gaming machines
The gaming machine maintains game progress visibility during image reduction effects by varying symbols and controlled display modes, enhancing player engagement.
Patent Information
- Application Number
- JP2023198304
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-11-22
- Publication Date
- 2025-10-29
- Estimated Expiration
- 2043-11-22
AI Technical Summary
Gaming machines that execute effects reducing image visibility hinder player engagement and game progress recognition.
A gaming machine with a display unit capable of varying game symbols and controlled display effects, allowing partial image reduction while maintaining visibility of game progress through superimposed images and multiple display modes.
Enhances player interest by ensuring game progress visibility during visual effects, thereby maintaining engagement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Among pachinko gaming machines, which are a type of gaming machine, there are some that execute effects that reduce the visibility of images displayed on a display means. For example, the gaming machine described in Patent Document 1 is configured to be able to execute a cracked screen effect as an effect that reduces the visibility of images displayed on a display means. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-6531 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in such gaming machines, when an effect is executed that reduces the visibility of the image displayed on the display means, it becomes difficult for the player to recognize the progress of the game, which can reduce the player's interest in the game. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine that can execute a variable game in which symbols are changed, and is equipped with a display means having a display unit that displays images, and a display control means that controls the display means, and the display means is capable of displaying a progress image relating to the progress of the game, and at least a part of the image displayed on the display unit Display as A specific effect that reduces the visibility of the image can be executed, and in the specific effect, after a predetermined decorative image is displayed, displayThe visibility of the image is reduced, and there are a plurality of display modes of the decorative image, and in the specific effect, the display The visual effects when reducing the visibility of the image are different, and the progression image is visible even during the execution of the specific visual effects. In the specific effect, a specific image is displayed superimposed on at least a part of the display image, and the specific image is not displayed in the progression image display area where the progression image is displayed. The gist of this is as follows. [Effects of the Invention]
[0006] According to the present invention, it is possible to suppress a decline in interest in games. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view showing a pachinko gaming machine. [Figure 2] FIG. 2 is a front view showing the game board. [Figure 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a schematic diagram showing an example of an image display mode in the performance display device. [Figure 5] FIG. 5 is an explanatory diagram showing a presentation pattern of the step-change presentation. [Figure 6] 6(a) to 6(d) are schematic diagrams showing the stage change effects. [Figure 7] FIG. 7 is an explanatory diagram showing the presentation mode of the step-change presentation. [Figure 8] 8(a) and 8(b) are schematic diagrams showing an example of a change in the display mode of an image during execution of a step-change effect. [Figure 9] 9(a) and 9(b) are schematic diagrams showing an example of a change in the display mode of an image during execution of a step-change effect in another embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 serving as a gaming machine includes a frame 11. The frame 11 includes an installation frame 11a for fixing the pachinko gaming machine 10 to an installation in an amusement parlor or the like, and a mounting frame 11b for mounting various gaming components. The mounting frame 11b is pivotally supported on one side edge of the opening of the installation frame 11a so that it can be opened and closed relative to the installation frame 11a. The pachinko gaming machine 10 includes a locking device 11c that locks the mounting frame 11b to prevent it from being opened. The locking device 11c is configured to be unlocked by inserting a key that fits the locking device 11c and rotating it in a predetermined direction, allowing the mounting frame 11b to be opened.
[0009] The pachinko gaming machine 10 is equipped with a launch handle HD that is operated by a player to launch a gaming ball. The pachinko gaming machine 10 is equipped with a speaker Sp that outputs sound. The speaker Sp can output sounds such as music and sound effects to provide various notifications (hereinafter referred to as audio notifications) and various effects (hereinafter referred to as audio effects). The pachinko gaming machine 10 is equipped with a decorative lamp La that has a light-emitting element (not shown). The decorative lamp La can provide various notifications (hereinafter referred to as light-emitting notifications) and various effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and extinguishing the light-emitting element.
[0010] The pachinko gaming machine 10 includes a gaming board YB. A gaming area YBa is formed on the front side of the gaming board YB, into which gaming balls can flow. In this embodiment, gaming balls launched by operating the launch handle HD reach the gaming area YBa. The gaming board YB includes an opening window YBb in approximately the center when viewed from the front. A center frame W with various designs is attached to the opening window YBb.
[0011] As shown in FIG. 2, the pachinko gaming machine 10 is equipped with an effect display device 12 having an image display unit GH capable of displaying an image. The effect display device 12 is attached to the gaming board YB so that the image display unit GH is visible through the opening window YBb (center frame W) of the gaming board YB when viewed from the front. For example, the image display unit GH is a liquid crystal panel or an organic EL panel. The effect display device 12 can execute various notifications (hereinafter referred to as display notifications) and various effects (hereinafter referred to as display effects) by displaying various images. In this embodiment, the image display unit GH corresponds to a display unit that displays an image. That is, in this embodiment, the effect display device 12 corresponds to display means having a display unit that displays an image.
[0012] The pachinko gaming machine 10 is provided with an information display device 13 that can display predetermined information. The information display device 13 is provided on the gaming board YB at a position that can be seen by the player. The information display device 13 includes a first special symbol display unit 13a. The first special symbol display unit 13a is capable of executing a first special symbol variation game, which is an example of a variation game in which symbols are varied, in which predetermined symbols are variably displayed and the first special symbol is finally displayed as a fixed, stopped symbol. The information display device 13 includes a second special symbol display unit 13b. The second special symbol display unit 13b is capable of executing a second special symbol variation game, which is an example of a variation game in which symbols are varied, in which predetermined symbols are variably displayed and the second special symbol is finally displayed as a fixed, stopped symbol. The first special symbol and the second special symbol are symbols for announcing the results of a special winning lottery, which will be described later.
[0013] In the following explanation, the special winning lottery for the first special symbol will be abbreviated as the "first special winning lottery," and the special winning lottery for the second special symbol will be abbreviated as the "second special winning lottery." Furthermore, the first special symbol changing game will be abbreviated as the "first special game," and the second special symbol changing game will be abbreviated as the "second special game." Furthermore, the first special game and the second special game will be collectively referred to as the "special game." In this specification, "changing display" means a state in which the type of displayed symbol changes over time. In this specification, "determined stop display" means a state in which the symbol is definitively displayed as stopped, and the type of displayed symbol does not change. With respect to symbols, "determined stop display" and "derivation" have the same meaning.
[0014] The special symbols that can be derived in the first special symbol display unit 13a and the second special symbol display unit 13b include a jackpot symbol as a result of a jackpot and a loss symbol as a result of a loss. In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, if a jackpot is won in the special jackpot lottery, a jackpot symbol is derived in the special game, and a jackpot game occurs after the special game ends. The jackpot game will be described in detail later. On the other hand, if a jackpot is not won in the special jackpot lottery, a loss symbol is derived in the special game. In other words, in the first special symbol display unit 13a and the second special symbol display unit 13b of this embodiment, a special game can be executed in which special symbols are changed and stopped based on the result of the special jackpot lottery.
[0015] The information display device 13 includes a first special hold display unit 13c. The first special hold display unit 13c displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met. In the following description, the number of first special games that have been put on hold is referred to as the "first special hold number." In this embodiment, the maximum value of the first special hold number is "4." The information display device 13 includes a second special hold display unit 13d. The second special hold display unit 13d displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met. In the following description, the number of second special games that have been put on hold is referred to as the "second special hold number." In this embodiment, the maximum value of the second special hold number is "4."
[0016] The information display device 13 includes a normal symbol display unit 13e. The normal symbol display unit 13e is capable of executing a normal symbol variation game in which predetermined symbols are variably displayed and a normal symbol is finally displayed as a fixed, stopped symbol. The normal symbol is a symbol for announcing the result of a normal lottery, which will be described later. In the following explanation, the normal symbol variation game will be abbreviated to "normal game." The normal symbols that can be derived to the normal symbol display unit 13e include a normal winning symbol and a normal losing symbol. In this embodiment, when a normal winning symbol is won in the normal lottery, a normal winning symbol is derived in the normal game, and a normal winning game is initiated after the normal game ends.
[0017] The information display device 13 includes a regular hold display unit 13f. The regular hold display unit 13f displays information that can identify the number of regular games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met. In the following description, the number of regular games that are on hold will be referred to as the "regular hold number." In this embodiment, the maximum value of the regular hold number is "1." Note that the display units in the information display device 13 do not need to be provided on a single display unit, but may be provided on different parts. The information display device 13 may also include a right-hit display unit that displays information instructing a so-called "right hit," and a round display unit that notifies the maximum number of rounds of play, which will be described later.
[0018] The game board YB is formed with a plurality of winning holes into which game balls can enter. The winning holes open into the game area YBa. The winning holes include a first start winning hole 14, a second start winning hole 15, and a big winning hole 17. The winning holes may include other winning holes different from these winning holes.
