gaming machines
The gaming machine improves image presentation by using special displays with longer durations and higher advantageous probabilities to increase player engagement and enjoyment.
Patent Information
- Application Number
- JP2024026142
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-26
- Publication Date
- 2025-11-17
- Estimated Expiration
- 2044-02-26
AI Technical Summary
Existing gaming machines lack effective methods to enhance the presentation of images on display means, which can increase player engagement and enjoyment.
The gaming machine incorporates a display means that displays predetermined and specific images, with a special display mode indicating a higher probability of an advantageous player state, and extends the display duration of special indications to draw attention and enhance interest.
This configuration increases player engagement by making special displays more likely to be advantageous and clearly indicates attention-worthy game settings, thereby enhancing the gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines that can be played. [Background technology]
[0002] Some gaming machines have a mechanism in which gaming balls, which are gaming media, are launched into a gaming area by a launching device, and when the gaming balls enter a winning area such as a winning slot provided in the gaming area, a predetermined number of prize balls are paid out to the player.Furthermore, there are also gaming machines (so-called pachinko machines) that are provided with a variable display area that can variably display (also called "variable") identification information, and are configured to change the gaming state (the state of the gaming machine; therefore, specifically, the state in which the gaming machine is controlled) and award a predetermined gaming value to the player when the display result of the variable display of the identification information in the variable display area becomes a specific display result.
[0003] Furthermore, after a predetermined number of bets on predetermined gaming media is set for one game, the player operates a start lever to start the variable display of identification information in the variable display areas, and when the player operates a stop button provided corresponding to each variable display area, the variable display of identification information is stopped within a predetermined maximum delay time from the timing of the operation, and a win occurs according to the display result derived when the variable display of all variable display areas is stopped, and predetermined gaming media are paid out in accordance with the win, and when a specific win occurs, the gaming state is changed to a state in which a predetermined gaming value is given to the player (so-called slot machine).
[0004] In addition, the gaming value refers to the payout of prize balls, the state of the variable winning ball device installed in the gaming area of the gaming machine becoming advantageous for players so that balls are more likely to win, the generation of rights to become advantageous for players, and the state becoming such that the conditions for the payout of prize balls are more likely to be met.
[0005] In pachinko gaming machines, a "jackpot" occurs when a predetermined specific display mode is derived and displayed as a result of the variable display of the effect symbol (identification information) that starts in the variable display area based on the entry of a gaming ball into the starting winning hole. The derived display refers to the final display of a symbol (final stop symbol). When a jackpot occurs, for example, the jackpot hole opens a predetermined number of times, transitioning to a jackpot game state in which balls are more likely to win. Then, if a predetermined number of jackpot holes (e.g., 10) wins are entered into the jackpot hole during each opening period, the jackpot hole closes. The number of times the jackpot hole opens is fixed to a predetermined number (e.g., 15 rounds). An opening time (e.g., 29 seconds) is set for each opening, and the jackpot hole closes when the opening time has elapsed, even if the number of wins does not reach the predetermined number. Hereinafter, the opening period of each jackpot hole may be referred to as a "round." Furthermore, play during a round may be referred to as a "round game."
[0006] Furthermore, in the variable display area, a pattern other than the pattern that will be the final stop pattern (for example, the center pattern of the left, center, and right patterns) stops, oscillates, expands / contracts, or deforms for a predetermined time while matching a specific display result, or multiple patterns fluctuate synchronously within the same pattern, or the positions of the displayed patterns are swapped, and the possibility of a jackpot occurring continues before the final result is displayed (hereinafter, these states are referred to as reach states). The reach state and its appearance are referred to as reach mode. Furthermore, a variable display that includes a reach effect is referred to as reach variable display. If the display result of the patterns variably displayed in the variable display area is not the specific display result, it is a "miss," and the variable display state ends. The player plays while enjoying trying to make a jackpot occur.
[0007] In addition, there have been gaming machines that aim to increase the enjoyment of playing by, for example, using a blackout effect to display an image on a display means (image display device) in a way that makes it difficult to see a specific image being displayed on the display means (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0008] [Patent Document 1] JP 2021-58381 A (Figure 11-7) Summary of the Invention [Problem to be solved by the invention]
[0009] However, in the gaming machine described above, there is room for improvement in the presentation of images displayed on the display means.
[0010] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a gaming machine with improved effects for displaying images on a display means. [Means for solving the problem]
[0011] (Means) The gaming machine according to the present invention comprises: A gaming machine that can be played, A display means (for example, an image display device 5) is provided, The display means is It is possible to display predetermined displays (for example, SP reach images) and specific displays (for example, blackout images) (see Figures 8-17 to 8-25). When a predetermined display is displayed, a special display (for example, a second pseudo power failure display) different from the predetermined display can be displayed (see FIG. 8-16). When a specific display is displayed, the special display is not displayed (for example, since the blackout image display and the pseudo power cut display execution period do not overlap, the blackout image is not displayed when the second pseudo power cut display is displayed), The special display and the specific display are displays using a common special mode (for example, the second pseudo-power-off display and the blackout image are both black images), The display means displays an indication (e.g., a first pseudo power failure indication) suggesting that a special indication will be displayed for a first period (e.g., 1000 ms), and then displays the special indication for a second period (e.g., 4000 ms) longer than the first period (see FIG. 8-27 ); When a special display is displayed, the probability of the player being controlled to an advantageous state that is more advantageous to the player is higher than when a specific display is displayed. Ku (For example, the second pseudo-power-off display is an image that can be displayed even during a jackpot variation (see Figures 8-10), while the blackout image is an image that can only be displayed during a loss variation.) 、 The display means is A game setting display relating to game settings can be displayed; When the game setting display is not displayed and the special display is displayed, the game setting display is displayed in response to the action of the player; When the game setting display is not displayed in a special state different from the normal state and a special mode is used, the game setting display is not displayed in response to the player's actions. It is characterized by: With such a configuration, a special display using a special mode is more likely to be controlled to an advantageous state than a specific display using a special mode, so it is possible to draw attention to the special display, and by making the period during which the special display is displayed longer than the period during which the suggestive display is displayed, the special display can make it clear which parts the player should pay attention to, thereby ultimately increasing interest in the game. [Brief explanation of the drawings]
[0012] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] 10 is a flowchart showing an example of a game control main process. [Figure 4] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 5] 10 is a flowchart illustrating an example of a special symbol process. [Figure 6] 10 is a flowchart showing an example of a performance control main process. [Figure 7] 10 is a flowchart showing an example of a performance control process. [Figure 8-1] 1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 8-2] FIG. 2 is an explanatory diagram showing each random number. [Figure 8-3] An explanatory diagram showing a display result determination table (jackpot determination table). [Figure 8-4] This is an explanatory diagram showing the jackpot type determination table and jackpot types stored in ROM 101. [Figure 8-5] An explanatory diagram showing the variation patterns of pre-prepared performance symbols. [Figure 8-6] An explanatory diagram showing the variation patterns of pre-prepared performance symbols. [Figure 8-7] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 8-8] An explanatory diagram showing a deviation fluctuation pattern determination table. [Figure 8-9] An explanatory diagram showing a deviation fluctuation pattern determination table. [Figure 8-10] An explanatory diagram showing a jackpot fluctuation pattern determination table. [Figure 8-11] 10 is a flowchart illustrating an example of a pre-reading notice setting process. [Figure 8-12] 10 is a flowchart illustrating an example of a setting change process. [Figure 8-13] 10 is a flowchart showing a variable display start setting process. [Figure 8-14] This is a flowchart showing the presentation processing during a jackpot in the presentation control process processing. [Figure 8-15] This is a flowchart showing the presentation processing during a jackpot in the presentation control process processing. [Figure 8-16] 10 is an explanatory diagram showing an example of the display of the image display device 5 during the pseudo-power cutoff effect during fluctuation. FIG. [Figure 8-17] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the weak SP reach effect. [Figure 8-18] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the weak SP reach effect. [Figure 8-19] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the weak SP reach effect. [Figure 8-20]FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in a strong SP reach effect. [Figure 8-21] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in a strong SP reach effect. [Figure 8-22] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in a strong SP reach effect. [Figure 8-23] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the strongest reach effect. [Figure 8-24] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the strongest reach effect. [Figure 8-25] FIG. 10 is an explanatory diagram showing a display example of the image display device 5 in the strongest reach effect. [Figure 8-26] 10 is a timing chart showing the control timing of each performance component when performing a pseudo-power cutoff performance. [Figure 8-27] 10 is a timing chart showing the control timing of each performance component when performing a pseudo-power cutoff performance. [Figure 8-28] 10 is a timing