 determines whether the normal symbol execution phase data is "11", which indicates the execution of the normal symbol variation stop process. If it is determined that the normal symbol execution phase data is not "11", the normal symbol variation stop process is terminated. On the other hand, if it is determined that the normal symbol execution phase data is "11", the process proceeds to the next step 1601. In step 1601, the main CPU 101 determines whether the normal symbol fluctuation time set in the normal symbol fluctuation time timer counter in step 1508 has elapsed. If it is determined that the fluctuation time has not elapsed, the normal symbol fluctuation stop process is terminated. On the other hand, if it is determined that the fluctuation time has elapsed, the process proceeds to the next step 1602.
[0176] In step 1602, the main CPU 101 sets stop display data for stopping and displaying the normal symbols on the normal symbol display device 32, and executes the stop display of the normal symbols. Then, the process proceeds to the next step 1603. In step 1603, the main CPU 101 sets the normal symbol stop display time for stopping and displaying the normal symbol in the normal symbol stop display time timer counter. Then, the process proceeds to the next step 1604.
[0177] In step 1604, the main CPU 101 sets the normal symbol execution phase data to "12" so that the normal symbol stop post-processing is executed in the normal symbol related control processing. Then, the normal symbol variation stop processing is terminated.
[0178] Next, the normal symbol post-stop processing in step 1403 described above will be described with reference to the flowchart in FIG. In step 1700, the main CPU 101 determines whether the normal symbol execution phase data is "12", which indicates the execution of normal symbol stop post-processing. If it is determined that the normal symbol execution phase data is not "12", the normal symbol stop post-processing is terminated. On the other hand, if it is determined that the normal symbol execution phase data is "12", the main CPU 101 proceeds to the next step 1701. In step 1701, the main CPU 101 determines whether the normal symbol stop display time set in the normal symbol stop display time timer counter in step 1603 has elapsed. If it is determined that the normal symbol stop display time has not elapsed, the normal symbol stop post-processing is terminated. On the other hand, if it is determined that the normal symbol stop display time has elapsed, the process proceeds to the next step 1702.
[0179] In step 1702, the main CPU 101 determines whether the stopped normal symbol is a winning symbol. If it is determined that the stopped normal symbol is not a winning symbol (i.e., a losing symbol), the process proceeds to step 1704. On the other hand, if it is determined that the stopped normal symbol is a winning symbol, the process proceeds to the next step 1703. In step 1703, the main CPU 101 sets the normal symbol execution phase data to "13" so that the movable piece control process is executed in the normal symbol related control process. Then, the normal symbol stop post-processing is terminated.
[0180] In addition, in step 1704, which is performed when it is determined in step 1702 that the normal symbol displayed as stopped is not a winning symbol, the main CPU 101 sets the normal symbol execution phase data to "10" so that the normal symbol variation start process is executed in the normal symbol related control process. Then, the normal symbol stop post-processing is terminated.
[0181] Next, the movable piece control process in step 1404 will be described with reference to the flowchart in FIG. In step 1800, the main CPU 101 determines whether the normal execution phase data is "13", which indicates the execution of the movable piece control process. If it is determined that the normal execution phase data is not "13", the movable piece control process is terminated. On the other hand, if it is determined that the normal execution phase data is "13", the process proceeds to the next step 1801. In step 1801, the main CPU 101 determines whether the movable piece 16b is under operation control, that is, whether the start winning port solenoid 16c is energized. If it is determined that the movable piece 16b is under operation control, the process proceeds to step 1804. On the other hand, if it is determined that the movable piece 16b is not under operation control, the process proceeds to the next step 1802.
[0182] In step 1802, the main CPU 101 checks whether the gaming state at the start of the variation of the normal symbols was a non-time-shortening gaming state or a time-shortening gaming state. Then, the process proceeds to the next step 1803. In step 1803, the main CPU 101 refers to the second start winning port opening control table 120, and sets the number of energizations (number of openings) and the energization time (opening time) as the energization control data (opening data) of the start winning port solenoid 16c according to the game state confirmed in the above-mentioned step 1802. Then, the movable piece control process is terminated.
[0183] In step 1804, which is reached when it is determined in step 1801 that the movable piece 16b is under operation control, the main CPU 101 determines whether the energization time (opening time) set in step 1803 has elapsed. If it is determined that the energization time (opening time) has not elapsed, the movable piece control process is terminated. On the other hand, if it is determined that the energization time (opening time) has elapsed, the process proceeds to the next step 1805. In step 1805, the main CPU 101 stops the operation of the movable piece 16b, that is, stops the power supply to the start winning port solenoid 16c. Then, the process proceeds to the next step 1806.
[0184] In step 1806, the main CPU 101 sets the normal symbol execution phase data to "10" so that the normal symbol variation start process is executed in the normal symbol related control process. Then, the movable piece control process is terminated.
[0185] (Outline of the performance in the Pachinko machine P) As described above, the special game, normal game, and bonus game progress as various processes are executed on the main control board 100. During the progress of these games, the main control board 100 transmits various commands to the sub-control board 300, which receives these commands and controls the presentation as the game progresses. The following describes the variation effects that are executed during the display of the special symbols and indicate the results of the jackpot lottery.
[0186] (Summary of the variable effects) In the pachinko machine P according to this embodiment, as described above, during the variable display of the special symbols, a variable effect is executed that suggests the result of the lottery for the jackpot by the display mode of the effect symbols 50. In this variable effect, the variable display of the effect symbols 50 (dummy symbols) is performed superimposed on a background image (not shown) displayed on the display unit 21a of the effect display device 21. Then, the result of the lottery for the jackpot is suggested to the player by the combination (stop display mode) of the effect symbols 50 that are stopped and displayed after the variable display.
[0187] Specifically, after the variable display of the special symbols begins, all the effect symbols 50 are displayed in a static state, and then the variable display of all the effect symbols 50 begins (see Figures 35(a) and (b)). After that, the effect symbols 50 located on the left side (hereinafter also referred to as the left effect symbol or first stop symbol), the effect symbols 50 located on the right side (hereinafter also referred to as the right effect symbol or second stop symbol), and the effect symbols 50 located in the center (hereinafter also referred to as the middle effect symbol or third stop symbol) are displayed in this order (see Figures 35(c) to (e)). The downward arrow in the figure indicates that the effect symbols 50 are displayed scrolling from top to bottom. Then, if the result of the jackpot lottery is a jackpot, all of the effect symbols 50 are stopped and displayed with the same pattern (see Figure 35(e)). In other words, when all of the effect symbols 50 are stopped and displayed with the same pattern, it is suggested that the result of the jackpot lottery is a jackpot. In addition, in the pachinko machine P of this embodiment, as described above, when the special symbol X3 is determined, the effect symbols 50 do not suggest that a jackpot has been won. Specifically, although not particularly shown, when the display of the effect symbols 50 begins to change, a specific effect image is displayed on the display unit 21a, and from the time the change time has passed until the special game based on the special symbol X3 ends, a high-probability time-saving setting suggestion image is displayed, suggesting that a high-probability time-saving game state will be set after the special game ends. On the other hand, if the result of the jackpot lottery is a miss, although not specifically shown, at least one performance pattern 50 will be displayed stopped in a pattern different from the other performance patterns 50, indicating that the result of the jackpot lottery is a miss.