[0019] The first start winning opening 14 is a winning opening into which game balls are admitted to fulfill the conditions for awarding prize balls and the conditions for holding the first special game. As an example, the first start winning opening 14 is located below the effect display device 12. The first start winning opening 14 is always open so that game balls can enter. The pachinko gaming machine 10 is equipped with a first start winning sensor SE1 that detects game balls that have entered the first start winning opening 14 (see FIG. 3). In this embodiment, when a game ball is detected by the first start winning sensor SE1, the conditions for holding the first special game may be fulfilled, and the conditions for paying out a predetermined number of prize balls are fulfilled.
[0020] The second start winning opening 15 is a winning opening into which game balls enter to fulfill the conditions for awarding prize balls and the conditions for holding the second special game. As an example, the second start winning opening 15 is located at the lower right of the effect display device 12. The pachinko gaming machine 10 is equipped with a second start winning sensor SE2 that detects game balls that enter the second start winning opening 15 (see FIG. 3). In this embodiment, when a game ball is detected by the second start winning sensor SE2, the conditions for holding the second special game may be fulfilled, and the conditions for paying out a predetermined number of prize balls are fulfilled.
[0021] The pachinko gaming machine 10 is equipped with a normal movable piece 16 that can be in a first operating state in which a gaming ball cannot enter the second start winning hole 15, and a second operating state in which a gaming ball can enter the second start winning hole 15. The normal movable piece 16 is always in the first operating state, and operates to the second operating state when a normal winning game is triggered. In other words, when a normal winning game is triggered, the second start winning hole 15 becomes capable of receiving a gaming ball. The gaming board YB is equipped with a first solenoid SL1 as a means for operating the normal movable piece 16 (see FIG. 3).
[0022] The large prize opening 17 is an opening into which game balls are allowed to enter in order to establish the conditions for awarding prize balls. As an example, the large prize opening 17 is located at the lower right of the effect display device 12 and above and to the right of the second start prize opening 15. The pachinko gaming machine 10 is equipped with a count sensor SE3 that detects game balls that have entered the large prize opening 17 (see FIG. 3). Specifically, in this embodiment, when a game ball is detected by the count sensor SE3, the conditions for paying out a predetermined number of prize balls are established.
[0023] The pachinko gaming machine 10 is equipped with a special opening / closing piece 18 that can be in an open state, opening the special prize opening 17 to allow game balls to enter, or in a closed state, closing the special prize opening 17 to prevent game balls from entering. For example, the special opening / closing piece 18 may be a door-like member that opens and closes the special prize opening 17. The special opening / closing piece 18 is normally in a closed state and operates to an open state when a special win game is triggered. That is, when a special win game is triggered, the special prize opening 17 is opened to allow game balls to enter. The gaming board YB is equipped with a second solenoid SL2 (see FIG. 3) as a means for operating the special opening / closing piece 18. In this embodiment, during a jackpot game, the special prize opening 17 is opened, and a game ball that has entered the special prize opening 17 is detected by the count sensor SE3, thereby fulfilling the conditions for awarding a prize ball. That is, in this embodiment, in a jackpot game, it is possible to acquire game balls as prize balls.
[0024] The gaming board YB is provided with a gate 25. As an example, the gate 25 is located above the big prize opening 17. The gate 25 is always open so that gaming balls can enter (pass through). The pachinko gaming machine 10 is provided with a gate sensor SE4 that detects gaming balls that have entered the gate 25 (see FIG. 3). The gate 25 is an entrance through which gaming balls are allowed to enter in order to establish the conditions for starting a normal game. Even if a gaming ball enters the gate 25, the conditions for awarding prize balls are not established.
[0025] Next, the path along which the gaming ball flows down in this embodiment will be described. The pachinko gaming machine 10 configured as described above has multiple paths for gaming balls to flow down in the gaming area YBa according to the launch strength of the gaming balls. The paths for gaming balls to flow down can also be understood as the areas through which the gaming balls flow down. The multiple paths include a first path that flows down the left side of the center frame W (performance display device 12) and a second path that flows down the right side of the center frame W (performance display device 12). The first path and the second path may overlap partially or not at all. In the following description, when the gaming board YB is viewed from the front, the area located to the left of the center line that bisects the gaming area YBa into left and right halves is referred to as the left side area, and the area located to the right of the center line is referred to as the right side area. That is, in this embodiment, the path that flows down the left side area is the first path, and the path that flows down the right side area is the second path.
[0026] A player can adjust the launch strength of the game ball by operating the launch handle HD, thereby allowing the game ball to be shot into either the left or right area. The first start winning hole 14 is open on the first path (left area). Therefore, if the game ball is launched with the launch strength adjusted to a low level, the game ball will likely flow down the left area and potentially land in the first start winning hole 14. On the second path (right area), from upstream to downstream, the gate 25, the big winning hole 17, and the second start winning hole 15 are open. Therefore, if the game ball is launched with the launch strength adjusted to a high level, the game ball will likely flow down the right area and potentially land in the second start winning hole 15, the big winning hole 17, or the gate 25.
[0027] In the following description, shooting a game ball toward the left area may be referred to as a "left hit." Also, in the following description, shooting a game ball toward the right area may be referred to as a "right hit."
[0028] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 of this embodiment includes a non-time-shortening state and a time-shortening state as multiple gaming states with different degrees of advantage to the player. In this embodiment, the non-time-shortening state and the time-shortening state are gaming states in which the average fluctuation time of the special game is different. Specifically, the time-shortening state of this embodiment is a state in which the average fluctuation time of the special game is shorter than that of the non-time-shortening state. Also, in this embodiment, the non-time-shortening state and the time-shortening state are gaming states in which the probability of the gaming ball entering the second start winning slot 15 is different. Specifically, the time-shortening state of this embodiment is a state in which the probability of the gaming ball entering the second start winning slot 15 is higher than that of the non-time-shortening state. In other words, in this embodiment, the time-shortening state is a ball-entry rate improvement state in which the rate of the gaming ball entering the second start winning slot 15 is improved compared to that of the non-time-shortening state.
[0029] For example, the rate at which game balls enter the second start winning slot 15 can be improved by performing one of the three controls described below, selected arbitrarily, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game. The second control is normal symbol probability variation control, which increases the probability of winning a normal win in a normal lottery (normal win probability). The third control is operation time extension control, which lengthens the total operation time during which the normal movable piece 16 operates in the second operation state during one normal win game. The operation time extension control may be at least one of control that increases the number of times the normal movable piece 16 operates in the second operation state during one normal win game, and control that lengthens the operation time during which the normal movable piece 16 operates in the second operation state during a normal win game.
[0030] In particular, in this embodiment, the operating time during which the normal movable piece 16 operates in the second operating state in one normal winning game in the non-time-saving state is short enough that the game ball cannot actually enter the second start winning hole 15. Therefore, in this embodiment, in the non-time-saving state, it is more advantageous for the player to shoot the game ball to the left area than to shoot the game ball to the right area. In other words, the non-time-saving state can be said to be a game state in which hitting from the left is recommended.
[0031] On the other hand, in this embodiment, the operating time during which the normal movable piece 16 operates in the second operating state in one normal winning game in the time-saving state is long enough for the game ball to enter the second start winning hole 15. Therefore, in this embodiment, in the time-saving state, it is more advantageous for the player to shoot the game ball to the right area than to shoot the game ball to the left area. In other words, the time-saving state can be said to be a game state in which hitting from the right is recommended.
[0032] Next, a jackpot in the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 of this embodiment is provided with a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or more types. In the pachinko gaming machine 10, a jackpot game is awarded according to the type of jackpot symbol (type of jackpot).
[0033] In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that can identify the start of a jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the jackpot entry port 17 is opened is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the jackpot or when a predetermined upper limit time has elapsed. In a round game, the jackpot entry port 17 is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that can identify the end of a jackpot game. The jackpot game ends as the ending time elapses.
[0034] In the pachinko game machine 10 of this embodiment, after the end of a jackpot game, the machine is controlled to a time-shortened state until the special game is completed a predetermined number of times (100 times in this embodiment) or until the next jackpot game is awarded.
[0035] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In this embodiment, the effect display device 12 is capable of executing an effect pattern change game in which effect patterns are displayed in a variable manner in multiple rows, as an example of a variable game in which patterns are changed, and ultimately a combination of effect patterns is derived. In the following explanation, the effect pattern change game will be abbreviated to "effect game." The effect patterns are patterns (decorative patterns) decorated with characters, patterns, etc., and are intended to diversify the display effects. In this embodiment, the effect game is executed by displaying (scrolling) multiple pattern rows in a variable manner in a predetermined direction.
[0036] The effect game starts with the start of the special game and ends with the end of the special game. Specifically, in the effect game, effect symbols in each symbol row are temporarily displayed as stopped (hereinafter referred to as "temporary stop display"), and then the effect symbols temporarily displayed as stopped in each symbol row are displayed as fixed stop displays, thereby deriving a combination of effect symbols. In the effect game, a combination of effect symbols corresponding to the special symbols derived in the special game is derived. Specifically, when a jackpot symbol (jackpot result) is derived in the special game, a jackpot symbol combination based on the effect symbols is derived in the effect game. Also, when a losing symbol (loss result) is derived in the special game, a losing symbol combination based on the effect symbols is derived in the effect game. In this way, in this embodiment, the effect display device 12 can display effect symbols that suggest the result of the variable game. In the following description, the special game and the effect game may be collectively referred to as the "variable game."