chart showing the control timing of each light-emitting means when performing a pseudo-power cutoff effect. [Figure 8-29] An explanatory diagram showing the timing at which a pseudo-power cutoff effect is executed. [Figure 8-30] An explanatory diagram showing an example of the display on the image display device 5 when performing a pseudo-power cutoff effect during fluctuation. [Figure 8-31] 10 is an explanatory diagram showing a display example of the image display device 5 when a pseudo-power cutoff effect is executed during a round. FIG. [Figure 8-32] 10 is an explanatory diagram showing the number of times the movable body 32 moves and the timing of the movements in each movement pattern. FIG. [Figure 8-33] An explanatory diagram showing an example of a start winning notification effect when a start winning occurs. [Figure 8-34] An explanatory diagram showing a modified presentation when a start-up winning occurs during a pseudo-power cut presentation. [Figure 8-35] 10 is an explanatory diagram showing an example of a display on the image display device 5 when a volume adjustment button or a light intensity adjustment button is operated. FIG. [Figure 8-36] FIG. 2 is an explanatory diagram showing color tones in the image display device 5. [Figure 8-37] 10 is a timing chart showing the timing of control when the gaming machine 1 is powered on in the event of a power outage. [Figure 8-38] 10 is a timing chart showing the timing of control when the gaming machine 1 is powered on in the event of a power outage. [Figure 8-39] 10 is a timing chart showing the timing of control when the gaming machine 1 is powered on in the event of a power outage. [Figure 8-40] This is an explanatory diagram showing the proportion of color code #000000 in a presentation that can display an image in the color tone of color code #000000 and the expectation of controlling it to a jackpot. [Figure 8-41] 10 is an explanatory diagram showing the appearance of the image display device 5 when a power outage occurs. FIG. [Figure 8-42] FIG. 10 is an explanatory diagram showing the transition of the light-emitting means when a pseudo-power failure effect occurs. [Figure 8-43] FIG. 10 is an explanatory diagram showing the transition of the light-emitting means when a pseudo-power failure effect occurs. [Figure 8-44] FIG. 10 is an explanatory diagram showing the transition of the light-emitting means when a power outage occurs. [Figure 8-45] This is a timing chart showing the timing when a scheduled performance is executed after power is restored. [Figure 8-46] FIG. 10 is an explanatory diagram showing a display example on the image display device 5 when a performance scheduled for execution is executed after power is restored. [Figure 8-47] This is an explanatory diagram showing the selection ratio of cut-in preview performance modes in the variation patterns corresponding to strong SP reach and strongest reach. [Figure 8-48] FIG. 2 is an explanatory diagram showing the installation positions of each light-emitting means. [Figure 8-49] An explanatory diagram showing the light-emitting mode of the light-emitting means during the red cut-in preview performance. [Figure 8-50] An explanatory diagram showing the light-emitting mode of the light-emitting means in the green cut-in preview performance. [Figure 8-51] 10 is an explanatory diagram showing the light emission mode of the light emitting means in the pseudo-power cutoff performance. FIG. [Figure 8-52] 10 is an explanatory diagram showing the light emitting mode of the light emitting means in the super hot effect. FIG. [Figure 8-53] 10 is an explanatory diagram showing the light emission mode of the light emitting means in the error notification performance. FIG. [Figure 8-54] An explanatory diagram showing the light-emitting mode of the light-emitting means in the winning notification effect and the step-up effect. [Figure 8-55] 10 is an explanatory diagram showing the volume of the sound output from speakers 8L and 8R in each performance. DETAILED DESCRIPTION OF THE INVENTION
[0013] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0014] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0015] At a predetermined position on the game board 2 (in the example shown in FIG. 1, to the right of the play area), a first special symbol display device 4A and a second special symbol display device 4B are provided, which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as multiple types of special identification information. Each of these devices is made up of a 7-segment LED or the like. The special symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all LEDs are turned off.
[0016] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation.
[0017] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.
[0018] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be composed of a projector and a screen. The image display device 5 displays various effect images.
[0019] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.
[0020] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.
[0021] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0022] In addition, a first hold indicator 25A and a second hold indicator 25B each including a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the number of first hold memories by the number of lit LEDs, and the second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0023] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.
[0024] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0025] The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 2). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.
[0026] General winning openings 10, which are always kept in a constant open state by a predetermined ball receiving member, are provided at predetermined positions on the game board 2 (four positions at the bottom left and right of the game area in the example shown in FIG. 1). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0027] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0028] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0029] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0030] The entry of a game ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, entry into a starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0031] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, on the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.
[0032] A passing gate 41 through which the gaming ball can pass is provided on the left side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0033] A normal symbol hold indicator 25C is provided above the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0034] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0035] Speakers 8L and 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.
[0036] A movable body 32 that moves in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).
[0037] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.
[0038] At a predetermined position in the gaming machine frame 3 below the gaming area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.
[0039] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).
[0040] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0041] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0042] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0043] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).
[0044] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0045] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0046] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).
[0047] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol.
[0048] After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state.
[0049] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.
[0050] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0051] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds and upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc., as described below), and the jackpot type is set according to these. There may be provided jackpot types that allow a large number of prize balls to be obtained, and jackpot types that allow a small number of prize balls or almost no prize balls to be obtained.
[0052] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins."
[0053] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0054] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0055] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0056] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).
[0057] The normal state refers to a gaming state other than advantageous states such as a jackpot gaming state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).
[0058] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.
[0059] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.
[0060] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.
[0061] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of the display, they may also be executed by audio output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.
[0062] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0063] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.
[0064] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.
[0065] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0066] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."
[0067] When the display result of the special game is a "small win," a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."
[0068] When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the decorative symbol becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").
[0069] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0070] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive effect may be executed in which one variable display appears to be multiple variable displays.
[0071] During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of the small jackpot gaming state and after the end of the jackpot gaming state, preventing the player from distinguishing between a high-probability state and a low-probability state.
[0072] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).
[0073] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various other boards are arranged on the back of the pachinko gaming machine 1, such as a payout control board, an information terminal board, a firing control board, and a power supply board.
[0074] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0075] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0076] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.
[0077] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0078] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0079] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0080] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.
[0081] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start or end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0082] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0083] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0084] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances together with the display control unit 123 (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0085] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0086] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0087] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0088] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0089] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0090] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0091] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0092] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0093] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0094] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0095] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0096] 3, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.
[0097] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values in the working area.
[0098] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). Upon receiving the performance control command, the performance control CPU 120 displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.