[0188] In addition, the third stop symbol is displayed almost simultaneously with the special symbol being displayed on the first special symbol display device 30 or the second special symbol display device 31. This prevents the special symbol from being displayed on the first special symbol display device 30 or the second special symbol display device 31 before the effect symbol 50 is displayed, and prevents the result of the jackpot lottery from being determined by the type of special symbol.
[0189] Furthermore, in the pachinko machine P of this embodiment, the period from when the display of the performance pattern 50 begins to change until the second stop pattern is displayed (until the presence or absence of a reach display, which will be described later, is indicated) corresponds to the first half of the change performance, and the period from when the second stop pattern is displayed (from when the presence or absence of a reach display is indicated) until the third stop pattern is displayed (until the change of the performance pattern 50 ends) corresponds to the second half of the change performance. The first half of the variation performance includes a no-reach variation pattern in which the first and second stop symbols are displayed as different symbols, and a reach variation pattern in which the first and second stop symbols are displayed as the same symbol (a reach display is performed).The no-reach variation pattern and the reach variation pattern each have a plurality of modes, and each mode has various settings for the way of variation and the display contents of the performance symbol 50.
[0190] For example, although not specifically shown, reach variation patterns include a normal reach pattern in which the first and second stop patterns are simply displayed as the same pattern without any particular change in the way they vary or the display content of the performance pattern 50, and a pseudo-consecutive reach pattern in which all performance patterns 50 temporarily stop in a predetermined stop display mode and then the display resumes a predetermined number of times (a so-called pseudo-consecutive performance is performed), after which a reach display is performed. In the pachinko machine P according to this embodiment, the likelihood of these reach variation patterns being executed in the event of a jackpot is set separately, so that the player's expectations for a jackpot can be changed depending on the reach variation pattern being executed.
[0191] When the mode of the first half of the variable presentation is a reach variable pattern, the mode of the second half of the variable presentation is a reach development pattern in which a reach development presentation is executed to display a predetermined development presentation image on the display unit 21a of the presentation display device 21 after the reach display, and then suggests the result of the jackpot lottery, and there are also provided a no-development pattern in which the reach development presentation is not executed after the reach display, and suggests the result of the jackpot lottery. The development pattern is set to have a high possibility of being executed if a jackpot is won, and therefore increases the player's sense of anticipation. Although not specifically shown, the mode of the latter half of the fluctuation presentation when the mode of the first half of the fluctuation presentation is a no-reach fluctuation pattern, is a normal miss fluctuation pattern which suggests that the result of the jackpot lottery will be a miss after the latter half fluctuation time has elapsed. In addition, there are multiple types of patterns including no development, development and normal miss patterns, and various types of stop-displayed performance symbols 50, development performance images, etc. are set.
[0192] In addition, in the above-mentioned performance, not only can images be displayed, but predetermined background music, sound, etc. can be output from the audio output device 10 (speaker) in conjunction with the display of the images, and the performance lighting device 23 (lamp) can be made to emit light in a predetermined lighting pattern or color.
[0193] Although not specifically shown, in the pachinko machine P according to this embodiment, various variable effect determination tables for determining the mode of variable effects are stored in the sub-ROM 302 of the sub-control board 300. The sub-CPU 301 of the sub-control board 300 receives the variable mode command and variable pattern command transmitted from the main control board 100, selects a variable effect determination table according to predetermined conditions, and acquires first-half variable effect random numbers and second-half variable effect random numbers (performance random numbers) within a predetermined numerical range (for example, 0 to 249). The mode of variable effects is then determined based on the selected variable effect determination table, the variable mode command and variable pattern command received from the main CPU 101 of the main control board 100, and the acquired first-half variable effect random numbers and second-half variable effect random numbers. The sub-CPU 301 also determines the final display pattern 50 to be stopped based on the result of the jackpot lottery (by referring to the variable mode command and variable pattern command). Specifically, in the pachinko machine P according to this embodiment, as described above, the state of the first half of the variable performance is determined based on the variable mode command, and the state of the second half of the variable performance is determined based on the variable pattern command. As a result, the variable performance based on the determined state is executed in the performance display device 21, and the performance pattern 50 determined as described above is stopped and displayed.
[0194] As will be described later, the performance pattern 50 is a number pattern from "1" to "9", but if a jackpot is won through a jackpot lottery and special pattern X1 is determined (i.e., if 10 rounds of round play are executed during special play based on a jackpot win and a high probability time-saving play state is set after the special play ends), any of "1" to "9" can be determined as the performance pattern 50 that is ultimately displayed. Furthermore, when a jackpot is won by the jackpot lottery and special pattern X2 is determined (i.e., when four rounds of round play are executed during special play based on the jackpot win and a high probability time-saving play state is set after the special play ends), any pattern other than "7" (i.e., any of "1", "2", "3", "4", "5", "6", "8", or "9") can be determined as the final stop display effect pattern 50. Furthermore, if a jackpot is won through the jackpot lottery and special pattern X4 is determined (i.e., if 4 rounds of round play are executed during special play based on the jackpot win and a low probability time-saving play state is set after the special play ends), any of the odd numbered patterns ("1", "3", "5", "7", "9") other than the odd numbered patterns (i.e., any of the even numbered patterns ("2", "4", "6", "8")) can be determined as the final stop-displayed performance pattern 50. That is, when all the effect symbols 50 are stopped and displayed as odd numbers, suggesting a jackpot, a high-probability time-saving game state is set after the special game based on the jackpot win is completed. On the other hand, when all the effect symbols 50 are stopped and displayed as even numbers, suggesting a jackpot win, both a low-probability time-saving game state and a high-probability time-saving game state are set after the special game based on the jackpot win is completed. Therefore, odd numbers are effect symbols 50 that create a higher expectation for the setting of a high-probability time-saving game state than even numbers (i.e., effect symbols 50 with a higher degree of advantage).
[0195] (Outline of the display of the change in performance pattern 50) In this embodiment, the performance patterns 50 (left performance pattern, right performance pattern, center performance pattern) are composed only of the number display section 51, which is a number-shaped display area, and specifically, are number patterns representing the numbers "1" to "9" (see Figure 36, etc.). In the changing display of the performance pattern 50, the performance patterns 50, which are number patterns from "1" to "9", are displayed in a circular manner in ascending order (i.e., "1" → "2" → ... "8" → "9" → "1" → "2" → ...). Furthermore, in the variable display of the effect symbols 50, first, all effect symbols 50 start to be scrolled downward from the state of the previous stopped display, and then all effect symbols 50 are displayed scrolling at high speed. During this high-speed scrolling display, the effect symbols 50 are not visible. Then, the scrolling speed of the left effect symbol (first stop symbol) gradually decreases, and the left effect symbol is displayed stopped, next, the scrolling speed of the right effect symbol (second stop symbol) gradually decreases, and the right effect symbol is displayed stopped, and finally, the scrolling speed of the center effect symbol (third stop symbol) gradually decreases, and the center effect symbol is displayed stopped.
[0196] Here, in the pachinko machine P according to this embodiment, in order to improve the effect of the variable display of the performance symbols 50, when the variable display of the performance symbols 50 is executed, a predetermined performance image 51 can be displayed corresponding to each performance symbol 50. Specifically, at the stop display position corresponding to the number display part 51 of each performance symbol 50, an image of a male character (hereinafter also referred to as a character image) can be displayed as the performance image 51.