[0037] As shown in FIG. 4, the presentation game of this embodiment includes a first presentation game and a second presentation game. The first presentation game is a presentation game that is played by varying the first presentation symbol EZ1. The first presentation symbol EZ1 is displayed in the first symbol display area ZR1 of the image display unit GH of the presentation display device 12. The second presentation game is a presentation game that is played by varying the second presentation symbol EZ2. The second presentation symbol EZ2 is displayed in the second symbol display area ZR2 of the image display unit GH of the presentation display device 12. The second presentation symbol EZ2 is a symbol that is smaller than the first presentation symbol EZ1.
[0038] The first effect game and the second effect game start with the start of the same special game and end with the end of the special game. That is, the first effect game and the second effect game are executed in parallel. In this embodiment, in both the first effect game and the second effect game, a combination of effect symbols corresponding to the special symbols derived in the special game is derived. Specifically, when a jackpot symbol (jackpot result) is derived in the special game, a jackpot symbol combination based on the effect symbols is derived in both the first effect game and the second effect game. Also, when a losing symbol (loss result) is derived in the special game, a losing symbol combination based on the effect symbols is derived in both the first effect game and the second effect game. In the following description, when simply referring to an "effect game," it is intended to include both the first effect game and the second effect game.
[0039] In this embodiment, the effect game is played by varying (scrolling) the first, second, and third symbol columns in a predetermined direction. In this embodiment, the first symbol column is the symbol column located on the left side as seen by the player, the second symbol column is the symbol column located in the center as seen by the player, and the third symbol column is the symbol column located on the right side as seen by the player. In addition, a reach effect may be executed in the effect game. The reach effect is an effect executed in a state where the same effect symbol is temporarily displayed as a stopped symbol (hereinafter referred to as a temporary stop display) in multiple specific symbol columns, and the effect symbol continues to be displayed as a stopped symbol in other symbol columns. In this embodiment, the specific symbol columns are the first and third symbol columns.
[0040] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 3, the pachinko gaming machine 10 includes a main control board 40. The main control board 40 performs various processes and outputs control signals such as control commands, which are an example of control information, depending on the results of the processes. The pachinko gaming machine 10 includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that control signals can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 executes predetermined processes based on the control signals input from the main control board 40.
[0041] The main control board 40 will now be described in detail. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main control CPU 41a) and a storage unit (memory). The main control CPU 41a executes a main control program to perform various processes. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main control ROM 41b) from which information can be read but to which information cannot be written, and a RAM area (hereinafter referred to as the main control RAM 41c) from which information can be read and written.
[0042] The main control ROM 41b stores judgment values and tables used for various judgments and lotteries. The main control ROM 41b stores a plurality of types of variation patterns. The variation pattern is variation information that can identify the content of the variation game. In particular, in this embodiment, the variation pattern is information that can identify the variation time from the start to the end of the special game. The variation pattern may also be information that can identify the content of the effects to be performed during the execution of the special game.
[0043] The main control RAM 41c stores various information that is rewritten depending on the results of processing by the main control CPU 41a. In this embodiment, the main control RAM 41c corresponds to a storage means for storing various information related to the game. For example, the information stored in the main control RAM 41c includes flags, counters, and timers. The microprocessor 41 includes a random number circuit (not shown) that generates hardware random numbers. The microprocessor 41 may also be capable of generating software random numbers through the random number generation process performed by the main control CPU 41a. The main control CPU 41a, main control ROM 41b, and main control RAM 41c are not limited to being configured on a single chip as the microprocessor 41, and may each be configured separately.
[0044] The main control CPU 41a is connected to the first start winning sensor SE1, the second start winning sensor SE2, the count sensor SE3, and the gate sensor SE4. The main control CPU 41a is configured to be able to input the detection signals output by each sensor when it detects a gaming ball. The main control CPU 41a is connected to the information display device 13. The main control CPU 41a is configured to be able to control the display content of the information display device 13.
[0045] The main control CPU 41a is connected to the first solenoid SL1 and the second solenoid SL2. The main control CPU 41a is configured to be able to control the operation of the normal movable piece 16 by controlling the first solenoid SL1. The main control CPU 41a is configured to be able to control the operation of the special opening / closing piece 18 by controlling the second solenoid SL2.
[0046] Next, the sub-control board 50 will be described in detail. The sub-control board 50 comprises a sub-control CPU 50a, a sub-control ROM 50b, and a sub-control RAM 50c. The sub-control CPU 50a executes a sub-control program to perform various processes related to the effects. The sub-control ROM 50b stores the sub-control program and judgment values used in predetermined lotteries. The sub-control ROM 50b stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and audio effect data used for audio effects.
[0047] The sub-control RAM 50c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RAM 50c includes flags, counters, and timers. In this embodiment, the sub-control board 50 is also configured to be able to generate software random numbers through a random number generation process performed by the sub-control CPU 50a. The sub-control board 50 may also be equipped with a random number generation circuit and be able to generate hardware random numbers.
[0048] The sub-control CPU 50a is connected to the performance display device 12. The sub-control CPU 50a is configured to be able to control the display content of the performance display device 12. That is, in this embodiment, the sub-control CPU 50a functions as a display control means that controls the display means. The sub-control CPU 50a is connected to a decorative lamp La. The sub-control CPU 50a is configured to be able to control the light emission mode of the decorative lamp La. The sub-control CPU 50a is connected to a speaker Sp. The sub-control CPU 50a is configured to be able to control the output mode of the speaker Sp.
[0049] Next, various processes (controls) executed in the pachinko gaming machine 10 will be described. First, the special symbol input process will be described. In the special symbol input process, the main control CPU 41a determines whether a gaming ball has entered the first start winning port 14. At this time, the main control CPU 41a determines that a gaming ball has entered the first start winning port 14 by inputting a detection signal from the first start winning sensor SE1. If a gaming ball has entered the first start winning port 14, the main control CPU 41a determines whether the number of first special reserves stored in the main control RAM 41c is less than the upper limit number (4 in this embodiment). If the number of first special reserves is less than the upper limit number, the main control CPU 41a updates the number of first special reserves stored in the main control RAM 41c by adding 1. At this time, the main control CPU 41a controls the information display device 13 to display the updated number of first special reserves. Thus, in this embodiment, when the first special reserved number is less than the upper limit number, a game ball enters the first start winning port 14, and the entered game ball is detected by the first start winning sensor SE1, thereby establishing the reservation condition for the first special game. At this time, the main control CPU 41a generates a first reserved number command that can identify the first special reserved number stored in the main control RAM 41c, and sets it in the output buffer. In this embodiment, the command set in the output buffer is output to the sub-control CPU 50a in a predetermined output process.
[0050] Next, the main control CPU 41a acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the main control RAM 41c. For example, the random numbers may be winning random numbers, jackpot symbol random numbers, or variation pattern random numbers. At this time, the main control CPU 41a stores the random number information so that it is possible to identify that the random number information is for the first special game and to identify the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. In this embodiment, by storing the random number information for the first special game in the main control RAM 41c, the execution of the first special game can be suspended until the start condition of the first special game is met. That is, in this embodiment, by storing the random number information for the first special game in the main control RAM 41c, the execution of the first special game can be suspended when the suspension condition for the first special game is met.
[0051] Furthermore, if no gaming ball has entered the first start winning port 14, and if the number of first special reserves is not less than the upper limit number, the main control CPU 41a determines whether a gaming ball has entered the second start winning port 15. At this time, the main control CPU 41a determines that a gaming ball has entered the second start winning port 15 by inputting a detection signal from the second start winning sensor SE2. If no gaming ball has entered the second start winning port 15, the main control CPU 41a terminates the special symbol input process. On the other hand, if a gaming ball has entered the second start winning port 15, the main control CPU 41a determines whether the number of second special reserves stored in the main control RAM 41c is less than the upper limit number (4 in this embodiment). If the number of second special reserves is not less than the upper limit number, the main control CPU 41a terminates the special symbol input process. On the other hand, if the second special reserve number is less than the upper limit number, the main control CPU 41a adds 1 to the second special reserve number stored in the main control RAM 41c to update it. At this time, the main control CPU 41a controls the information display device 13 to display the updated second special reserve number. In this way, in this embodiment, if the second special reserve number is less than the upper limit number, a game ball enters the second start winning hole 15, and the entering game ball is detected by the second start winning sensor SE2, thereby establishing the reserve condition for the second special game. Also, at this time, the main control CPU 41a generates a second reserve number command that can identify the second special reserve number stored in the main control RAM 41c and sets it in the output buffer.
[0052] Next, the main control CPU 41a acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the main control RAM 41c. At this time, the main control CPU 41a stores the random number information so that it is possible to identify that it is random number information for the second special game and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main control RAM 41c, the execution of the second special game can be suspended until the start condition of the second special game is met. That is, in this embodiment, by storing the random number information for the second special game in the main control RAM 41c, the execution of the second special game can be suspended when the suspension condition for the second special game is met. Then, the main control CPU 41a ends the special symbol input process.