[0099] If the output signal from the clear switch is not ON (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stoppage process immediately before the pachinko gaming machine 1 becomes inoperable due to the power supply stoppage. This power supply stoppage process includes a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection process for the RAM 102, and the like. The data protection process includes a process of adding an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, the status of various timers, etc.), as well as the status of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is ON. If the backup flag is OFF and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed.
[0100] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) to determine whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power outage. If it is determined that they match, it is determined that the data in RAM 102 is normal.
[0101] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so initialization processing (step S8) is executed.
[0102] If it is determined that the data in RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state it was in when the power supply was stopped. In the recovery process, the CPU 103 sets a work area based on the memory contents (contents of the backed-up data) of RAM 102. This restores the gaming state to the state it was in when the power supply was stopped, and if a special symbol was fluctuating, the fluctuation of the special symbol will be resumed from the state before the recovery by executing a gaming control timer interrupt process described later.
[0103] Then, the CPU 103 transmits a presentation control command to the presentation control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a presentation control command specifying the backed-up game state before the power outage, or, if a special symbol game was being executed, a presentation control command specifying the display result of the currently executing special symbol game, may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process described below. Upon receiving a presentation control command specifying the time of recovery from the power outage, the presentation control CPU 120 displays a screen on the image display device 5, for example, to notify the user that recovery from the power outage has been achieved or that recovery from the power outage is in progress. The presentation control CPU 120 may display an appropriate screen based on the presentation control command.
[0104] After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S11), and permits the interrupt (step S12). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt processing.
[0105] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1, and can issue a warning if necessary based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).
[0106] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (details will be described later).
[0107] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.
[0108] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.
[0109] Fig. 5 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0110] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.
[0111] After executing the start winning determination process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.
[0112] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" or a "small jackpot," and if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").
[0113] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.
[0114] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.
[0115] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.
[0116] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.
[0117] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the display (deriving) of the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small jackpot," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small jackpot" or a "miss," the game state is also updated if the game is in a time-saving state or a probability variable state and the end of the count limit is established. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0118] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.
[0119] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.
[0120] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.
[0121] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.
[0122] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize entry port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed.
[0123] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.
[0124] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.
[0125] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform predetermined operation checks.
[0126] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0127] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.
[0128] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.
[0129] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.
[0130] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0131] Fig. 7 is a flowchart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing a pre-reading notice performance are made based on the performance control command at the time of start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.
[0132] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0133] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0134] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.
[0135] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.
[0136] The special symbol win waiting process of step S173 is executed when the value of the presentation process flag is "3." In this special symbol win waiting process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit game state or a small hit game state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit game state or a small hit game state is received, if the command specifies the start of a big hit game state, the value of the presentation process flag is updated to "6." On the other hand, if the command specifies the start of a small hit game state, the value of the presentation process flag is updated to "4," which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit game state or a small hit game state has not been received and the waiting time for receiving the command has elapsed, the display result in the special symbol game is determined to be a "miss," and the value of the presentation process flag is updated to the initial value of "0." When the value of the performance process flag is updated, the special winning waiting process is terminated.
[0137] The small win performance processing in step S174 is a process executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.
[0138] The small win end effect processing of step S175 is a process executed when the value of the effect control process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated.
[0139] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance control process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.
[0140] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.
[0141] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.
[0142] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.
[0143] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0144] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.
[0145] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0146] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0147] In this specification, expressions for comparing various percentages such as the execution percentage of effects (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."
[0148] (Explanation of feature part 002IW) Next, an embodiment of the characteristic part 002IW will be described.
[0149] 8-1 is a front view of a pachinko gaming machine according to this embodiment. In the pachinko gaming machine according to this embodiment, a passage gate, a second start winning port, and a large winning port are arranged in an area (right area) where a gaming ball launched to the right side of the gaming board 2 can flow down. A specific winning port (V winning port) is provided inside the large winning port, and the machine is configured to be controllable to a probability variable state when a gaming ball wins (V winning) in the specific winning port (V winning port).
[0150] Furthermore, a liquid crystal display is mounted as the image display device 5 in this embodiment.
[0151] In this embodiment, the control period of the image display device 5 is 33 ms, the control period of the speakers 8L and 8R is 1 ms, and the control period of the light emitting means is 10 ms.
[0152] In this embodiment, the fluctuation pattern is first determined by using a random number (random 3) for determining the fluctuation pattern type, and then determined to be one of the fluctuation patterns included in the determined fluctuation pattern type by using a random number (random 4) for determining the fluctuation pattern. In this way, in this embodiment, the fluctuation pattern is determined by a two-stage lottery process. In addition, the fluctuation pattern type is a grouping of multiple fluctuation patterns according to the characteristics of their fluctuation modes.
[0153] FIG. 8-3 is an explanatory diagram showing a display result determination table (jackpot determination table). The display result determination table is a collection of data stored in ROM 101, and is a table in which a jackpot determination value to be compared with MR1 is set. The jackpot determination table includes a normal jackpot determination table used in the normal state (a gaming state that is not in a special probability state), and a special probability jackpot determination table used in the special probability state. The normal jackpot determination table is set with the numerical values listed in the upper column of FIG. 8-3, and the special probability jackpot determination table is set with the numerical values listed in the lower column of FIG. 8-3.
[0154] At a predetermined time, the CPU 103 extracts the count value of the random number circuit 104 and sets the extracted value as the value of the random number (MR1) for determining a jackpot. If the random number value for determining a jackpot matches any of the jackpot determination values shown in FIG. 8-3, it determines that a jackpot has occurred for the special symbol. Determining whether or not to determine a jackpot means determining whether or not to transition to a jackpot gaming state, but also determining whether or not to set the stopped symbol on the first special symbol display device 4A or the second special symbol display device 4B as a jackpot symbol. Specifically, the normal jackpot determination table has 0 to 218 set as the jackpot determination value, and the probability variable jackpot determination table has 1000 to 12180 set as the jackpot determination value.
[0155] FIG. 8-4(A) is an explanatory diagram showing the jackpot type determination table stored in ROM 101. Of these, the upper column of FIG. 8-4(A) is a jackpot type determination table (for the first special symbol) when the jackpot type is determined using reserved memory based on the game ball winning the first start winning slot (i.e., when the variable display of the first special symbol is performed). Also, the lower column of FIG. 8-4(A) is a jackpot type determination table (for the second special symbol) when the jackpot type is determined using reserved memory based on the game ball winning the second start winning slot (i.e., when the variable display of the second special symbol is performed).
[0156] The jackpot type determination table is a table that is referenced when a decision is made to make the variable display result a jackpot pattern, to determine the type of jackpot as one of "Jackpot A," "Jackpot B," "Jackpot C," or "Jackpot D" based on a random number (Random 1) for determining the jackpot type.
[0157] Figure 8-4(B) is an explanatory diagram showing the types of jackpots. As shown in Figure 8-4(B), if jackpot A occurs, after six rounds of jackpot gameplay, the game is controlled to a 100-round time-saving state (low probability, high base state). If jackpot B occurs, after six rounds of jackpot gameplay, the game is controlled to a 100-round probability variable state (high probability, high base state) if a V prize has been awarded, or to a 100-round time-saving state (low probability, high base state) if a V prize has not been awarded. If jackpot C occurs, after six rounds of jackpot gameplay, the game is controlled to a 100-round probability variable state (high probability, high base state) if a V prize has been awarded, or to a 100-round time-saving state (low probability, high base state) if a V prize has not been awarded. If jackpot D occurs, after 10 rounds of jackpot play, if a V win occurs, the game will be controlled to a 100-round special state (high probability, high base state), and if a V win does not occur, the game will be controlled to a 100-round time-saving state (low probability, high base state).