[0197] In addition, in the pachinko machine P according to this embodiment, a plurality of presentation modes are provided in which the variable display of the presentation symbol 50 and the display mode of the above-mentioned character image are different in the normal game state. Specifically, three types of presentation modes are provided in this normal game state: a first presentation mode, a second presentation mode, and a third presentation mode. During the normal game state, one of the first presentation mode, the second presentation mode, or the third presentation mode is set, and the variable display of the presentation symbol 50 and the display of the above-mentioned character image corresponding to the set presentation mode are executed. In addition, in the pachinko machine P of this embodiment, if the result of the jackpot lottery is a miss, a mode switching lottery is held to determine whether or not to switch the currently set presentation mode to another presentation mode. Specifically, a mode switching lottery table (not shown) for conducting a mode switching lottery is stored in the sub-ROM 302 of the sub-control board 300. Upon receiving a variable mode command transmitted from the main control board 100 indicating a loss, the sub-CPU 301 of the sub-control board 300 selects a mode switching lottery table and acquires a mode switching random number within a predetermined numerical range (e.g., 0 to 249). Then, based on the mode switching lottery table and the acquired mode switching random number, it determines whether or not to switch the currently set presentation mode to another presentation mode. If it is determined that the currently set presentation mode should be switched to another presentation mode, the presentation mode is switched to when the variable presentation based on the above-mentioned variable mode command ends. As a result, from the next variable presentation, the display of the variable presentation pattern 50 corresponding to the switched presentation mode and the display of the above-mentioned character image are executed.
[0198] (Outline of the display of the change in the performance pattern 50 and the character image in each performance mode) The following describes the variable display of the performance pattern 50 and the display of the character image in each performance mode. (1) First performance mode In the first performance mode, when the display of the performance patterns 50 changes, as shown in Figures 36 and 37, the three performance patterns 50 are displayed scrolling downward, and then all of the performance patterns 50 (left performance pattern, middle performance pattern, right performance pattern) are displayed stopped in a horizontal row in the center of the display unit 31a.
[0199] In addition, in the first presentation mode, a variable presentation is executed that suggests that the result of the jackpot lottery is a miss without a reach display (i.e., a variable presentation using a no-reach variable pattern and a normal miss variable pattern), and when it is determined that an odd numbered pattern is to be displayed as a stopped pattern for at least one of the three presentation patterns 50, the above-mentioned character image is displayed in correspondence with any one of the presentation patterns 50 for which it has been determined that an odd numbered pattern is to be displayed as a stopped pattern (at the stop display position of that presentation pattern 50).
[0200] Specifically, when an odd-numbered pattern stop display is determined for only the left performance pattern (first stop pattern), a character image is displayed corresponding to the left performance pattern, when an odd-numbered pattern stop display is determined for only the right performance pattern (second stop pattern), a character image is displayed corresponding to the right performance pattern, and when an odd-numbered pattern stop display is determined for only the middle performance pattern (third stop pattern), a character image is displayed corresponding to the middle performance pattern. In addition, when it is determined that an odd-numbered pattern will stop for the left and right performance patterns, a character image is displayed corresponding to either the left or right performance pattern, when it is determined that an odd-numbered pattern will stop for the left and middle performance patterns, a character image is displayed corresponding to either the left or middle performance pattern, and when it is determined that an odd-numbered pattern will stop for the middle and right performance patterns, a character image is displayed corresponding to either the middle or right performance pattern. In addition, when it is determined that odd numbers will stop for all of the left, right and middle performance patterns, a character image is displayed corresponding to either the left, right or middle performance pattern.
[0201] In addition, if it is determined that two or more odd-numbered symbols will stop displaying, the symbol 50 that will display the character image is determined by a predetermined lottery, and the character image is displayed in accordance with the determined symbol 50.
[0202] Furthermore, the above-mentioned character image is displayed in a size larger than the number display section 51 of the corresponding performance pattern 50, and when displayed at the above-mentioned stop display position, it is displayed behind (on the back side of) the corresponding performance pattern 50 and the performance patterns 50 adjacent to the corresponding performance pattern 50, overlapping the number display section 51 of these performance patterns 50. In other words, the above-mentioned character image is displayed across the number display section 51 of the corresponding performance pattern 50 and the adjacent performance patterns 50, with a portion of it being covered by these number display sections 51. Specifically, when a character image is displayed corresponding to the left performance pattern, the character image is displayed in a size larger than the number display section 51 of the left performance pattern, and is displayed behind the number display section 51 of the left performance pattern and the number display section 51 of the middle performance pattern, overlapping the number display section 51 of these performance patterns 50 (see Figure 37). Also, although not specifically shown, when a character image is displayed corresponding to the right performance pattern, the character image is displayed in a size larger than the number display section 51 of the right performance pattern, and is displayed behind the number display section 51 of the right performance pattern and the number display section 51 of the middle performance pattern, overlapping the number display section 51 of these performance patterns 50. Also, although not specifically shown, when a character image is displayed corresponding to a middle performance pattern, the character image is displayed in a size larger than the number display section 51 of the middle performance pattern, and is displayed behind the number display section 51 of the middle performance pattern, the number display section 51 of the left performance pattern, and the number display section 51 of the right performance pattern, overlapping the number display sections 51 of these performance patterns 50.
[0203] (Specific example of the variable display of the performance pattern 50 in the first performance mode) For example, when the first presentation mode is set, the result of the lottery for the jackpot is a miss, and it is determined that the variable presentation will be performed using the no-reach variable pattern and the normal miss variable pattern, and that the left presentation symbol will stop at "7", the right presentation symbol will stop at "5", and the center presentation symbol will stop at "7". Also, it is determined that the left presentation symbol is the presentation symbol 50 that displays the character image (i.e., it is determined that the character image will be displayed in correspondence with the left presentation symbol). In this case, when the scrolling speed of the left effect symbol 50 starts to slow down in order to stop the display of "7" from a state in which all effect symbols 50 are scrolling at high speed, a character image starts to be displayed behind the left effect symbol at the stopped display position of the left effect symbol, overlapping the left effect symbol (see Figures 36(a) and (b)). At the start of this, the character image is about the same size as the number display section 51 of the left effect symbol, but as the scrolling speed of the left effect symbol slows down, the character image is enlarged and displayed, and by the time the left effect symbol is stopped and displayed, it is larger than the number display section 51 of the left effect symbol (see Figure 37(a)). At this time, a portion of the character image corresponding to the left effect symbol is also displayed at the stopped display position of the center effect symbol (see Figure 37(a)). After that, when the right effect symbol is stopped and the center effect symbol is stopped and displayed, a portion of the character is displayed behind the center effect symbol, overlapping the center effect symbol (see Figure 37(b)). As a result, the character image is displayed behind the number display section 51 of the left effect pattern and the number display section 51 of the center effect pattern, overlapping the number display section 51 of these effect patterns 50. This character image is erased when the next variable effect starts.