[0053] Next, the special symbol start process will be described. In the special symbol start processing, the main control CPU41a determines whether the start conditions for the special game are met. The main control CPU41a makes a positive determination when neither a jackpot game nor a special game is being played, and makes a negative determination when a jackpot game or a special game is being played. If the start conditions for the special game are not met, the main control CPU41a ends the special symbol start processing. If the start conditions for the special game are met, the main control CPU41a determines whether the second special reserve number is greater than zero. If the second special reserve number is zero, the main control CPU41a determines whether the first special reserve number is greater than zero.
[0054] If the first special reserved number is zero, the main control CPU 41a determines whether an output flag has been set in a predetermined storage area in the main control RAM 41c. The output flag is information that indicates that a standby state command has been output. The standby state is a state in which a special game is not being played, a jackpot game has not been awarded, and no special game is reserved. If the output flag has not been set, the main control CPU 41a generates a standby state command and outputs it to the sub-control CPU 50a, and sets an output flag in the main control RAM 41c. Then, the main control CPU 41a terminates the special symbol start process. On the other hand, if the output flag has been set, the main control CPU 41a terminates the special symbol start process without generating a new standby state command. In the following description, a period that is not in a standby state is referred to as a "play period." In other words, in this embodiment, a play period is a period during which a special game or a jackpot game is being played.
[0055] If the first special reserve number is greater than zero, the main control CPU41a performs processing to execute the first special game. Specifically, the main control CPU41a updates the first special reserve number by subtracting 1. The main control CPU41a controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. Also, at this time, the main control CPU41a generates a first reserve number command that can identify the first special reserve number stored in the main control RAM41c and sets it in the output buffer. Furthermore, at this time, if an output completion flag is set in the main control RAM41c, the main control CPU41a erases the output completion flag.
[0056] Next, the main control CPU 41a acquires the random number information for the first special game that was stored first from the main control RAM 41c. Subsequently, the main control CPU 41a performs a winning lottery (winning determination) to determine whether or not a winning prize will be awarded, using a winning random number identified from the acquired random number information. As described above, all winning prizes in this embodiment are jackpots. Therefore, in this embodiment, the winning lottery can be understood as a jackpot lottery to determine whether or not a winning prize will be awarded.
[0057] When a jackpot is won, the main control CPU 41a performs jackpot variation processing. In the jackpot variation processing, the main control CPU 41a performs a lottery for a jackpot pattern using a jackpot pattern random number that can be identified from the random number information, and determines the jackpot pattern to be derived in the first special game. In addition, the main control CPU 41a performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines the jackpot variation pattern. Thereafter, the main control CPU 41a ends the special pattern start processing.
[0058] If the jackpot is not won, the main control CPU 41a performs a loss variation process. In the loss variation process, the main control CPU 41a determines a loss symbol to be derived in the first special game. The main control CPU 41a also performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines the loss variation pattern. Thereafter, the main control CPU 41a ends the special symbol start process.
[0059] If the second special reserved number is greater than zero, the main control CPU41a performs processing to execute the second special game. The processing to execute the second special game is the processing to execute the first special game, with "first special game" replaced with "second special game" and "first special reserved number" replaced with "second special reserved number", so a detailed explanation will be omitted. In other words, the main control CPU41a subtracts the second special reserved number, generates a second reserved number command, draws a jackpot, and performs any of the variable processing based on the result of the jackpot lottery, and then ends the special symbol start processing.
[0060] The main control CPU 41a outputs a fluctuation start command and a special symbol command to the sub-control CPU 50a in the jackpot fluctuation process and the loss fluctuation process. The fluctuation start command is a control command that can specify the fluctuation pattern determined in each fluctuation process and the start of the special game (effect game). The special symbol command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each fluctuation process. The fluctuation start command and the special symbol command are different control commands when the fluctuation process of the first special game is executed and when the fluctuation process of the second special game is executed.
[0061] When the special symbol start process is completed, the main control CPU 41a executes the first special game or the second special game by a process separate from the special symbol start process. That is, in the pachinko gaming machine 10 of this embodiment, when the start condition of the special game is met, the main control CPU 41a executes the following process to start the pending special game.
[0062] Specifically, when the main control CPU 41a executes a first special game, it controls the first special symbol display unit 13a to start varying display of predetermined symbols. The main control CPU 41a measures a variation time set in a variation pattern. When the variation time set in the variation pattern has elapsed, the main control CPU 41a controls the first special symbol display unit 13a to derive the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the main control CPU 41a outputs a control command (hereinafter referred to as a variation end command) capable of specifying the end of the special game (effect game) to the sub-control CPU 50a.
[0063] On the other hand, when the main control CPU 41a executes the second special game, it controls the second special symbol display unit 13b to start varying display of predetermined symbols. The main control CPU 41a measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the main control CPU 41a controls the second special symbol display unit 13b to derive the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the main control CPU 41a outputs a variation end command to the sub control CPU 50a.
[0064] By the above-described processing, in the pachinko gaming machine 10 of this embodiment, it is possible to start a pending variable game when the start condition is met. Next, the big win game process will be explained.
[0065] The jackpot game processing is a process for awarding a jackpot game. When the main control CPU 41a causes a jackpot symbol to be derived in a special game, the main control CPU 41a executes the jackpot game processing after the end of the jackpot special game. The main control CPU 41a specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. The main control CPU 41a awards the specified type of jackpot game.
[0066] First, the main control CPU 41a outputs a control command (hereinafter referred to as an opening command) capable of specifying the start of an opening time to the sub-control CPU 50a. After the opening time has elapsed, the main control CPU 41a performs processing to execute a round of play. Specifically, the main control CPU 41a controls the second solenoid SL2 using the specified opening control data for the jackpot game to open the jackpot opening 17. When the number of game balls detected by the count sensor SE3 reaches the upper limit or the upper limit time has elapsed, the main control CPU 41a controls the second solenoid SL2 to close the jackpot opening 17, thereby ending the round of play. The main control CPU 41a repeatedly performs this processing to execute a round of play until the upper limit number of rounds set for the jackpot game has been completed. Each time a round of play is started, the main control CPU 41a outputs a control command (hereinafter referred to as a round command) capable of specifying the start of a round of play to the sub-control CPU 50a. When the final round of play ends, the main control CPU41a outputs a control command (hereinafter referred to as an ending command) capable of specifying the start of the ending time to the sub-control CPU50a. When the ending time has elapsed, the main control CPU41a ends the jackpot game. The main control CPU41a may be configured to output a control command (hereinafter referred to as an ending end command) capable of specifying the elapse of the ending time to the sub-control CPU50a.
[0067] Next, the process of transitioning the gaming state will be described. The main control CPU 41a, upon the completion of a jackpot game, sets the activation flag stored in the main control RAM 41c to the ON state, thereby controlling the time-shortening state. Thereafter, the main control CPU 41a counts the number of times the special game has been executed since the completion of the jackpot game by updating the value of the execution counter stored in the main control RAM 41c each time a special game is started after the completion of the jackpot game. Then, upon the completion of a special game in which the number of times the special game has been executed since the completion of the jackpot game reaches the activation count, the main control CPU 41a sets the activation flag stored in the main control RAM 41c to the OFF state, thereby terminating the time-shortening state and controlling the time-shortening state to the non-time-shortening state. In other words, upon the completion of the activation-numbered special game after the completion of a jackpot game, the main control CPU 41a terminates the time-shortening state and controls the time-shortening state to the non-time-shortening state. Furthermore, upon the start of a jackpot game, the main control CPU 41a sets the activation flag to the OFF state, thereby controlling the time-shortening state to the non-time-shortening state. That is, the main control CPU 41a controls the game to a non-time-shortening state during a jackpot game.
[0068] When the main control CPU 41a shifts the gaming state, it generates a gaming state command that can identify the current gaming state and outputs the command to the sub-control CPU 50a. In addition to the above-mentioned processes, the main control CPU 41a also performs the following processes. For example, the main control CPU 41a performs processes related to normal symbols. In the processes related to normal symbols, the main control CPU 41a performs processes such as inputting a detection signal from the gate sensor SE4, executing a normal lottery to determine whether or not a normal win has been achieved, and starting a normal symbol variation game.
[0069] Next, a description will be given of various processes executed by the sub-control CPU 50a of the sub-control board 50 based on the sub-control program. When a control signal is input from the main control CPU 41a, the sub-control CPU 50a executes various processes in accordance with the control signal.
[0070] First, the effect symbol variation process for executing the effect game will be described. In the effect symbol variation process, when the sub-control CPU 50a inputs a special symbol command, it determines the combination of effect symbols to be derived in the effect game based on the special symbol specified from the special symbol command. When the sub-control CPU 50a specifies a jackpot symbol for the special symbol, it determines the symbol combination for the jackpot based on the effect symbol. Also, when the sub-control CPU 50a specifies a losing symbol for the special symbol, it determines the combination of effect symbols to be derived in the effect game based on the variation pattern specified from the variation start command.