[0158] 8-5 and 8-6 are explanatory diagrams showing variation patterns of the performance symbols prepared in advance. FIG. 8-5 is an explanatory diagram showing a variation pattern when the variable display result is a miss. FIG. 8-6 is an explanatory diagram showing a variation pattern when the variable display result is a jackpot. As shown in FIG. 8-5, in this embodiment, variation patterns PH-1 to PH-3 are prepared as variation patterns corresponding to the case where the variable display result is a "miss" and the variable display mode of the performance symbols is a "non-reach". In addition, variation patterns PH-4 to PH-18 are prepared as variation patterns corresponding to the case where the variable display result is a "miss" and the variable display mode of the performance symbols is a "reach".
[0159] PH-4 to PH-5 are fluctuation patterns that go through a normal reach and then a miss. PH-6 to PH-7 are fluctuation patterns that go through a weak SP reach and then a miss. PH-8 to PH-10 are fluctuation patterns that go through a strong SP reach and then a miss. PH-11 to PH-13 are fluctuation patterns that go through the strongest reach and then a miss. PH-14 is a fluctuation pattern that goes through SP reach A in a high base state and then a miss. PH-15 to PH-16 are fluctuation patterns that go through SP reach B in a high base state and then a miss. PH-17 to PH-18 are fluctuation patterns that go through SP reach C in a high base state and then a miss.
[0160] As shown in FIG. 8-6, in this embodiment, variation patterns PA-1 to PA-15 are prepared as variation patterns corresponding to the case where the variable display result is "big win."
[0161] PA-1 to PA-2 are fluctuation patterns that result in a jackpot after a normal reach. PA-3 to PA-4 are fluctuation patterns that result in a jackpot after a weak SP reach. PA-5 to PA-7 are fluctuation patterns that result in a jackpot after a strong SP reach. PA-8 to PA-10 are fluctuation patterns that result in a jackpot after a strongest reach. PA-11 is a fluctuation pattern that results in a jackpot after SP reach A in a high base state. PA-12 to PA-13 are fluctuation patterns that result in a jackpot after SP reach B in a high base state. PA-14 to PA-15 are fluctuation patterns that result in a jackpot after SP reach C in a high base state.
[0162] Among the fluctuation patterns shown in Figures 8-5 and 8-6, fluctuation patterns marked with a black circle in the "Content" column are fluctuation patterns that involve the execution of a pseudo-power failure effect. A pseudo-power failure effect is an effect that simulates the occurrence of a power failure. Power failures are caused by natural factors such as a voltage shortage due to a lightning strike, and by human factors such as an incorrect operation by a store clerk or a power failure operation to cancel an error notification. When a power failure occurs, the display on the image display device 5 disappears. A pseudo-power failure effect is an effect that displays a first pseudo-power failure display that simulates the process of the display on the image display device 5 disappearing when a power failure occurs, and then displays a second pseudo-power failure display that simulates the state in which the display on the image display device 5 disappears during a power failure.
[0163] When a power outage actually occurs, the display on the image display device 5 goes through a process of disappearing before the image display device 5 goes invisible, so when the first pseudo power outage display, which simulates the process of the display on the image display device 5 disappearing, is displayed, the player will anticipate that the second pseudo power outage display, which simulates the state in which the display on the image display device 5 goes out during a power outage, will be displayed. In other words, although the first pseudo power outage display is implicit, it empirically suggests that the second pseudo power outage display will be displayed.
[0164] The pseudo-power-off effect is an effect that is performed when the light-emitting means is emitting light or when sound is output from the speakers 8L and 8R. In this example, the pseudo-power-off effect includes a pseudo-power-off effect during fluctuations of the special symbols, and a pseudo-power-off effect during rounds that is performed in a jackpot game state. The execution timing of the pseudo-power-off effect may be other timing, for example, it may be the timing when a start winning occurs.
[0165] Specifically, when one of the fluctuation patterns PH-9, PH-10, PH-12, PH-13, PH-16, PH-18 for misses or the fluctuation patterns PA-6, PA-7, PA-9, PA-10, PA-13, PA-15 for jackpots is selected, the pseudo-power-off effect during fluctuation is executed. Hereinafter, the fluctuation patterns corresponding to fluctuations accompanied by these pseudo-power-off effect during fluctuations may be referred to as "pseudo-power-off effect fluctuation patterns," and the fluctuation patterns corresponding to fluctuations without pseudo-power-off effect during fluctuations may be referred to as "non-pseudo-power-off effect fluctuation patterns."
[0166] In addition, when each SP reach is performed, a background display corresponding to that SP reach is displayed, but when switching from the reach background display to the normal background display, in the case of a miss variation, the reach background display goes through a blackout image display before switching to the normal background display (see Figures 8-20 and 8-22). Also, when the strongest reach ends in the case of a jackpot variation, the reach background display goes through an eye-catching display before switching to the normal background display (see Figure 8-25). The pseudo-power cutoff effect and the blackout image display are configured so that their execution periods do not overlap.
[0167] In addition, after the pseudo power cut effect has ended, one of the following is likely to occur: an effect in which the volume of the audio output is louder than before the pseudo power cut effect was executed; an effect in which the volume of the audio output is louder than the average among the effects executed by the gaming machine 1; an effect in which the volume of the audio output is louder than the average among the effects during the fluctuations being executed; an effect in which the brightness level of the light-emitting means is higher than before the pseudo power cut effect was executed; an effect in which the brightness level of the light-emitting means is higher than the average among the effects executed by the gaming machine 1; an effect in which the brightness level of the light-emitting means is higher than the average among the effects during the fluctuations being executed.
[0168] In addition, when the variation pattern is a strong SP reach or a strongest reach, a cut-in preview effect is executed at a predetermined timing.
[0169] Figures 8-7(A) to (B) are explanatory diagrams showing the loss variation pattern type determination tables A and B. Figures 8-7(C) to (D) are explanatory diagrams showing the jackpot variation pattern type determination tables A and B. The loss variation pattern type determination tables A and B are tables that are referenced to determine the variation pattern type as one of a plurality of types based on a random number (MR3) for determining the variation pattern type when it is determined that the variable display result will be a loss pattern. The jackpot variation pattern type determination tables A and B are tables that are referenced to determine the variation pattern type as one of a plurality of types based on a random number (MR3) for determining the variation pattern type when it is determined that the variable display result will be a jackpot pattern.
[0170] The miss fluctuation pattern type determination table A shown in Figure 8-7(A) is a fluctuation pattern type determination table used when a miss fluctuation is made in a normal state. The miss fluctuation pattern type determination table B shown in Figure 8-7(B) is a fluctuation pattern type determination table used when a miss fluctuation is made in a high base state (time-saving state, high probability state). The jackpot fluctuation pattern type determination table A shown in Figure 8-7(C) is a fluctuation pattern type determination table used when a jackpot fluctuation is made in a normal state. The jackpot fluctuation pattern type determination table B shown in Figure 8-7(D) is a fluctuation pattern type determination table used when a jackpot fluctuation is made in a high base state (time-saving state, high probability state).
[0171] As shown in Figures 8-7(A) and (C), the fluctuation pattern type determination table used in the normal state is a numerical value (determination value) that is compared with the value of the random number (Random 2) for determining the fluctuation pattern type, and a determination value corresponding to one of the fluctuation pattern types of "non-reach" without a reach effect, "normal reach" with a normal reach, "weak SP reach" with a weak SP reach, "strong SP reach" with a strong SP reach, or "strongest reach" with the strongest reach is set.