[0204] As described above, in the pachinko machine P according to this embodiment, in the first presentation mode, a variable presentation that suggests a loss is executed without a reach display, and when it is determined that an odd numbered pattern is to be stopped for at least one presentation pattern 50, the above-mentioned character image is displayed at the stop display position of the presentation pattern 50 corresponding to any one of the presentation patterns 50 for which the odd numbered pattern has been determined to be stopped. Also, the above-mentioned character image is displayed in a size larger than the number display portion 51 of the corresponding presentation pattern 50, and is displayed behind the corresponding presentation pattern 50 and the adjacent presentation patterns 50, overlapping the number display portion 51 of these presentation patterns 50. This makes the stopped display of the above-mentioned effect symbols 50 more impactful, giving the player a novel impression and improving the effect of the stopped display of the effect symbols 50. Also, even when the character image is displayed, the visibility of the above-mentioned effect symbols 50 and adjacent effect symbols 50 is not obstructed, so it is possible for the player to reliably recognize the stopped and displayed effect symbols 50. Furthermore, because the above-mentioned character image is displayed when odd-numbered symbols, which have a higher advantage than even-numbered symbols, are stopped and displayed, it is possible to strongly impress on the player that odd-numbered symbols are effect symbols 50 with a higher advantage.
[0205] In the first presentation mode of this embodiment, a variable presentation is executed that suggests a miss without a reach display, and when an odd numbered pattern is displayed stopped for at least one presentation pattern 50, a character image is displayed corresponding to one of the odd numbered patterns, but the display conditions for the character image and the type of presentation pattern 50 to be displayed are not limited to this. For example, when a variable effect suggesting a miss is executed after a reach display is made, or when a variable effect suggesting a jackpot is executed after a reach display is made, a character image may be displayed targeting one of the display patterns 50. In this case, the effect of the stopped display of the performance pattern 50 can also be improved. After the reach display is made, the character image that had been displayed up until then may be erased in order to increase attention to the reach display. Also, when a jackpot is suggested, in order to increase attention to the suggestion of a jackpot, the character image corresponding to either the first or second stop symbol may be displayed without displaying the character image corresponding to the third stop symbol.
[0206] Also, the character image may be displayed not only for odd number symbols but also for even number symbols. In other words, when an even number symbol is stopped and displayed for at least one performance symbol 50, a character image may be displayed corresponding to any of the even number symbols. In addition, the character image may be displayed for both odd and even symbols. In other words, regardless of whether an odd or even symbol is stopped and displayed, the character image may be displayed in correspondence with either of the effect symbols 50. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0207] Furthermore, in the first presentation mode of this embodiment, a character image is displayed for one presentation pattern 50, but the number of presentation patterns 50 for displaying a character image is not limited to this, and character images may be displayed for two or more presentation patterns 50. Specifically, for example, when odd-numbered patterns are stopped and displayed for two performance patterns 50, character images corresponding to each of these two performance patterns 50 may be displayed, and when odd-numbered patterns are stopped and displayed for three performance patterns 50, character images corresponding to each of any two of the performance patterns 50 or character images corresponding to each of all three performance patterns 50 may be displayed. The same applies when character images are displayed for even number symbols, or when character images are displayed for both odd number symbols and even number symbols. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0208] In addition, in the first presentation mode in this embodiment, a character image is displayed across the number display section 51 of the corresponding presentation pattern 50 and the number display section 51 of the adjacent presentation pattern 50, but the display manner of the character image is not limited to this. For example, the character image displayed corresponding to the left performance pattern may be displayed across the number display section 51 of the left performance pattern and the number display section 51 of the right performance pattern. Specifically, the character image displayed at the stop display position of the left performance pattern may be displayed so that a portion of it overlaps with the number display section 51 of the right performance pattern. Also, for example, the character image displayed corresponding to the left performance pattern may be displayed across the number display section 51 of the left performance pattern, the number display section 51 of the middle performance pattern, and the number display section 51 of the right performance pattern. Specifically, the character image displayed at the stop display position of the left performance pattern may be displayed so that part of it overlaps with the number display section 51 of the middle performance pattern and the number display section 51 of the right performance pattern. Also, for example, the character image displayed corresponding to the right performance pattern may be displayed across the number display section 51 of the right performance pattern and the number display section 51 of the left performance pattern. Specifically, the character image displayed at the stop display position of the right performance pattern may be displayed so that a portion of it overlaps with the number display section 51 of the left performance pattern. Also, for example, the character image displayed corresponding to the right performance pattern may be displayed across the number display section 51 of the right performance pattern, the number display section 51 of the middle performance pattern, and the number display section 51 of the left performance pattern. Specifically, the character image displayed at the stop display position of the right performance pattern may be displayed so that part of it overlaps with the number display section 51 of the middle performance pattern and the number display section 51 of the left performance pattern. Also, for example, the character image displayed corresponding to the middle performance pattern may be displayed across only the number display section 51 of the middle performance pattern and the number display section 51 of the left performance pattern, or it may be displayed across only the number display section 51 of the middle performance pattern and the number display section 51 of the right performance pattern. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0209] Furthermore, in the first presentation mode of this embodiment, the character image is displayed overlapping the presentation pattern 50 behind (on the back side of) the presentation pattern 50 (i.e., the character image is displayed with at least a portion of it covered by the presentation pattern 50), but the display manner of the character image is not limited to this. For example, the character image may be displayed overlapping the performance pattern 50 on the front side (front side) of the performance pattern 50 (i.e., the performance pattern 50 is displayed with at least a part of it covered by the character image). In this case, from the time the scrolling speed of the performance pattern 50 starts to slow down until the performance pattern 50 is stopped and displayed, the character image may be displayed overlapping the performance pattern 50 on the front side (front side) of the performance pattern 50, and after the performance pattern 50 is stopped and displayed, the character image may be displayed overlapping the performance pattern 50 on the back side (back side) of the performance pattern 50. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0210] In addition, in the first presentation mode of this embodiment, the character image begins to be displayed when the speed of scrolling of the presentation pattern 50 begins to slow down, but the point at which the character image begins to be displayed is not particularly limited. For example, the display of the character image may start at any point while the performance pattern 50 is scrolling at high speed, or at any point between the point at which the speed of the scrolling of the performance pattern 50 begins to slow down and the point at which the performance pattern 50 is displayed as stopped, or it may start from the point at which the performance pattern 50 is displayed as stopped. In addition, instead of enlarging the character image displayed at the start to a size larger than the number display section 51 of the performance pattern 50, it may be displayed at a size larger than the number display section of the performance pattern 50 from the start. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0211] (2) Second performance mode In the variable display of the performance symbols 50 in the second performance mode, as shown in Figures 38 to 41, after the three performance symbols 50 are displayed scrolling downward, the left performance symbol is displayed stopped in the upper left of the display unit 31a, the right performance symbol is displayed stopped in the lower right of the display unit 31a, and the middle performance symbol is displayed stopped in the center of the display unit 31a. In other words, the left performance symbol, the middle performance symbol, and the right performance symbol are displayed stopped diagonally downward to the right. In other words, the stopped display position of the left performance symbol, the stopped display position of the middle performance symbol, and the stopped display position of the right performance symbol are located on a line that is diagonally downward to the right.
[0212] In addition, in the second presentation mode, when a variable presentation is executed that suggests that the result of the jackpot lottery is a miss without a reach display (i.e., a variable presentation using a no-reach variable pattern and a normal miss variable pattern), a predetermined character image (presentation image) is displayed corresponding to each of the three presentation patterns 50 (at the stop display position of each presentation pattern 50).