[0071] Furthermore, when the sub-control CPU 50a inputs a fluctuation start command, it determines the effects to be executed during the execution of the special game based on the fluctuation pattern identified from the input fluctuation start command. In this embodiment, the determination ratio of the effects to be executed during the execution of the special game varies depending on the fluctuation pattern identified from the fluctuation start command. The sub-control CPU 50a then controls the effect display device 12, speaker Sp, and decorative lamp La to execute the determined effects. In the following description, the effect display device 12, speaker Sp, and decorative lamp La may be collectively referred to as the "effect device group."
[0072] Thereafter, the sub-control CPU 50a ends the effect game in response to the input of the variation end command, and controls the effect display device 12 to derive a combination of effect symbols. The sub-control CPU 50a may start measuring the variation time in response to the input of the variation start command, and may end the effect game in response to the passage of the variation time set for the variation pattern identified from the variation start command. In other words, the end of the effect game may be controlled without outputting a variation end command from the main control board 40.
[0073] Next, the control relating to the big win game will be explained. When the sub-control CPU 50a receives an opening command, it controls the group of effect devices to execute an opening effect among the effects during a jackpot game. When the sub-control CPU 50a receives a round command, it controls the group of effect devices to execute a round effect among the effects during a jackpot game. When the sub-control CPU 50a receives an ending command, it controls the group of effect devices to execute an ending effect among the effects during a jackpot game.
[0074] Next, various images displayed on the effect display device 12 in the pachinko gaming machine 10 of this embodiment will be described together with the control by the sub-control CPU 50a. As shown in FIG. 4, in this embodiment, the sub-control CPU 50a is capable of controlling the display of a background image G10 on the effect display device 12. The background image G10 is displayed in a manner that it is located further back from the player's perspective than the first effect pattern EZ1 and the second effect pattern EZ2. Specifically, the background image G10 is displayed on a layer that is further back from the player's perspective than the first effect pattern EZ1 and the second effect pattern EZ2. In other words, in this embodiment, the background image G10 can be said to be an image that is displayed as the background of the effect pattern. In this embodiment, there are multiple types of background images G10 that the effect display device 12 can display.
[0075] Specifically, the sub-control CPU 50a controls the effect display device 12 to display a background image G10 of a type that corresponds to the current game status. For example, when a variable game is being played or in a standby state, the sub-control CPU 50a may display a different type of background image G10 depending on the current game status. Also, for example, when a jackpot game is being played, the sub-control CPU 50a may display a different type of background image G10 from when a variable game is being played or in a standby state.
[0076] In addition, the sub-control CPU 50a can control the effect display device 12 to display game information indicating pending variable games and running variable games. In this embodiment, game information G0 indicating the running variable game is displayed in the running display area HR0, which is a display area for running variable games, of the image display unit GH of the effect display device 12. In addition, in this embodiment, game information G1 to G4 indicating the pending variable game is displayed in the pending display area HR1, which is a display area for pending variable games, of the image display unit GH of the effect display device 12. The game information G0 to G4 is displayed in a manner that is positioned closer to the player than the background image G10. Specifically, the game information G0 to G4 is displayed on a layer closer to the player than the background image G10.
[0077] In the pending game display area HR1, the game information G1 to G4 are displayed in the order in which the variable games corresponding to the game information were put on hold. For example, in this embodiment, the game information G1 corresponding to the first-put-on-hold variable game is displayed on the far left in the pending game display area HR1. Then, the game information G2 corresponding to the second-put-on-hold variable game is displayed second from the left, the game information G3 corresponding to the third-put-on-hold variable game is displayed third from the left, and the game information G4 corresponding to the fourth-put-on-hold variable game is displayed fourth from the left.
[0078] Specifically, when the current gaming state is the non-time-shortening state and the first special game is being executed, the sub-control CPU 50a controls the display of game information G0 in the in-play display area HR0. Furthermore, when the current gaming state is the non-time-shortening state and a first hold number command is input, the sub-control CPU 50a controls the display of game information in the pending display area HR1 in a number corresponding to the first special hold number determined from the first hold number command. Therefore, for example, when the first special game is being executed in the non-time-shortening state, the in-play display area HR0 displays game information G0 corresponding to the first special game being executed. Furthermore, when the current gaming state is the non-time-shortening state and the first special hold number is "2," the pending display area HR1 displays game information G1 corresponding to the first special game that was first held and game information G2 corresponding to the second first special game that was second held.
[0079] Furthermore, when the current game state is the time-shortening state and the second special game is being executed, the sub-control CPU 50a controls to display the game information G0 in the execution display area HR0. Furthermore, when the current game state is the time-shortening state and the second reserved number command is input, the sub-control CPU 50a controls to display the number of game information corresponding to the second special reserved number specified from the second reserved number command in the reserved display area HR1.
[0080] In this way, in this embodiment, when the current game state is a non-time-saving state, game information indicating the first special game is displayed in each display area HR0, HR1, while when the current game state is a time-saving state, game information indicating the second special game is displayed in each display area HR0, HR1.
[0081] In addition, the sub-control CPU 50a is capable of controlling the effect display device 12 to display a first hold number image G21 indicating the current first special hold number and a second hold number image G22 indicating the current second special hold number. In this embodiment, the first hold number image G21 and the second hold number image G22 correspond to progress images relating to the progress of the game. The first hold number image G21 is displayed in the first hold number display area HR11 of the image display unit GH of the effect display device 12. The second hold number image G22 is displayed in the second hold number display area HR12 of the image display unit GH of the effect display device 12. The first hold number image G21 and the second hold number image G22 are displayed in a manner such that they are positioned closer to the player than the background image G10. Specifically, the first hold number image G21 and the second hold number image G22 are displayed on a layer closer to the player than the background image G10.
[0082] Specifically, when the sub-control CPU 50a inputs a first hold number command, it updates the first hold number image G21 to show the first special hold number specified from the first hold number command. Also, when the sub-control CPU 50a inputs a second hold number command, it updates the second hold number image G22 to show the second special hold number specified from the second hold number command.
[0083] Next, the effects that can be executed in the pachinko gaming machine 10 of this embodiment will be described together with the control by the sub-control CPU 50a. The pachinko game machine 10 of this embodiment can gradually change the display mode of the game information G0 to perform a gradual change presentation that indicates the expected probability of the variable game currently being played resulting in a jackpot (hereinafter referred to as the jackpot expectation probability).
[0084] In this embodiment, there are six types of display modes for the game information G0. Specifically, the display modes for the game information G0 include a display mode imitating the symbol "?", a display mode imitating the character string "Attention", a display mode imitating the character string "Opportunity", a display mode imitating the character string "Super Hot", a display mode imitating the character string "Scorching Hot", and a display mode imitating the character string "Blessing".
[0085] As shown in FIG. 5, the sub-control ROM 50b of this embodiment stores a plurality of types of effect patterns that define the order in which the display mode of the game information G0 changes in the step-change effect.
[0086] The first effect pattern is an effect pattern in which the display mode of the game information G0 does not change from the display mode imitating the symbol “?”. In other words, the first effect pattern can be understood as an effect pattern in which the step-change effect is not executed.
[0087] The second, third, fifth, eighth, and twelfth effect patterns are effect patterns that define a change in the display mode of the game information G0 once. For example, the second effect pattern defines a change in the display mode of the game information G0 from a display mode that resembles the symbol "?" to a display mode that resembles the character string "Attention."
[0088] The fourth, sixth, seventh, ninth, tenth, eleventh, thirteenth, fourteenth, and fifteenth effect patterns are effect patterns in which the display mode of the game information G0 changes twice. For example, the fourth effect pattern specifies that the display mode of the game information G0 changes from a display mode imitating the symbol "?" to a display mode imitating the character string "Attention," and then further changes to a display mode imitating the character string "Opportunity."
[0089] When the sub-control CPU 50a receives a fluctuation start command, it determines a stage change effect pattern based on the fluctuation pattern identified from the fluctuation start command. At this time, the sub-control CPU 50a determines the stage change effect pattern at a different determination ratio depending on the type of the identified fluctuation pattern.
[0090] Specifically, the sub-control CPU 50a determines the presentation pattern at different determination rates when a loss variation pattern is identified and when a jackpot variation pattern is identified. In other words, the sub-control CPU 50a determines the presentation pattern based on the result of the variation game currently being executed. As a result, in this embodiment, in the step-change presentation, the jackpot expectation rate can be made different when the display mode of the game information G0 changes in the order specified for each presentation pattern.
[0091] For example, when a loss variation pattern is identified, the sub-control CPU 50a determines one of the first to eleventh presentation patterns. In other words, when a loss variation pattern is identified, the sub-control CPU 50a does not determine the twelfth to fifteenth presentation patterns. That is, in this embodiment, when the variation game results in a loss, the display mode of the game information G0 does not change to a display mode imitating the character string "Blessing."