[0172] As shown in Figures 8-7 (B) and (D), the fluctuation pattern type determination table used in the high base state (time-saving state, special state) is set with a numerical value (determination value) to be compared with the value of the random number (Random 2) for determining the fluctuation pattern type, and the determination value corresponds to one of the fluctuation pattern types: "non-reach" without a reach effect, "normal reach" with a normal reach, "high base SP reach A" with SP reach A, "high base SP reach B" with SP reach B, and "high base SP reach C" with SP reach C.
[0173] 8-8 and 8-9 are explanatory diagrams showing a loss fluctuation pattern determination table stored in ROM 101. The loss fluctuation pattern determination table shown in Fig. 8-8 and 8-9 is a table that is referenced to determine one of a plurality of fluctuation patterns based on a random number (MR4) for fluctuation pattern determination according to the determination result of the fluctuation pattern type when it is determined that the variable display result is "loss".
[0174] Figure 8-8(A) shows a miss fluctuation pattern determination table A used when the remaining reserved memories (reserved memories excluding reserved memories corresponding to the fluctuation to be started) are 0 to 2 in the normal state, and Figure 8-8(B) shows a miss fluctuation pattern determination table B used when the remaining reserved memories (reserved memories excluding reserved memories corresponding to the fluctuation to be started) are 3 in the normal state. Also, Figure 8-9(A) shows a miss fluctuation pattern determination table A used when the remaining reserved memories (reserved memories excluding reserved memories corresponding to the fluctuation to be started) are 0 to 2 in the high base state (time-saving state, probability variable state), and Figure 8-9(B) shows a miss fluctuation pattern determination table B used when the remaining reserved memories (reserved memories excluding reserved memories corresponding to the fluctuation to be started) are 3 in the high base state (time-saving state, probability variable state).
[0175] Figure 8-10 is an explanatory diagram showing the jackpot fluctuation pattern determination table stored in the ROM 101. The jackpot fluctuation pattern determination table shown in Figure 8-10 is a table that is referenced to determine one of a plurality of fluctuation patterns based on the random number (MR4) for fluctuation pattern determination according to the determination result of the fluctuation pattern type when it is determined that the variable display result is a "jackpot".
[0176] Figure 8-10(A) shows the jackpot fluctuation pattern determination table A used in the normal state, and Figure 8-10(B) shows the jackpot fluctuation pattern determination table B used in the high base state (time-saving state, special state).
[0177] Focusing on the type of fluctuation pattern in which pseudo-power-cut effects can be executed, for example, in a normal state failure fluctuation in which the fluctuation pattern type is "Strong SP Reach," the selection rate of fluctuation pattern PH-8 without pseudo-power-cut effects is 101 / 256, and the selection rates of fluctuation patterns PH-9 and PH-10 with pseudo-power-cut effects are 100 / 256 and 55 / 256, respectively. In other words, the selection rate of fluctuation pattern PH-8 without pseudo-power-cut effects is the highest (see Figures 8-8(A) and (B)). Similarly, in a normal state failure fluctuation in which the fluctuation pattern type is "Strongest Reach," the selection rate of fluctuation pattern PH-11 without pseudo-power-cut effects is the highest (see Figures 8-8(A) and (B)).
[0178] For example, in a failure fluctuation in a high base state where the fluctuation pattern type is "High Base SP Reach B," the selection rate of the fluctuation pattern PH-15 without the pseudo-power-off effect is 201 / 256, and the selection rate of the fluctuation pattern PH-16 with the pseudo-power-off effect is 55 / 256. In other words, the selection rate of the fluctuation pattern PH-15 without the pseudo-power-off effect is the highest (see Figures 8-9(A) and (B)). In a failure fluctuation in a high base state where the fluctuation pattern type is "High Base SP Reach C," when the remaining reserved memory is 0, the selection rate of the fluctuation pattern PH-17 without the pseudo-power-off effect is also the highest (see Figure 8-9(A)). In this way, in the main failure fluctuations in which a fluctuation pattern type in which a pseudo-power-off effect can be executed is selected, the selection rate of the fluctuation pattern without the pseudo-power-off effect is higher than that of the fluctuation pattern with the pseudo-power-off effect.
[0179] For example, in the case of a normal jackpot fluctuation in which the fluctuation pattern type is "Strong SP Reach," the selection rate of fluctuation pattern PA-5, which does not accompany the pseudo-power-off effect, is 71 / 256, while the selection rates of fluctuation patterns PA-6 and PA-7, which accompany the pseudo-power-off effect, are 84 / 256 and 101 / 256, respectively. In other words, the selection rate of fluctuation pattern PA-8, which does not accompany the pseudo-power-off effect, is the lowest (see Figure 8-10(A)). Similarly, in the case of a loss fluctuation in the normal state in which the fluctuation pattern type is "Strongest Reach," the selection rate of fluctuation pattern PA-8, which does not accompany the pseudo-power-off effect, is the lowest (see Figure 8-10(A)).
[0180] For example, in a jackpot fluctuation in a high base state where the fluctuation pattern type is "High Base SP Reach B," the selection rate of fluctuation pattern PA-12 without a pseudo-power-off effect is 101 / 256, and the selection rate of fluctuation pattern PA-13 with a pseudo-power-off effect is 155 / 256. In other words, the selection rate of fluctuation pattern PA-12 without a pseudo-power-off effect is the lowest (see Figure 8-10(B)). Similarly, in a jackpot fluctuation in a high base state where the fluctuation pattern type is "High Base SP Reach C," the selection rate of fluctuation pattern PA-14 without a pseudo-power-off effect is the lowest (see Figure 8-10(B)). In this way, in a jackpot fluctuation in which a fluctuation pattern type in which a pseudo-power-off effect can be executed is selected, the selection rate of a fluctuation pattern with a pseudo-power-off effect is higher than that of a fluctuation pattern without a pseudo-power-off effect.
[0181] Focusing on the fluctuation pattern accompanied by the pseudo-power cutoff effect, when the fluctuation pattern type is a strong SP reach, a fluctuation pattern accompanied by the pseudo-power cutoff effect is selected at a rate of 155 / 256 in the case of a miss fluctuation (see Figures 8-8(A) and (B)), and a fluctuation pattern accompanied by the pseudo-power cutoff effect is selected at a rate of 185 / 256 in the case of a jackpot fluctuation (see Figure 8-10(A)). In this way, in the case of a fluctuation accompanied by a strong SP reach, when the pseudo-power cutoff effect is executed, the reliability of the jackpot is higher than when the pseudo-power cutoff effect is not executed.
[0182] Also, when the fluctuation pattern type is the strongest reach, a fluctuation pattern with a pseudo-power cutoff effect is selected at a rate of 155 / 256 in the case of a miss fluctuation (see Figures 8-8(A) and (B)), and a fluctuation pattern with a pseudo-power cutoff effect is selected at a rate of 185 / 256 in the case of a jackpot fluctuation (see Figure 8-10(A)). Thus, in the case of a fluctuation with the strongest reach, when a pseudo-power cutoff effect is executed, the reliability of a jackpot is higher than when a pseudo-power cutoff effect is not executed.
[0183] Also, when the fluctuation pattern type is high base SP reach B, a fluctuation pattern with a pseudo-power cutoff effect is selected at a rate of 55 / 256 in the case of a miss fluctuation (see Figures 8-9(A) and (B)), and a fluctuation pattern with a pseudo-power cutoff effect is selected at a rate of 155 / 256 in the case of a jackpot fluctuation (see Figure 8-10(B)). In this way, in a fluctuation with high base SP reach B, when a pseudo-power cutoff effect is executed, the reliability of a jackpot is higher than when a pseudo-power cutoff effect is not executed.