[0213] Specifically, the character image displayed at the stop display position of the left performance pattern (hereinafter also referred to as left character image 52L) is an image in a display mode showing the entire body of a male character in a specified pose, the character image displayed at the stop display position of the right performance pattern (hereinafter also referred to as right character image 52R) is an image in a display mode showing a close-up of the male character's profile, and the character image displayed at the stop display position of the middle performance pattern (hereinafter also referred to as middle character image 52C) is an image in a display mode showing the male character with his back turned and holding a gun. It should be noted that various display modes can be adopted for the character images displayed in correspondence with each effect symbol 50. Also, all character images may be displayed in the same mode.
[0214] In addition, all of the above-mentioned character images are displayed in a size larger than the number display section 51 of the corresponding performance pattern 50. Furthermore, when the left character image 52L is displayed at the stop display position of the left effect symbol, it is displayed behind (on the back side of) the left effect symbol, overlapping with the number display section 51 of the left effect symbol (see Figures 38 to 40, etc.). In other words, the left character image 52L is displayed with a portion covered by the number display section 51 of the left effect symbol. Furthermore, when the middle character image 52C is displayed at the stop display position of the middle performance symbol, it is displayed behind (on the back side of) the middle performance symbol, overlapping with the number display section 51 of the middle performance symbol (see Figures 38 to 40, etc.). In other words, the middle character image 52C is displayed with a part covered by the number display section 51 of the middle performance symbol. In addition, when the right character image 52R is displayed at the stop display position of the right performance pattern, it is displayed behind (on the back side of) the right performance pattern and the middle performance pattern, overlapping with the number display parts 51 of the right performance pattern and the middle performance pattern (see Figures 38 to 40, etc.). In other words, the right character image 52R is displayed across the number display parts 51 of the right performance pattern and the middle performance pattern, with a portion of it being covered by these number display parts 51.
[0215] (Specific example of the variable display of the performance pattern 50 in the second performance mode) For example, when the second presentation mode is set, the result of the jackpot lottery is a miss, and it is decided that a variable presentation will be executed using a no-reach variable pattern and a normal miss variable pattern, and it is also decided that the left presentation pattern will stop at "1", the right presentation pattern will stop at "7", and the center presentation pattern will stop at "1".
[0216] In this case, when the scrolling speed of the left effect pattern gradually slows down from a state in which all effect patterns 50 are being scrolled at high speed, and a "1" is displayed in a stopped state, a left character image 52L in the above-described display mode is displayed behind the left effect pattern and overlapping with the number display section 51 of the left effect pattern at the stopped display position of the left effect pattern (see Figures 38(a) and (b)). Next, when the scrolling speed of the right effect pattern gradually slows down and a "7" is displayed in a stopped display position of the right effect pattern, a right character image 52R in the above-described display mode is displayed behind the right effect pattern and overlapping with the number display section 51 of the right effect pattern (see Figure 38(b)). At this time, a high-speed scrolling display is being performed for the center effect pattern, and this scrolling display is executed behind the right character image 52R, overlapping with a part of the right character image 52R (see Figure 38(b)).
[0217] Then, when the scrolling speed of the middle performance pattern begins to slow down in order to stop the display of "1," a middle character performance is executed to display a middle character image 52C corresponding to the middle performance pattern (see Figures 39(a) and (b), etc.). In this middle character effect, first, a predetermined action display is performed by the male character associated with the middle character image 52C. Specifically, in this action display, in the display area from the upper center to the lower center of the display unit 21a, the above-mentioned male character is displayed facing forward and holding a gun in front of all effect patterns 50, left character image 52L, and right character image 52R, and then the male character is displayed turning around to the rear (back side) of the middle effect pattern while facing backward (see Figure 39(b), Figure 40(a) and (b)). Then, when the above-mentioned action display ends, the middle performance pattern is stopped and displayed as "1", and at the stopped display position of the middle performance pattern, the right character image 52R in the above-mentioned display mode is displayed behind the middle performance pattern, overlapping with the number display section 51 of the middle performance pattern (see Figure 40(b)).
[0218] Here, in the pachinko machine P according to this embodiment, when the center effect symbol is stopped and displayed, a part of the number display section 51 of the center effect symbol is displayed overlapping the right character image 52R behind the right character image 52R (see FIG. 40(b)). Then, from this state, the number display section 51 of the center effect symbol is displayed in a reduced size so that the size of the overlapping part between the number display section 51 of the center effect symbol and the right character image 52R becomes smaller, and then the number display section 51 of the center effect symbol is displayed overlapping the right character image 52R in front of the right character image 52R (see FIGS. 41(a) and (b)). The left character image 52L, the center character image 52C, and the right character image 52R are all erased when the next variation presentation starts.
[0219] As described above, in the pachinko machine P according to this embodiment, in the second performance mode, when a variable performance is executed that suggests that the result of the lottery for the jackpot is a miss without a reach display, character images (left character image 52L, center character image 52C, right character image 52R) with different display modes are displayed at the stop display positions of each performance pattern 50 corresponding to each of the three performance patterns 50. Also, when the center performance pattern is stopped and displayed, the center character image 52C is displayed with a predetermined action display. This makes the stopped display of the above-mentioned performance pattern 50 more impactful, giving the player a novel impression, and making it possible to improve the performance effect of the stopped display of the performance pattern 50. Furthermore, when the middle performance pattern is stopped and displayed, a portion of the number display section 51 of the middle performance pattern is displayed overlapping the right character image 52R behind the right character image 52R, but from this state, the number display section 51 of the middle performance pattern is displayed in a reduced size so that the size of the overlapping portion between the number display section 51 of the middle performance pattern and the right character image 52R becomes smaller, and the number display section 51 of the middle performance pattern is displayed overlapping the right character image 52R in front of the right character image 52R. This allows the player to view the right character image 52R for as long as possible, but ultimately the visibility of the center performance pattern is not obstructed by the right character image 52R, allowing the player to reliably recognize the performance pattern 50 that is displayed in a stopped state.
[0220] In the second presentation mode of this embodiment, when a variable presentation that suggests a miss is executed without a reach display, a character image is displayed corresponding to each of the three presentation patterns 50, but the display conditions for the character images and the types of presentation patterns 50 to be displayed are not limited to this. For example, when a variable effect suggesting a miss is executed after a reach display is made, or when a variable effect suggesting a jackpot is executed after a reach display is made, a character image may be displayed targeting the display pattern 50. In this case, the effect of the stopped display of the performance pattern 50 can also be improved. After the reach display is performed, the character image that has been displayed up until then may be erased in order to increase attention to the reach display. Also, when a jackpot is suggested, in order to increase attention to the suggestion of a jackpot, the character image corresponding to at least one of the first and second stop symbols may be displayed without displaying the character image corresponding to the third stop symbol.