[0092] In addition, for example, when a loss fluctuation pattern is specified or when a jackpot fluctuation pattern is specified, the sub-control CPU 50a varies the determination probability of each of the fifth to seventh presentation patterns in which the final display mode of the game information G0 becomes "super hot." That is, in this embodiment, even if the final display mode of the game information G0 is the same, the jackpot expectation may differ.
[0093] Then, the sub-control CPU 50a performs control so as to execute a step-change effect based on the determined effect pattern. Hereinafter, with reference to FIG. 6, the control of the sub-control CPU 50a for executing the step-change presentation will be described along with a specific example of the presentation mode of the step-change presentation.
[0094] 6(a), the sub-control CPU 50a controls the effect display device 12 to display the game information G0 in a display mode defined in the effect pattern during the step-by-step change effect. In this example, the game information G0 is displayed in a display mode that resembles the character string "opportunity."
[0095] 6(b), the sub-control CPU 50a controls the effect display device 12 to temporarily stop and display the first effect symbol EZ1 in a reach symbol combination, and then to display a character image G30 that suggests that the display mode of the game information G0 will change.The sub-control CPU 50a then controls the effect display device 12 to operate the character image G30 in a predetermined manner.In this embodiment, the character image G30 corresponds to a decorative image.
[0096] In this embodiment, the character image G30 is displayed in a position where it overlaps with the first effect pattern EZ1 on the image display unit GH of the effect display device 12, but is displayed in a position where it does not overlap with the second effect pattern EZ2. Furthermore, the character image G30 is displayed in a position where it does not overlap with the first reserved number image G21 and the second reserved number image G22 on the image display unit GH of the effect display device 12.
[0097] As shown in Fig. 7, there are multiple types of character images G30 that can be displayed in the step-change presentation of this embodiment. The multiple types of character images G30 each have different motif characters and character movements. For example, in this embodiment, the character images G30 include an image with a motif of character A, an image with a motif of character B, an image with a motif of character C, and an image with a motif of character D.
[0098] The type of character image G30 displayed in the step-change presentation of this embodiment is determined according to the display mode of the game information G0 before the change in the step-change presentation. For example, if the display mode of the game information G0 before the change in the step-change presentation is a display mode imitating the symbol "?", the sub-control CPU 50a controls to display an image with a character A motif as the character image G30. If the display mode of the game information G0 before the change is a display mode imitating the character string "Attention", the sub-control CPU 50a controls to display an image with a character B motif as the character image G30. If the display mode of the game information G0 before the change is a display mode imitating the character string "Good Opportunity", the sub-control CPU 50a controls to display an image with a character C motif as the character image G30. If the display mode of the game information G0 before the change is a display mode imitating the character string "Hot", the sub-control CPU 50a controls to display an image with a character D motif as the character image G30.
[0099] As described above, the presentation pattern that determines the order in which the display mode of the game information G0 changes in the stage-change presentation is determined based on the result of the currently running variation game. Therefore, it can be said that the type of character image G30 displayed in the stage-change presentation of this embodiment is determined based on the result of the currently running variation game.
[0100] Thereafter, as shown in FIG. 6(c), the sub-control CPU 50a performs control to display an effect image G31 in accordance with the movement of the character image G30. The effect image G31 in this embodiment is an image displayed in a manner that makes the image display unit GH of the effect display device 12 appear cracked. In this embodiment, the effect image G31 corresponds to a specific image. In the step-change effect of this embodiment, the effect image G31 is displayed in a manner that superimposes it on the image displayed in the image display unit GH, thereby reducing the visibility of the image displayed on the effect display device 12. In other words, in this embodiment, the display of the effect image G31 in the step-change effect can be understood as a specific effect that reduces the visibility of at least some of the images displayed in the image display unit GH.
[0101] Specifically, in this embodiment, the effect image G31 is displayed in a manner superimposed on the background image G10. That is, in this embodiment, in the step-change effect, the effect image G31 is displayed after the character image G30, thereby reducing the visibility of the background image G10. Also, in this embodiment, the effect image G31 is displayed in a manner superimposed on the first effect symbol EZ1 and each image of the game information G0 to G4. Specifically, the effect image G31 is displayed in a manner such that a portion of the crack effect is located within the first symbol display area ZR1 where the first effect symbol EZ1 is displayed, the in-play display area HR0 where the game information G0 is displayed, and the pending display area HR1 where the game information G1 to G4 are displayed. That is, in this embodiment, in the step-change effect, the effect image G31 is displayed after the character image G30, thereby reducing the visibility of the first effect symbol EZ1 and each image of the game information G0 to G4.
[0102] On the other hand, the effect image G31 is displayed in a position where it does not overlap with the images of the second effect symbol EZ2, the first reserved number image G21, and the second reserved number image G22. Specifically, the effect image G31 is displayed in such a manner that the crack effect is not located within the second symbol display area ZR2 where the second effect symbol EZ2 is displayed, the first reserved number display area HR11 where the first reserved number image G21 is displayed, and the second reserved number display area HR12 where the second reserved number image G22 is displayed. That is, in this embodiment, in the step-change effect, even if the effect image G31 is displayed after the character image G30 is displayed, the second effect symbol EZ2, the first reserved number image G21, and the second reserved number image G22 can be seen.
[0103] As shown in Fig. 7, there are multiple display modes when the effect image G31 is displayed in the step-change effect of this embodiment. Specifically, in this embodiment, the display mode of the effect image G31 includes multiple display modes that differ in the manner of cracks on the image display unit GH of the effect display device 12. For example, in this embodiment, the display mode of the effect image G31 includes a first mode, a second mode, a third mode, and a fourth mode, each of which differs in the manner of cracks.
[0104] In this embodiment, the display mode of the effect image G31 displayed in the step-change presentation is determined according to the type of character image G30 displayed and the display mode of the game information G0 after the change in the step-change presentation. For example, if an image based on character A is displayed as the character image G30 in the step-change presentation and the display mode of the game information G0 after the change is a display mode that resembles the character strings "Attention," "Good Opportunity," or "Hot," the sub-control CPU 50a determines the first mode as the display mode of the effect image G31. If an image based on character B is displayed as the character image G30 in the step-change presentation and the display mode of the game information G0 after the change is a display mode that resembles the character strings "Good Opportunity" or "Hot," the sub-control CPU 50a determines the second mode as the display mode of the effect image G31. When an image based on the character C is displayed as the character image G30 in the step-change effect, and the display mode of the game information G0 after the change is a display mode imitating the character string "Super Hot," the sub-control CPU 50a determines the third mode as the display mode of the effect image G31. Thus, in the step-change effect of this embodiment, the display mode of the effect image G31 differs depending on the display mode of the character image G30. In other words, in the step-change effect of this embodiment, the display mode when reducing the visibility of the image displayed in the image display unit GH differs depending on the display mode of the character image G30.
[0105] In addition, if the display mode of the changed game information G0 is a display mode that imitates the string of characters ``scorching'' or ``blessing,'' the sub-control CPU 50a determines the fourth mode as the display mode of the effect image G31 in the gradual change presentation, regardless of the type of character image G30.
[0106] 6(d), the sub-control CPU 50a controls the effect display device 12 to hide the character image G30 and the effect image G31. At this time, the sub-control CPU 50a also controls the display mode of the game information G0 to change. In this example, the display mode of the game information G0 is changed from a display mode imitating the character string "Good Opportunity" to a display mode imitating the character string "Super Hot."
[0107] Then, after changing the display mode of the game information G0 in the step-change effect, the sub-control CPU 50a may execute a specific reach effect, or may variably display the first effect symbol EZ1 that was temporarily stopped and displayed again without executing the specific reach effect. Specifically, if the display mode of the game information G0 after the change is the final display mode defined in the effect pattern, the sub-control CPU 50a controls to execute a specific reach effect. When executing a specific reach effect, the sub-control CPU 50a controls to temporarily stop and display the second effect symbol EZ2 in a reach pattern combination. On the other hand, if the display mode of the game information G0 after the change is not the final display mode defined in the effect pattern, the sub-control CPU 50a controls to variably display the first effect symbol EZ1 that was temporarily stopped and displayed again without executing the specific reach effect. In other words, if the display mode of the game information G0 is further changed in this step-change performance, the sub-control CPU 50a controls the first performance pattern EZ1, which was temporarily displayed in a stopped state, to be displayed again in a variable manner without executing a specific reach performance.
[0108] By the above-described control, the pachinko gaming machine 10 of this embodiment can execute a stage change effect during execution of a variable game. In addition, in this embodiment, if the execution of a new variable game is put on hold while the stage change presentation is being executed, the display mode of the first pending number image G21 and the second pending number image G22 can be changed while the stage change presentation is being executed.