[0184] Also, when the fluctuation pattern type is high base SP reach C, in the case of a miss fluctuation, a fluctuation pattern with a pseudo-power cutoff effect is selected at a rate of 155 / 256 or 55 / 256 depending on the number of reserved memories (see Figures 8-9(A) and (B)), and in the case of a jackpot fluctuation, a fluctuation pattern with a pseudo-power cutoff effect is selected at a rate of 155 / 256 regardless of the number of reserved memories (see Figure 8-10(B)). In this way, in the case of a fluctuation with high base SP reach C, when a pseudo-power cutoff effect is executed, the reliability of a jackpot is higher than when a pseudo-power cutoff effect is not executed.
[0185] In this way, the pseudo-power cutoff effect is more likely to be executed in the event of a jackpot fluctuation than in the event of a miss fluctuation. In other words, the pseudo-power cutoff effect is an effect that is highly reliable in relation to a jackpot.
[0186] 8-11 is a flowchart showing an example of the advance notice setting process. In the advance notice setting process shown in FIG. 8-11, the performance control CPU 120 determines whether or not a start winning command specifying that a new start winning has occurred has been received (whether or not a new start winning has occurred) (step 003IWS1101), and if not received, ends the advance notice setting process.
[0187] When a new start winning command is received (when a new start winning occurs), the performance control CPU 120 determines whether or not the pseudo power cut performance is being executed (step 002IWS1102). If the pseudo power cut performance is not being executed, by performing the processing of steps 002IWS1103 to 002IWS1106, it is possible to display a hold display corresponding to the new hold memory and to execute a win flash (a win-related light emission by the light-emitting means, and a win-related sound output by speakers 8L and 8R).
[0188] Specifically, the performance control CPU 120 performs a lottery process for determining the hold mode to determine the display mode (hold mode) of the hold display (step 002IWS1103). In this example, three hold modes, "red," "green," and "white," are provided, each with a different color for the hold display. "Red" is the hold mode with the highest reliability for a jackpot, "green" is the hold mode with the second highest reliability for a jackpot after "red," and "white" is the hold mode with the lowest reliability for a jackpot. For example, in the hold mode determination lottery process, the selection rate of the hold mode when the winning judgment result is a jackpot hold, which is a jackpot, is "red" > "green" > "white," and the selection rate of the hold mode when the winning judgment result is a loss hold, which is a loss, is "red" < "green" < "white."
[0189] Next, the performance control CPU 120 performs control to start displaying the determined display mode on the image display device 5 for the pending display (step 002IWS1104). Then, the performance control CPU 120 determines whether the fluctuation pattern corresponding to the new start winning is a fluctuation pattern accompanied by SP reach or strongest reach (step 002IWS1104A). Specifically, it determines whether the winning judgment result command (a performance control command that can identify the winning judgment result indicating which fluctuation pattern to use) received as the start winning command corresponds to a fluctuation pattern accompanied by SP reach or strongest reach. If the fluctuation pattern corresponding to the new start winning is not a fluctuation pattern accompanied by SP reach or strongest reach, the advance notice setting process is terminated.
[0190] When the fluctuation pattern corresponding to the new start winning is a fluctuation pattern accompanied by SP reach or strongest reach, the performance control CPU 120 performs a winning flash execution lottery process to determine whether or not to execute a winning flash (step 002IWS1104B). Here, it is determined that the winning flash will be executed at a higher rate when the new reserved memory is a jackpot reserved than when it is a loss reserved. Note that the execution rate of the winning flash may be the same for a jackpot reserved and a loss reserved, or the execution rate of the winning flash may be different depending on which fluctuation pattern the fluctuation pattern corresponding to the new start winning is.
[0191] When it is determined that a flash will be displayed when a prize is won, the performance control CPU 120 starts emitting light from the light emitting means in a manner corresponding to the flash when a prize is won (step 002IWS1105), and outputs sound corresponding to the flash when a prize is won from the speakers 8L, 8R (step 002IWS1106). In step 002IWS1105, the light emitting means may emit light in a manner (color, brightness level) that differs depending on the display manner of the hold display. Also, in step 002IWS1106, sound may be output from the speakers 8L, 8R in a manner (output sound, volume level) that differs depending on the display manner of the hold display.
[0192] In this example, a winning flash is performed when a specific variation pattern (a variation pattern involving an SP reach or a strongest reach) is present, but a starting winning notification effect that notifies the occurrence of a starting winning may also be executed. In this case, the volume level of the audio output for the winning flash may be higher than the volume level of the audio output for the starting winning notification effect, and the brightness level of the light-emitting means for the winning flash may be higher than the brightness level of the light-emitting means for the starting winning notification effect. Also, the starting winning notification effect and the winning flash may be executed when the pseudo power-off effect is not being executed, and the starting winning notification effect and the winning flash may not be executed when the pseudo power-off effect is being executed.
[0193] Also, if the pseudo power cut effect is being executed in step 002IWS1102, the effect control CPU 120 ends the advance notice setting process without executing the processes of steps 002IWS1103 to 002IWS1106. In other words, if a start win occurs while the pseudo power cut effect is being executed, the effect for notifying the start win (light emission corresponding to the win by the light emitting means, sound output corresponding to the win by the speakers 8L and 8R) is not executed.
[0194] FIG. 8-12 is a flowchart showing an example of setting change processing. The setting change processing is processing performed by the performance control CPU 120 following step S161. In the setting change processing shown in FIG. 8-12, the performance control CPU 120 determines whether an error display is being displayed (step 002IWS1201). The error display is a display that notifies that an error has occurred. Hereinafter, a performance accompanied by an error display may be referred to as an "error notification performance."
[0195] If no error is being displayed, the performance control CPU 120 determines whether or not a volume change operation for changing the volume of the sound output from the speakers 8L, 8R has been accepted, that is, whether or not an operation on a volume adjustment button (not shown) provided on the gaming machine 1 has been accepted (step 002IWS1202). The volume adjustment buttons include a first volume adjustment button that is operated to increase the volume, and a second volume adjustment button that is operated to decrease the volume.
[0196] When the performance control CPU 120 receives a volume change operation, it displays a volume adjustment image (for example, a gauge indicating the volume) indicating the changed volume on the image display device 5 (step 002IWS1203). Then, the performance control CPU 120 outputs a specific sound (a sound for notifying the changed volume) at the changed volume from the speakers 8L and 8R (step 002IWS1203).
[0197] The performance control CPU 120 also determines whether or not a light intensity change operation for changing the light intensity of the image display on the image display device 5 has been accepted, that is, whether or not an operation on a light intensity adjustment button (not shown) provided on the gaming machine 1 has been accepted (step 002IWS1205). The light intensity adjustment button includes a first light intensity adjustment button that is operated to increase the light intensity, and a second light intensity adjustment button that is operated to decrease the light intensity.
[0198] When the performance control CPU 120 receives the light intensity change operation, it displays a light intensity adjustment image (for example, a gauge indicating the light intensity) showing the changed light intensity on the image display device 5 (step 002IWS1206). Then, the performance control CPU 120 displays an image with the changed light intensity (step 002IWS1207).