[0221] Also, a character image may be displayed for an odd number symbol only when the odd number symbol is stopped and displayed, or a character image may be displayed for an even number symbol only when the even number symbol is stopped and displayed. Also, instead of a character image being displayed every time a variable display is performed, a character image may be displayed for a predetermined effect symbol 50 when a decision to display a character image is made by a predetermined lottery. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0222] In addition, in the second presentation mode of this embodiment, character images are displayed for all three presentation patterns 50, but the number of presentation patterns 50 for displaying character images is not limited to this, and character images may be displayed for any one or two presentation patterns 50. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0223] In addition, in the second presentation mode of this embodiment, when the middle presentation pattern is displayed in a stopped state, a portion of the number display section 51 of the middle presentation pattern is displayed overlapping the right character image 52R behind the right character image 52R, but the display state of the presentation pattern 50 and the character image is not limited to this. For example, when a center effect symbol is stopped and displayed, a part of the number display section 51 of the center effect symbol may be displayed overlapping the left character image 52L behind the left character image 52L. Then, from this state, the number display section 51 of the center effect symbol may be reduced in size so that the size of the overlapping portion between the number display section 51 of the center effect symbol and the left character image 52L becomes smaller, and the number display section 51 of the center effect symbol may be displayed overlapping the left character image 52L in front of the left character image 52L. Also, for example, when a center performance symbol is stopped and displayed, a part of the number display unit 51 of the center performance symbol may be displayed overlapping the left character image 52L and the right character image 52R behind the left character image 52L and the right character image 52R. Then, from this state, the number display unit 51 of the center performance symbol may be reduced in size so that the size of the overlapping part between the number display unit 51 of the center performance symbol and the left character image 52L and the right character image 52R becomes smaller, and the number display unit 51 of the center performance symbol may be displayed overlapping the left character image 52L and the right character image 52R in front of the left character image 52L and the right character image 52R. In this case, it is also possible to ensure that the player is able to recognize the effect symbol 50 that is displayed in a stopped state.
[0224] Furthermore, in the second presentation mode in this embodiment, the left character image 52L and the right character image 52R are displayed overlapping the presentation pattern 50 behind the left presentation pattern and the right presentation pattern (i.e., the character image is displayed with at least a portion of it covered by the presentation pattern 50), but the display manner of these character images is not limited to this. For example, the character image may be displayed overlapping the performance pattern 50 on the front side (front side) of the performance pattern 50 (i.e., the performance pattern 50 is displayed with at least a part of it covered by the character image). In this case, from the time the scrolling speed of the performance pattern 50 starts to slow down until the performance pattern 50 is stopped and displayed, the character image may be displayed overlapping the performance pattern 50 on the front side (front side) of the performance pattern 50, and after the performance pattern 50 is stopped and displayed, the number display section 51 of the performance pattern 50 is reduced so that the size of the overlapping part is reduced, and then the character image may be displayed overlapping the performance pattern 50 on the back side (back side) of the performance pattern 50. For example, when a middle performance pattern is displayed in a stopped state, at least a portion of the number display section 51 of the middle performance pattern may be displayed overlapping the middle character image 52C behind the middle character image 52C, and then the number display section of the middle performance pattern may be displayed in a reduced size so that the size of this overlapping portion becomes smaller, and then the number display section of the middle performance pattern may be displayed overlapping the middle character image 52C in front of the middle character image 52C. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0225] In addition, in the second presentation mode of this embodiment, after a predetermined action display is executed, the middle character image 52C is displayed in the above-mentioned display mode at the stopped display position of the middle presentation pattern, but it is also possible to display the middle character image 52C without executing the action display. In addition, the time at which each character image is displayed may be any time during the high-speed scrolling of the corresponding effect pattern 50, any time between the time the speed of the scrolling of the corresponding effect pattern 50 begins to slow down and the time the effect pattern 50 is displayed in a stopped state, or the time at which the corresponding effect pattern 50 is displayed in a stopped state, etc. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0226] (3) Third Presentation Mode In the changing display of the performance patterns 50 in the third performance mode, as shown in Figures 42 to 47, the three performance patterns 50 are displayed scrolling downward, and then all of the performance patterns 50 (left performance pattern, middle performance pattern, right performance pattern) are displayed stopped in a horizontal row in the center of the display unit 31a.
[0227] In addition, in the third presentation mode, when a variable presentation that suggests that the result of the jackpot lottery is a miss without a reach display (i.e., a variable presentation by a no-reach variable pattern and a normal miss variable pattern) is executed, a predetermined character image (presentation image) or the like is displayed corresponding to each of the three presentation patterns 50 (at the stop display position of each presentation pattern 50). That is, as in the second presentation mode, a left character image 52L (for example, an image in a display mode showing a state in which a male character faces forward and holds a gun) is displayed corresponding to the left presentation pattern, a middle character image 52C (for example, an image in a display mode showing a state in which a male character turns his back and holds a gun) is displayed corresponding to the middle presentation pattern, and a right character image 52R (for example, an image in a display mode showing a state in which the male character's profile is up close) is displayed corresponding to the right presentation pattern. It should be noted that various display modes can be adopted for the character images displayed in correspondence with each effect symbol 50. Also, all character images may be displayed in the same mode.
[0228] Here, in the third performance mode, the middle character image 52C is displayed in a size larger than the number display section 51 of the middle performance pattern, and when displayed at the stop display position of the middle performance pattern, it is displayed behind (on the back side of) the middle performance pattern, left performance pattern, and right performance pattern, overlapping with the number display section 51 of the middle performance pattern, left performance pattern, and right performance pattern (see Figures 45(a) and (b), etc.). In other words, the middle character image 52C is displayed across the number display section 51 of the left performance pattern, middle performance pattern, and right performance pattern, with part of it covered by these number display sections 51. The display of this middle character image 52C is executed in conjunction with the stopped display of the middle performance pattern, and the middle character image 52C continues to be displayed until the next variable performance begins and a new variable display of the middle performance pattern begins.
[0229] On the other hand, the left character image 52L is displayed inside the number display section 51 of the left performance pattern (see Figure 42(b) etc.), and the right character image 52R is displayed inside the number display section 51 of the right performance pattern (see Figure 43(b) etc.). The display of the left character image 52L and the right character image 52R is performed in conjunction with the enlarged display of the effect symbol 50, which is performed when the left effect symbol and the right effect symbol are stopped and displayed as described later. Then, the display of the left character image 52L and the right character image 52R is erased, and a reduced display, which will be described later, is performed.
[0230] In addition, in the third presentation mode, when each presentation pattern 50 is displayed in a stopped state, the number display section 51 of the presentation pattern 50, which is of a predetermined size (the same size as each presentation pattern 50 when it is finally displayed in a stopped state at each stopped display position) that is displayed while the scrolling speed is slowed down, is first enlarged so that it is larger than the predetermined size, and then reduced so that it is the predetermined size (see Figures 42(b), 43(a) and (b), 44(a) and (b), and 45(a) and (b)). In addition, when the above-mentioned enlarged display is performed, the size of the number display section 51 of the middle performance pattern is larger than the number display section 51 of the left performance pattern and the number display section 51 of the right performance pattern when the above-mentioned enlarged display is performed (see Figures 42(b), 43(b), 44(b), and 45(a)).
[0231] In addition, in the third presentation mode, the above-mentioned presentation pattern 50 is enlarged when the variable presentation starts, and the above-mentioned left character image 52L and right character image 52R are also displayed in conjunction with the enlarged display of the left presentation pattern and the right presentation pattern at the start of this variable presentation.
[0232] (Specific example of the variable display of the performance pattern 50 in the third performance mode) For example, when the third presentation mode is set, the result of the jackpot lottery is a miss, and it is decided that a no-reach variation pattern and a normal miss variation pattern will be executed, and it is also decided that the left presentation pattern will stop at "8", the right presentation pattern will stop at "6", and the center presentation pattern will stop at "8".