[0109] For example, as shown in FIG. 8, when a character image G30 and an effect image G31 are displayed in the step-change effect, the detection of a gaming ball by the first start winning sensor SE1 triggers the new suspension of the first special game (FIG. 8(a)). In this case, the sub-control CPU 50a changes the display mode of the first reserved number image G21 to indicate the first special reserved number identified from the first reserved number command in response to the input of the first reserved number command (FIG. 8(b)). Furthermore, when the non-time-shortening state is in progress, the sub-control CPU 50a displays the game information G1 to G4 in the number corresponding to the first special reserved number in response to the input of the first reserved number command. Furthermore, although not shown, when a character image G30 and an effect image G31 are displayed in the step-change effect, the sub-control CPU 50a also changes the display mode of the second reserved number image G22 in response to the detection of a gaming ball by the second start winning sensor SE2 in response to the new suspension of the second special game. In addition, when the sub-control CPU 50a is in the time-saving state, the input of the second reserved number command is triggered to display the game information G1 to G4 in the number corresponding to the second special reserved number. That is, in this embodiment, the display mode of the first reserved number image G21 and the second reserved number image G22 may change during the display of the effect image G31 in the step-change performance.
[0110] The effects of this embodiment will be described. (1) In the step-change effect, the visibility of the various images displayed on the image display unit GH is reduced to attract the player's attention. Furthermore, by making the first reserved number image G21 and the second reserved number image G22 visible even during the step-change effect, the player can be properly informed of the current special reserved number. This prevents a decline in interest in the game.
[0111] (2) In particular, in the step-change presentation, the effect image G31 is displayed superimposed on some of the various images displayed on the image display unit GH, so that the player can enjoy the step-change presentation by drawing attention to the effect image G31. On the other hand, the first reserved number image G21 and the second reserved number image G22 can be displayed in a position that does not overlap with the effect image G31, so that the player can be properly informed of the current special reserved number.
[0112] (3) The effect image G31 is displayed so as to be superimposed on the background image G10, so that it can more effectively attract the player's attention. (4) Even while the effect image G31 is being displayed in the step-change presentation, the display mode of the first hold number image G21 and the second hold number image G22 can be changed, so that the current special hold number can be more appropriately notified.
[0113] (5) In the step-change effect, the visibility of the first effect pattern EZ1 is reduced by displaying the effect image G31, thereby attracting the player's attention, while the second effect pattern EZ2 remains visible even while the effect image G31 is displayed, thereby suggesting to the player the outcome of the variable game.
[0114] (6) In the step-change presentation, the effect image G31 is displayed after the character image G30 is displayed, so that it can more effectively attract the player's attention. (7) In particular, in the step-change presentation, the type of character image G30 that is determined based on the result of the special game being played is displayed, which can entertain players who are paying attention to the result of the special game.
[0115] (8) Furthermore, the character image G30 can be displayed in a position that does not overlap with the first reserved number image G21 and the second reserved number image G22, so that the player can be properly informed of the current special reserved number.
[0116] (9) In the step-change effect, the effect image G31 is displayed in a different display mode depending on the type of character image G30. This allows the step-change effect to be executed by associating the display mode of the character image G30 with the display mode of the effect image G31, which can further entertain the player.
[0117] The above-described embodiment can be modified as follows: The above-described embodiment and the following modifications can be combined with each other within the scope of technical compatibility.
[0118] As shown in Figures 9(a) and 9(b), the display mode of the second effect symbol EZ2 may be changeable during the execution of a step-change effect. For example, when the sub-control CPU 50a executes a specific reach effect after changing the display mode of the game information G0 in the current step-change effect, the sub-control CPU 50a may temporarily stop and display the second effect symbol EZ2 in a reach-like pattern combination while the character image G30 and effect image G31 are displayed in the step-change effect. In other words, the display mode of the second effect symbol EZ2 may change while the effect image G31 is displayed in the step-change effect. This allows the player to recognize that a specific reach effect is being executed by the display mode of the second effect symbol EZ2, even if the first effect symbol EZ1 is difficult to see due to the display of the effect image G31.
[0119] The type of character image G30 that can be displayed in the stage change presentation may be changed as appropriate. Also, the type of character image G30 that can be displayed in the stage change presentation may be one type.
[0120] The manner in which the character image G30 to be displayed in the step-change effect is determined may be changed as appropriate. The sub-control CPU 50a may determine the type of character image G30 to be displayed regardless of the display manner of the game information G0 before the change in the step-change effect. For example, the sub-control CPU 50a may determine the type of character image G30 at different determination rates depending on the type of change pattern identified from the input change start command, thereby suggesting the likelihood of a jackpot in the currently running change game depending on the type of displayed character image G30. Furthermore, the sub-control CPU 50a may determine the type of character image G30 by a predetermined lottery regardless of the result of the currently running change game.
[0121] The sub-control CPU 50a may perform control so that after displaying the character image G30 in the step-change presentation, the character image G30 is not displayed before or while the effect image G31 is displayed. Also, the sub-control CPU 50a may perform control so that the character image G30 is not displayed in the step-change presentation.
[0122] The display mode of the effect image G31 in the gradual change presentation may be changed as appropriate. Also, the display mode of the effect image G31 in the gradual change presentation may be one type. The manner in which the display mode of the effect image G31 in the step-change effect is determined may be changed as appropriate. The sub-control CPU 50a may determine the display mode of the effect image G31 regardless of the type of displayed character image G30 and the display mode of the game information G0 after the change in the step-change effect. For example, the sub-control CPU 50a may determine the display mode of the effect image G31 at different determination rates depending on the type of change pattern identified from the input change start command, thereby indicating the likelihood of a jackpot in the currently running change game depending on the display mode of the effect image G31. Furthermore, the sub-control CPU 50a may determine the display mode of the effect image G31 by a predetermined lottery regardless of the result of the currently running change game.
[0123] The effect image G31 does not have to be an image displayed in a manner that makes the image display unit GH of the effect display device 12 appear cracked. For example, the effect image G31 may be an image displayed in a manner that makes the image display unit GH of the effect display device 12 appear to be noisy, or an image displayed in a manner that makes the image display unit GH of the effect display device 12 appear to be darkened. In other words, the effect image G31 only needs to be displayed in a manner that reduces the visibility of at least some of the images displayed on the image display unit GH of the effect display device 12, and the detailed manner can be changed as appropriate.
[0124] The progress image that can be seen while the effect image G31 is displayed in the step-change presentation is not limited to the first reserved number image G21 and the second reserved number image G22, but may be other images. For example, it may be an image that shows how to progress in the game, such as a notification image that notifies an area where the launch of the game ball is recommended, or an operation instruction image that instructs the operation of a predetermined operation means.
[0125] The progression image only needs to be visible when the effect image G31 is displayed in the stage change presentation, and may be controlled so that its visibility is reduced compared to when the effect image G31 is not displayed.
[0126] The display position of each image displayed on the image display unit GH of the effect display device 12 may be changed as appropriate. For example, the game information G0 to G4 may be displayed in a position where it does not overlap with the effect image G31. Similarly, the first effect pattern EZ1 may be displayed in a position where it does not overlap with the effect image G31. Furthermore, the first reserved number image G21 and the second reserved number image G22 may be displayed in a position where it overlaps with the effect image G31. Similarly, the second effect pattern EZ2 may be displayed in a position where it overlaps with the effect image G31. In other words, in the step-change effect, it is sufficient that the visibility of at least some of the images displayed on the image display unit GH of the effect display device 12 is reduced, and it is possible to change as appropriate which images have their visibility reduced.
[0127] The effect image G31 may be configured to overlap the first pending number display area HR11 but not overlap the first pending number image G21 itself. The effect image G31 may be configured such that the edges of the effect image G31 overlap the first pending number display area HR11 but not overlap the first pending number image G21 itself. In other words, the effect image G31 may be configured such that the portions other than the edges of the effect image G31 overlap the first pending number image G21 but the edges do not overlap the first pending number image G21. The edges of the effect image G31 are the boundaries of the effect image G31. For example, if the effect image G31 has a crack effect, the edges of the effect image G31 correspond to the cracks in the crack effect. The relationship between the effect image G31 and the second pending number display area HR12 and the second pending number image G22 may also be similarly changed.
[0128] The effect image G31 may be displayed on a layer that is further back from the player than the first reserved number image G21 and the second reserved number image G22. This may prevent the first reserved number image G21 and the second reserved number image G22 from becoming difficult to see by overlapping the crack portion corresponding to the edge of the effect image G31 with the number line indicated by the first reserved number image G21 and the number line indicated by the second reserved number image G22, for example, when the effect image G31 is a crack effect.
[0129] The effect image G31 may be configured so that its edge is displayed between the first reserved number image G21 and the second reserved number image G22. In this case, for example, if the effect image G31 has a crack effect, the crack portion corresponding to the edge of the effect image G31 and the number lines indicated by the first reserved number image G21 and the second reserved number image G22 may overlap, thereby preventing the first reserved number image G21 and the second reserved number image G22 from becoming difficult to view. This makes it possible to make the first reserved number image G21 and the second reserved number image G22 more visible, even if the images simulating numbers in the first reserved number image G21 and the second reserved number image G22 are not bordered or the colors of the peripheries of the images simulating numbers differently.