[0199] Also, if an error is being displayed in step 002IWS1201, the performance control CPU 120 ends the setting change process and proceeds to one of steps S170 to S177. As such, in this example, even if a volume change operation or a light intensity change operation is accepted while an error is being displayed, the volume adjustment image or light intensity adjustment image is not displayed. Also, even if a volume change operation is accepted while an error is being displayed, the specific sound is not output at the changed volume. Also, even if a light intensity change operation is accepted while an error is being displayed, the image is not displayed at the changed light intensity.
[0200] 8-13 is a flowchart showing the variable display start setting process (step S171) in the performance control process shown in FIG. 7. In the variable display start setting process, the performance control CPU 120 reads a variation pattern command (a performance control command that specifies a selected variation pattern) from the variation pattern command storage area (step 002IWS801). Next, the performance control CPU 120 determines the display result (stop pattern) of the decorative pattern according to the variation pattern command read in step 002IWS801 and the data stored in the display result specification command storage area (i.e., the received display result specification command) (step 002IWS802). That is, by the performance control CPU 120 executing the process of step 002IWS802, a display result determination means is realized that determines the display result of the variable display of the identification information (the stop pattern of the decorative pattern) according to the variable display pattern (variation pattern) determined by the variable display pattern determination means. If a pseudo consecutive win is specified in the variation pattern command, the performance control CPU 120 also determines a chance symbol (for example, a combination of symbols that are one symbol away from a jackpot symbol but do not constitute a reach, such as "223" or "445") as a provisional stopping symbol during the pseudo consecutive win in step 002IWS802. The performance control CPU 120 stores data indicating the stopping symbol of the determined decorative symbol in a decorative symbol display result storage area. In step 002IWS802, the performance control CPU 120 may determine whether or not a jackpot has occurred based on the received variation pattern command, and determine the stopping symbol of the decorative symbol based only on the variation pattern command.
[0201] In step 002IWS802, if the received display result designation command indicates a "jackpot," the performance control CPU 120 determines a decorative pattern combination (jackpot pattern) in which three identical symbols are lined up as the stopping symbols. If it is a "miss," the performance control CPU 120 determines a decorative pattern combination other than those mentioned above. However, if a reach performance is involved, a decorative pattern combination in which two symbols on the left and right are lined up is determined. The combination of three symbols derived and displayed on the image display device 5 is the decorative pattern "stopping symbol."
[0202] The performance control CPU 120, for example, extracts a random number for determining the symbols to be stopped, and determines the symbols to be stopped by using a symbol determination table in which data indicating combinations of decorative symbols are associated with numerical values. That is, the symbols to be stopped are determined by selecting data indicating the combination of decorative symbols that corresponds to the numerical value that matches the extracted random number.
[0203] Regarding decorative patterns, a stopping pattern that evokes a jackpot (a combination of patterns with the same pattern on the left, center, and right) is called a jackpot pattern. A stopping pattern that evokes a loss is called a loss pattern.
[0204] Next, the performance control CPU 120 performs a notice performance setting process to set the notice performance to be performed during the fluctuation (step 002IWS803). Specifically, in the case of the fluctuation pattern of the strong SP reach and the strongest reach, the performance mode of the cut-in notice performance to be executed (cut-in notice performance mode) is determined.
[0205] The performance control CPU 120 determines whether the fluctuation pattern command read in step 002IWS801 is a fluctuation pattern command corresponding to the pseudo power interruption performance fluctuation pattern (step 002IWS804). If it is a fluctuation pattern command corresponding to the pseudo power interruption performance fluctuation pattern, it performs an execution timing determination process to determine the execution timing of the pseudo power interruption performance (step 002IWS805). The execution timing of the pseudo power interruption performance is set in advance for each pseudo power interruption performance fluctuation pattern.
[0206] The performance control CPU 120 sets the execution timing determined in step 002IWS 805 (step 002IWS 806). As a result, the pseudo power interruption performance is executed when the set timing is reached.
[0207] The performance control CPU 120 selects a process table according to the fluctuation pattern (step 002IWS813), and proceeds to step 002IWS814.
[0208] Thereafter, the performance control CPU 120 starts the process timer for process data 1 in the process table selected in step 002IWS813 (step 002IWS814).
[0209] The process table is a table containing process data referenced by the performance control CPU 120 when controlling the performance device. In other words, the performance control CPU 120 controls the performance device (performance components) such as the image display device 5 according to the process data set in the process table. The process table is composed of data that includes multiple combinations of process timer setting values, display control execution data, lamp control execution data, and sound number data. The display control execution data contains data indicating the various change modes that constitute the change modes during the variable display time (change time) of the variable display of the decorative pattern. Specifically, data related to changes in the display screen of the image display device 5 is stored. The process timer setting value also contains the change time for each change mode. The performance control CPU 120 references the process table and controls the display of the decorative pattern in the change mode set in the display control execution data for the time set in the process timer setting value. The process table is also stored in ROM in the performance control board 80. A process table is also prepared for each change pattern.
[0210] In addition, the process table used when effect control is executed for a variation pattern accompanied by a reach effect has process data set therein which indicates that the left pattern is to be stopped and displayed when a predetermined time has elapsed since the start of the variation, and that the right pattern is to be stopped and displayed when a further predetermined time has elapsed.In addition, instead of setting the pattern to be stopped and displayed in the process table, an image for displaying the pattern may be generated by synthesizing according to the determined stop pattern, the provisional stop pattern in the pseudo consecutive or slide effect.
[0211] Furthermore, the performance control CPU 120 executes control of the performance devices (image display device 5 as a performance component, various lamps as performance components, and speakers 8L, 8R as performance components) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 002IWS815). For example, to display an image according to a fluctuation pattern on the image display device 5, it outputs a command to the display control unit 123. It also outputs a control signal (lamp control execution data) to the lamp control board 14 to control the on / off of various lamps. It also outputs a control signal (sound number data) to the audio control board 13 to output sound from the speakers 8L, 8R.
[0212] In this embodiment, the performance control CPU 120 controls the display of decorative patterns so that they are variable according to a variation pattern that corresponds one-to-one to the variation pattern command, but the performance control CPU 120 may also select a variation pattern to use from multiple types of variation patterns that correspond to the variation pattern command.
[0213] Next, the performance control CPU 120 sets a value corresponding to the variable time specified by the variable pattern command in the variable time timer (step 002IWS816).
[0214] Then, the performance control CPU 120 sets the value of the performance control process flag to a value corresponding to the performance process during variable display (step S172) (step 002IWS819).
[0215] 8-14 and 8-15 are flowcharts showing the jackpot performance processing (step S176) in the performance control process. In the jackpot performance processing, the performance control CPU 120 first checks whether a large prize opening flag indicating that a large prize opening display command (a command indicating that the large prize opening has started to open (that a round has started)) has been set (i.e., whether a large prize opening display command has been received) (step 002IWS1901). If the large prize opening flag is not set (N in step 002IWS1901), the performance control CPU 120 checks whether a large prize opening post-opening flag indicating that a large prize opening post-opening command (a command indicating that the large prize opening has finished opening (that a round has finished)) has been set (step 002IWS1902).
[0216] If the flag is not set after the big prize opening (N in step 002IWS1902), the CPU 120 for performance control checks whether the big prize end designation command reception flag, which indicates that the big prize has ended, is set (step 002IWS1903).
[0217] When the jackpot end designation command reception flag is not set (N in step 002IWS1903), the performance control CPU 120 subtracts 1 from the value of the process timer (step 002IWS1911) and executes control of the performance devices (image display device 5, various lamps, speakers 8L, 8R, movable body 32) according to the contents of process data n (step 002IWS1912).