[0233] In this case, when the scrolling speed of the left effect pattern starts to slow down in order to stop the display of "8" from a state in which all effect patterns 50 are being scrolled at high speed, the number display section 51 of the left effect pattern (the number pattern "8" that is stopped) is enlarged as described above, and the left character image 52L is displayed inside the number display section 51 of the left effect pattern (see Figures 42(a) and (b)). Then, the left character image 52L that was displayed is erased, and with the left character image 52L erased, the number display section 51 of the left effect pattern is reduced as described above, and the "8" is stopped and displayed (see Figure 43(a)). Next, when the scrolling speed of the right performance pattern begins to slow down in order to stop the display of "6," the number display section 51 of the right performance pattern (the number pattern "6" that is stopped and displayed) is enlarged as described above, and the right character image 52R is displayed inside the number display section 51 of the right performance pattern (see Figure 43(b)). Then, the right character image 52R that was displayed is erased, and with the right character image 52R erased, the number display section 51 of the right performance pattern is reduced and the "6" is stopped and displayed (see Figure 44(a)). Finally, when the scrolling speed of the middle performance pattern begins to slow down to stop the display of "8", the number display section 51 of the middle performance pattern (the number pattern of "8" that is stopped and displayed) is enlarged as described above, and at the stopped display position of the middle performance pattern, the middle character image 52C is displayed behind the middle performance pattern, left performance pattern, and right performance pattern, overlapping these number display sections 51 (see Figures 44(b) and 45(a)). Then, while the middle character image 52C remains displayed, the number display section 51 of the middle performance pattern is reduced as described above, and "8" is stopped and displayed (see Figure 45(b)).
[0234] After this, when the next variable performance begins, the above-mentioned enlarged display is first performed on the number display section 51 of the left performance pattern (the number pattern "8") that was displayed in a stopped state during the previous variable performance, and after the left character image 52L is displayed inside the number display section 51 of the left performance pattern, a display that scrolls at high speed for the left performance pattern begins (see Figures 46(a) and (b)). Next, the above-mentioned enlarged display is performed on the number display section 51 of the right performance pattern (number pattern "6") that was displayed in a stopped state during the previous variable performance, and after the right character image 52R is displayed inside the number display section 51 of the right performance pattern, a display that scrolls at high speed for the right performance pattern begins (see Figures 46(b) and 47(a)). Finally, after the above-mentioned enlarged display of the number display section 51 of the middle performance pattern (the number pattern "88") that was stopped and displayed in the previous variable performance, although not specifically shown, the middle character image 52C that had been continuously displayed up until then is erased with a predetermined action (for example, an action such as sliding upwards), and a display that scrolls at high speed of the middle performance pattern begins (see Figures 47(a) and (b)).
[0235] As described above, in the pachinko machine P of this embodiment, in the third presentation mode, when a variable presentation is executed that suggests that the result of the jackpot lottery is a miss without a reach display, character images are displayed corresponding to all three presentation patterns 50. This makes the stopped display of the above-mentioned performance pattern 50 more impactful, giving the player a novel impression, and making it possible to improve the performance effect of the stopped display of the performance pattern 50.
[0236] In addition, when the left performance pattern and the right performance pattern are stopped and displayed, the above-mentioned enlarged display is performed for these performance patterns 50, and the left character image 52L and the right character image 52R are displayed inside the number display section 51 of these performance patterns 50, respectively, and then these character images are erased and the above-mentioned reduced display is performed for the number display section 51 of these performance patterns 50. Furthermore, when the center performance symbol is stopped and displayed, the center performance symbol is enlarged as described above, and at the stop display position of the center performance symbol, the center character image 52C is displayed behind the center performance symbol, the left performance symbol, and the right performance symbol, overlapping these number display sections 51, and then the center character image 52C remains displayed while the number display section 51 of the center performance symbol is reduced as described above. Furthermore, when the enlarged display is performed, the number display section 51 of the left performance symbol and the number display section 51 of the right performance symbol are both larger than the number display section 51 of the center performance symbol when the enlarged display is performed. This reliably prevents the middle character image 52C from obstructing the display of the left character image 52L and the right character image 52R, and improves the visibility of the left character image 52L displayed in the number display section 51 of the left performance pattern and the right character image 52R displayed in the number display section 51 of the right performance pattern.
[0237] Furthermore, when the next variable effect begins, the left effect symbol's number display section 51 is enlarged, and the left character image 52L is displayed inside the number display section 51 of the left effect symbol, and then the left effect symbol begins to scroll at high speed. Furthermore, the right effect symbol's number display section 51 is enlarged, and the right character image 52R is displayed inside the number display section 51 of the right effect symbol, and then the right effect symbol begins to scroll at high speed. Furthermore, the middle character image 52C displayed when the middle effect symbol is displayed in a static state continues to be displayed until the middle effect symbol begins to change in the next variable effect. Furthermore, the middle character image 52C that has been continuously displayed is erased with a predetermined action when the middle effect symbol starts to change in the next variable effect. This makes the start of the changing display of the performance pattern 50 more impactful, giving the player a novel impression, and making it possible to improve the performance effect of the start of the changing display of the performance pattern 50.
[0238] In the third presentation mode of this embodiment, when a variable presentation that suggests a miss is executed without a reach display, a character image is displayed corresponding to each of the three presentation patterns 50, but the display conditions for the character images and the types of presentation patterns 50 to be displayed are not limited to this. For example, when a variable effect suggesting a miss is executed after a reach display is made, or when a variable effect suggesting a jackpot is executed after a reach display is made, a character image may be displayed targeting the display pattern 50. In this case, the effect of the stopped display of the performance pattern 50 can also be improved. In addition, when a jackpot is suggested, in order to increase attention to the suggestion of a jackpot, the display of a character image corresponding to at least one of the first and second stopping patterns may be executed without displaying a character image corresponding to the third stopping pattern.