[0130] The effect image G31 may be superimposed on the second symbol display area ZR2, but not on the second effect symbol EZ2 itself. The effect image G31 may be configured such that the edge of the effect image G31 is superimposed on the second symbol display area ZR2, but not on the second effect symbol EZ2 itself. In other words, the effect image G31 may be configured such that the portion other than the edge of the effect image G31 is superimposed on the second effect symbol EZ2, but not on the second effect symbol EZ2.
[0131] The effect image G31 may be displayed on a layer that is further back than the second effect symbol EZ2 as seen from the player. This may prevent the second effect symbol EZ2 from becoming difficult to see by overlapping the cracked portion corresponding to the edge of the effect image G31 with the number line indicated by the second effect symbol EZ2, for example, when the effect image G31 is a crack effect.
[0132] The effect image G31 may be configured so that its edges are displayed between the symbols of the second effect pattern EZ2. In this case, for example, if the effect image G31 is a crack effect, the cracked portion corresponding to the edge of the effect image G31 and the number lines indicated by the second effect pattern EZ2 may overlap, thereby preventing the second effect pattern EZ2 from becoming difficult to see. This makes it possible to make the second effect pattern EZ2 more easily visible, even if the number-like image of the second effect pattern EZ2 is not bordered or the color of the number-like image is not changed.
[0133] The first reserved number image G21 and the second reserved number image G22 do not have to be images that resemble numbers, but may be, for example, images that resemble hiragana, katakana, kanji, etc., or a combination of these. Also, the first reserved number image G21 and the second reserved number image G22 may be images that combine characters or other designs with letters such as numbers or kanji. Similarly, the second effect pattern EZ2 does not have to be an image that resembles numbers, but may be, for example, an image that resembles hiragana, katakana, kanji, etc., or a combination of these. Also, the second effect pattern EZ2 may be an image that combines characters or other designs with letters such as numbers or kanji. Images other than the first reserved number image G21, the second reserved number image G22, and the second effect pattern EZ2 may also be changed in the same way.
[0134] The sub-control CPU 50a may perform control so that the background image G10 is not displayed when the effect image G31 is displayed in the step-change presentation. The sub-control CPU 50a may control the display mode of the first reserved number image G21 and the second reserved number image G22 not to change while the effect image G31 is being displayed in the step-change performance. Similarly, the sub-control CPU 50a may control the display mode of the second performance symbol EZ2 not to change while the effect image G31 is being displayed in the step-change performance.
[0135] In the step-change presentation, the likelihood of a jackpot may be suggested depending on the number of times the display mode of the game information G0 changes. In this case, the display mode to which the game information G0 is ultimately changed in the step-change presentation may be determined regardless of the outcome of the variable game currently being played. In other words, in the step-change presentation, the likelihood of a jackpot may be suggested depending on the number of times the display mode of the game information G0 changes, regardless of the display mode to which the game information G0 is ultimately changed in the step-change presentation. Also, in the step-change presentation, the likelihood of a jackpot may be suggested depending on the display mode to which the game information G0 is ultimately changed in the step-change presentation, regardless of the number of times the display mode of the game information G0 changes.
[0136] The image whose display mode is changed in the stage-changing effect does not have to be the game information G0 indicating the variable game being played, and may be changed as appropriate. For example, the image whose display mode is changed in the stage-changing effect may be the background image G10, or a dedicated image displayed in the stage-changing effect.
[0137] The timing of the execution of the stage change effect may be changed as appropriate. For example, the stage change effect may be executed while a variable game that indicates the likelihood of a jackpot is on hold in the stage change effect.
[0138] The content suggested by the step-change effect can be changed as appropriate. For example, the step-change effect may be an effect that suggests the likelihood of a jackpot in a pending variable game, or an effect that suggests whether or not the pending variable games include a variable game that will result in a jackpot.
[0139] The present invention may be embodied in a pachinko gaming machine 10 that has two or more types of probability states as probability states that determine the probability of winning the jackpot lottery. In other words, the present invention may be embodied in a pachinko gaming machine 10 that has a probability fluctuation function.
[0140] The present invention may be embodied in a pachinko gaming machine 10 that has two or more types of time-saving states as the time-saving state. Also, the present invention may be embodied in a pachinko gaming machine 10 that does not have a time-saving state as a gaming state of the pachinko gaming machine 10. In other words, the present invention may be embodied in a pachinko gaming machine 10 that does not have a ball entry rate improvement state that improves the rate at which game balls enter the second start winning port 15.
[0141] The sub-control board 50 may be a sub-integrated control board, and a display control board that specializes in controlling the performance display device 12, an audio control board that specializes in controlling the speaker Sp, and a lamp control board that specializes in controlling the decorative lamp La may be provided separately from the sub-control board 50. Also, some or all of the display control board, audio control board, and lamp control board may be the same board. Also, the sub-control CPU 50a may be composed of multiple CPUs mounted on a single board.
[0142] The pachinko gaming machine 10 may be provided with a single control board that integrates the functions of the main control board 40 and the sub-control board 50. The functions of the main control board 40 may also be realized by dividing them into multiple boards. The main control CPU 41a may be composed of multiple CPUs mounted on a single board.
[0143] The first special game and the second special game may be played in accordance with the order in which the game balls enter the start winning slots 14, 15, or may be played simultaneously in parallel. The second special game may also be omitted.
[0144] The present invention may be applied to a pachinko gaming machine 10 that does not execute a special effect game. In this case, it is preferable that the special effect display device 12 displays a special symbol. The technical ideas that can be understood from this embodiment and its modifications will be described.
[0145] (Appendix 1) A gaming machine capable of playing a variable game in which symbols are changed, comprising: a display means having a display unit that displays images; and a display control means that controls the display means, wherein the display means is capable of displaying a progress image relating to the progress of the game and is capable of executing a specific effect that reduces the visibility of at least some of the images displayed on the display unit, wherein the specific effect reduces the visibility of the image displayed on the display unit after a predetermined decorative image is displayed, wherein there are multiple types of display modes for the decorative image, and wherein the specific effect varies in the mode in which the visibility of the image displayed on the display unit is reduced depending on the display mode of the decorative image, and wherein the progress image is visible even while the specific effect is being executed.
[0146] (Appendix 2) A gaming machine as described in Appendix 1, in which the specific image is displayed superimposed on at least a portion of the images displayed on the display unit during the specific presentation, and the progressing image can be displayed in a position that does not superimpose on the specific image.
[0147] (Appendix 3) A gaming machine as described in Appendix 1 or Appendix 2, in which the display mode of the progression image may change during the execution of the specific performance. (Supplementary Note 4) The gaming machine according to any one of Supplementary Note 1 to Supplementary Note 3, wherein the decorative image can be displayed at a position that does not overlap with the progression image. [Explanation of symbols]
[0148] EZ1...First performance symbol EZ2...Second performance symbol G0~G4...Game information G10...Background image G21...First pending number image (progress image) G22...Second pending number image (progress image) G30...Character image (decorative image) G31...Effect image (specific image) GH...Image display section (display section) HD...Launch handle HR0...In progress display area HR1...Pending display area HR11...First pending number display area HR12...Second pending number display area La...Decorative lamp SE1...First start winning sensor SE2...Second start winning sensor SE3...Count sensor SE4...Gate sensor SL1...First solenoid SL2...Second solenoid Sp...Speaker W...Center frame YB...Game board YBa...Game area YBb...Opening window ZR1...First pattern display area ZR2...Second pattern display area 10...Pachinko game machine 11...Frame body 11a...Installation frame 11b...Mounting frame 11c...Locking device 12...Performance display device (display means) 13...Information display device 13a...First special pattern display section 13b...Second special pattern display section 13c...First special hold display section 13d...Second special hold display section 13e...Normal pattern display section 13f...Normal hold display section 14...First start winning opening 15...Second start winning opening 16...Normal movable piece 17...Large prize winning opening 18...Special opening / closing piece 25...Gate 40...Main control board 41...Microprocessor 41a...Main control CPU 41b...Main control ROM 41c...Main control RAM 50...Sub-control board 50a...Sub-control CPU (display control means) 50b...Sub-control ROM 50c...Sub-control RAM
Claims
1. In a gaming machine capable of executing a variable game in which symbols are varied, a display means having a display unit for displaying an image; a display control means for controlling the display means, The display means It is possible to display a progress image relating to the progress of the game, A specific effect can be executed to reduce the visibility of a display image that is at least a part of the image displayed on the display unit, In the specific effect, the visibility of the display image is reduced after a predetermined decorative image is displayed, There are a plurality of display modes of the decorative image, In the specific effect, the effect mode when the visibility of the display image is reduced varies depending on the display mode of the decorative image, The progression image is visible even during the execution of the specific effect, In the specific effect, a specific image is displayed superimposed on at least a part of the display image, A gaming machine characterized in that the specific image is not displayed in a progression image display area in which the progression image is displayed.
2. There are multiple types of display modes for the specific image, 2. The gaming machine according to claim 1, wherein the progression image is visible regardless of whether the specific image is displayed in any one of a plurality of display modes during the specific presentation.
Citation Information
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