[0239] Also, a character image may be displayed for an odd number symbol only when the odd number symbol is stopped and displayed, or a character image may be displayed for an even number symbol only when the even number symbol is stopped and displayed. Also, instead of a character image being displayed every time a variable display is performed, a character image may be displayed for a predetermined effect symbol 50 when a decision to display a character image is made by a predetermined lottery. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0240] In addition, in the third presentation mode of this embodiment, character images are displayed for all three presentation patterns 50, but the number of presentation patterns 50 for displaying character images is not limited to this, and character images may be displayed for any one or two presentation patterns 50. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0241] In addition, in the third presentation mode of this embodiment, at the stop display position of the middle presentation pattern, the middle character image 52C is displayed behind the middle presentation pattern, left presentation pattern and right presentation pattern, overlapping these number display sections 51, but the display manner of the middle character image 52C is not limited to this. For example, at the stop display position of the middle performance pattern, the middle character image 52C may be displayed behind the middle performance pattern and the left performance pattern, overlapping these number display units 51, or the middle character image 52C may be displayed behind the middle performance pattern and the right performance pattern, overlapping these number display units 51. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0242] In addition, in the third presentation mode of this embodiment, the middle character image 52C is displayed overlapping the number display section 51 behind the middle presentation pattern, left presentation pattern, and right presentation pattern, and the left character image 52L and right character image 52R are displayed inside the number display section 51 of the left presentation pattern and inside the number display section 51 of the right presentation pattern, respectively.However, the display manner of each character image is not limited to this, and the combination of presentation patterns 50 that display character images inside the number display section 51 and presentation patterns 50 that display character images behind the number display section 51 may be set appropriately according to the presentation specifications. For example, the left character image 52L may be displayed overlapping the number display section 51 behind the left performance pattern and the middle performance pattern, while the middle character image 52C and the right character image 52R may be displayed inside the number display section 51 of the middle performance pattern and inside the number display section 51 of the right performance pattern, respectively. Also, for example, the right character image 52R may be displayed overlapping the number display section 51 behind the right performance pattern and the middle performance pattern, while the left character image 52L and the middle character image 52C may be displayed inside the number display section 51 of the left performance pattern and inside the number display section 51 of the middle performance pattern, respectively. Also, for example, the right character image 52R may be displayed overlapping the number display section 51 behind the right performance pattern and the middle performance pattern, the left character image 52L may be displayed overlapping the number display section 51 behind the left performance pattern and the middle performance pattern, and the middle character image 52C may be displayed inside the number display section 51 of the middle performance pattern. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0243] In addition, the time at which each character image is displayed may be any time during the high-speed scrolling of the corresponding effect pattern 50, any time between the time the speed of the scrolling of the corresponding effect pattern 50 begins to slow down and the time the effect pattern 50 is displayed in a stopped state, or the time at which the corresponding effect pattern 50 is displayed in a stopped state, etc. In this case, the effect of the stopped display of the performance pattern 50 can also be improved.
[0244] Furthermore, the various aspects of the first, second and third presentation modes described above can be configured in combination with each other to the extent that no contradictions arise.
[0245] In the pachinko machine P according to this embodiment, the various images (images of the performance symbols 50, character images, etc.) for executing the various displays described above are displayed on a plurality of display layers that are virtually arranged in layers at a predetermined distance. In each performance mode, by appropriately switching the display layer that displays the image, the character image is displayed behind (on the back side of) the number display section 51 of the performance symbol 50, superimposed on the number display section 51, or the character image is displayed inside the number display section 61 of the performance symbol 50.
[0246] (Variation) In the pachinko machine P of this embodiment, the performance pattern 50 is composed only of the number display section 51, which is a number-shaped display area (number patterns representing the numbers "1" to "9"), but the form of the performance pattern 50 is not limited to this. For example, the effect pattern 50 may be a pattern that has, in addition to the number display section 51 (number pattern), a decorative display section that decorates the number display section 51 (for example, an emblem displayed over the number display section 51, a ring surrounding the number display section 51, etc.), or a card-shaped pattern that displays the number display section 51 or other images (for example, a facial image of a specified character, etc.). Even in such a case, the display of the effect pattern 50 and character image may be controlled in the same way as in the first, second, and third effect modes described above. In this case, the same effects as those of the pachinko machine P according to the above-described embodiment can be achieved.
[0247] In this embodiment, the display of the changing performance pattern 50 is such that the performance pattern 50 scrolls downward, but the manner in which the display of the changing performance pattern 50 is displayed is not limited to this. For example, the display may be changed by arranging the performance patterns 50 in a vertical row and displaying the performance patterns 50 scrolling to the left or right, or the display may be changed by displaying the performance patterns 50 as if they are successively popping out from the back of the display unit 21a to the front. In this case, the same effects as those of the pachinko machine P according to the above-described embodiment can be achieved.
[0248] In the pachinko machine P according to this embodiment, three effect symbols 50, namely, the first stop symbol, the second stop symbol, and the third stop symbol, are provided, but the number of effect symbols 50 is not limited to this, and for example, two effect symbols 50 (first stop symbol, second stop symbol) may be provided, or four or more effect symbols 50 (first stop symbol, second stop symbol, third stop symbol, fourth stop symbol, etc.) may be provided. Even in such a case, the display of the effect symbols 50 and character images may be controlled in the same manner as in the first effect mode, second effect mode, and third effect mode described above. In this case, the same effects as those of the pachinko machine P according to the above-described embodiment can be achieved.
[0249] In the pachinko machine P according to this embodiment, a plurality of presentation modes, namely, the first presentation mode, the second presentation mode, and the third presentation mode, can be set during the normal game state, but these presentation modes may be set in other game states (low probability time-shortened game state, high probability time-shortened game state). Also, different presentation modes may be set for each game state, or the same presentation mode may be set in any game state. Furthermore, the presentation modes that can be installed in a pachinko machine are not limited to those described above, and for example, a presentation mode may be installed in which the display of a character image corresponding to the presentation symbol 50 is not executed. Furthermore, a pachinko machine does not need to be equipped with all of the presentation modes described above, and may be equipped with any one or more of the presentation modes. In this case, the same effects as those of the pachinko machine P according to the above-described embodiment can be achieved.
[0250] The above-described embodiment can also be applied to gaming machines other than pachinko machines. For example, in slot machines that use gaming medals as gaming media to play games, or Parrot (registered trademark) gaming machines that use gaming balls to play games similar to slot machines, the display of the effect symbols 50 and character images may be controlled in the same manner as in the first, second, and third effect modes described above.
[0251] Furthermore, the right character image 52R in the second presentation mode in the above-mentioned embodiment corresponds to the presentation image of the present invention. Furthermore, the pachinko machine P in the above-mentioned embodiment corresponds to the gaming machine of the present invention. Furthermore, the center presentation symbol in the second presentation mode in the above-mentioned embodiment corresponds to the presentation symbol of the present invention. Furthermore, the center presentation symbol in the second presentation mode in the above-mentioned embodiment corresponds to the first presentation symbol of the present invention. Furthermore, the right presentation symbol in the second presentation mode in the above-mentioned embodiment corresponds to the second presentation symbol of the present invention. Furthermore, the right character image 52R in the second presentation mode in the above-mentioned embodiment corresponds to the presentation image displayed in response to the second presentation symbol of the present invention. [Explanation of symbols]
[0252] P Pachinko machine 10 Audio output device 21 Performance display device 100 Main control board 101 Main CPU 102 Main ROM 103 Main RAM 300 Sub-control board 301 Sub-CPU 302 Sub ROM 303 Sub RAM
Claims
[Claim 1] A gaming machine capable of executing variable display and stop display of a plurality of performance symbols used in variable performance suggesting the result of a predetermined lottery, and capable of displaying performance images corresponding to each performance symbol, The plurality of performance symbols have a number display section which is a number-shaped display area, The performance pattern is displayed in a predetermined manner and can be displayed so as to be visible from a predetermined timing during the display. The effect image is not displayed in a variable manner according to the predetermined mode, and can be displayed so as to be visible from a timing different from the predetermined timing, Before any of the effect patterns is stopped and displayed, a predetermined action is displayed by the effect image on the front side of the effect pattern, and after the action display is performed, the effect image is displayed on the back side of the effect pattern, When the effect pattern is stopped and displayed, at least a part of the number display part of the effect pattern is displayed overlapping another effect image different from the effect image behind the other effect image, and then the number display part of the effect pattern is displayed in a reduced size so that the size of the overlapping part becomes smaller, and then the number display part of the effect pattern is displayed overlapping the other effect image in front of the other effect image.
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