[0218] Next, the performance control CPU 120 checks whether the process timer has timed out (step 002IWS1913), and if the process timer has timed out, switches the process data (step 002IWS1914). That is, it switches to the next process data set in the process table (display control execution data, lamp control execution data, sound number data, and prop operation data). Then, it sets the process timer to the process timer setting value in the next process data and starts the process timer (step 002IWS1915).
[0219] If the large prize opening flag is set (Y in step 002IWS1901), the performance control CPU 120 resets the large prize opening flag (step 002IWS1916) and determines whether the round about to start is the fourth round (step 002IWS1401). If it is not the fourth round, the process proceeds to step 002IWS1921.
[0220] If it is the fourth round, the presentation control CPU 120 determines whether a 5-round jackpot has been announced (step 002IWS1402). Cases where a 5-round jackpot is announced include the first case, where a 5-round jackpot is won and the jackpot symbol or jackpot variation presentation is announced, and the second case, where a 10-round jackpot is won and the 5-round jackpot is announced through the jackpot symbol or jackpot variation presentation. If a 5-round jackpot has not been announced (if a 10-round jackpot has been announced), the process proceeds to step 002IWS1921. This configuration prevents the pseudo-interruption during round presentation from being executed when a 10-round jackpot is won and the 10-round jackpot is announced. It should be noted that even when a 10-round jackpot is won and the 10-round jackpot is announced, the pseudo-interruption during round presentation may be executed to announce the consecutive hold. Specifically, if the CPU 120 for performance control does not notify that a 5-round jackpot has occurred in step 002IWS1402, it may determine whether or not a jackpot pending memory has been stored, and if a jackpot pending memory has not been stored, it may proceed to step 002IWS1921, or if a jackpot pending memory has been stored, it may proceed to step 002IWS1409.
[0221] If a 5-round jackpot is being notified, the performance control CPU 120 determines whether or not a jackpot reservation is stored (step 002IWS1403). If a jackpot reservation is not stored, the performance control CPU 120 determines whether or not the jackpot game state being executed is a 10-round jackpot (step 002IWS1404), and if it is not a 10-round jackpot (if it is a 5-round jackpot), the process proceeds to step 002IWS1921.
[0222] If the jackpot game state being executed in step 002IWS1404 is a 10-round jackpot, the effect control CPU 120 performs a lottery process for determining the type of pseudo power cutoff effect during a round (step 002IWS1405).
[0223] In this example, the types of pseudo power cutoff effects during a round are a pseudo power cutoff effect during the first round and a pseudo power cutoff effect during the second round.
[0224] When the pseudo power cutoff effect is set during the first round, after the first pseudo power cutoff display and the second pseudo power cutoff display are displayed, the word "MAX" is displayed on the image display device 5, and the game transitions to a 1500 shot notification effect that notifies the player that 1500 prize balls can be won in a jackpot game state. Note that in this example, since 1500 prize balls can only be won in the case of a 10-round jackpot (750 prize balls can be won in the case of a 5-round jackpot), the 1500 shot notification effect is essentially an effect that notifies the player that a 10-round jackpot has occurred.
[0225] If the pseudo power cut effect is set during the second round, after the first pseudo power cut display and the second pseudo power cut display are displayed, an image that cuts through the display area of the image display device 5 is displayed, and the display transitions to the 1500 shot notification effect or the hold consecutive notification effect. The hold consecutive notification effect is an effect that notifies that a jackpot hold has been stored (hold consecutive).
[0226] In this example, the selection rate of the pseudo power cutoff effect type during a round is the same 50% for the pseudo power cutoff effect during the first round and the pseudo power cutoff effect during the second round, but the selection rate of the pseudo power cutoff effect type during a round may be different for the pseudo power cutoff effect during the first round and the pseudo power cutoff effect during the second round.
[0227] In addition, the configuration may be such that pseudo-power cutoff effects can be performed during multiple jackpots with different numbers of rounds, in which case the type of pseudo-power cutoff effects during rounds may be determined at the same rate for jackpot A with fewer rounds and jackpot B with more rounds than jackpot A, or the type of pseudo-power cutoff effects during rounds may be determined at different rates.
[0228] For example, the selection rate of the pseudo power cut effect during the second round may be set higher in the case of jackpot B than in the case of jackpot A. In that case, when the pseudo power cut effect is performed during the second round, the player can be given a higher expectation for jackpot B and consecutive reserved wins.
[0229] In addition, the selection rate of the pseudo power cutoff effect during the first round may be set higher in the case of jackpot B than in the case of jackpot A. In this case, if the pseudo power cutoff effect is performed during the first round, the player can be given an expectation of jackpot B, while if the pseudo power cutoff effect is performed during the second round, the player can be given an expectation of consecutive reserved wins.
[0230] The effect control CPU 120 sets a pseudo power cut effect during the round of the determined type (step 002IWS1406), and sets the execution of a 1500-shot notification effect (step 002IWS1407).
[0231] In this way, in this embodiment, there are two types of jackpots: a 5-round jackpot and a 10-round jackpot (see Figure 8-4 (B)), and even if a 10-round jackpot is won, if it is initially announced that it is a 5-round jackpot, a pseudo-power cut-off effect can be performed during the round, followed by a 1500-shot announcement effect, but this is not limited to this.
[0232] For example, let us consider a case where a jackpot game state has three types of jackpots: a 2-set jackpot, in which two sets of 10-round jackpot games are played (a total of 20 rounds), a 5-round jackpot, and a 10-round jackpot. Here, it is assumed that a 2-set jackpot will result in 3,000 prize balls being awarded. Furthermore, when a 2-set jackpot is won, there are two patterns: a first pattern in which a 5-round jackpot is initially announced through the jackpot symbol and jackpot variation presentation, and a second pattern in which a 10-round jackpot is initially announced through the jackpot symbol and jackpot variation presentation.
[0233] In the first pattern where a two-set jackpot is won, a pseudo-power-off effect may be performed during the round until the end of the fifth round in the jackpot game state, and then a 3000-ball notification effect may be executed to notify the player that 3000 prize balls can be won in the jackpot game state.
[0234] In the second pattern where a two-set jackpot is won, a pseudo-power-off effect may be performed during the jackpot game state until the end of the 10th round, and then a 3000-ball notification effect may be executed to notify the player that 3000 prize balls can be won in the jackpot game state.
[0235] In addition, in the first pattern where two sets of jackpots are won, in the jackpot game state, a pseudo-power cutoff effect during the round is performed and then a 1500 shot notification effect is executed during the period until the end of the fifth round, and a pseudo-power cutoff effect during the round is performed again during the period from the end of the sixth round to the end of the tenth round, and then a 3000 shot notification effect is executed.
[0236] Also, if it is determined in step 002IWS1403 that a jackpot hold is stored, the performance control CPU 120 sets the execution of a pseudo power cutoff effect during the second round (step 002IWS1409).Then, the performance control CPU 120 sets the execution of a hold consecutive notification effect (step 002IWS1410).After that, the performance control CPU 120 selects a process table according to the during-round performance (step 002IWS1921).
[0237] Then, the performance control CPU 120 starts the process timer (step 002IWS1922) and executes control of the performance devices (image display device 5, speakers 8L, 8R, LEDs such as game effect lamp 9, movable body 32, etc.) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1, reel operation data 1) (step 002IWS1923).
[0238] Also, when the flag after the large prize opening is set in step 002IWS1902 (Y in step 002IWS1902), the CPU 120 for controlling the presentation resets the flag after the large prize opening (step 002IWS1930) and selects a process table according to the interval presentation depending on the type of jackpot (step 002IWS1931).
[0239] Then, the performance control CPU 120 starts the process timer (step 002IWS1932) and executes control of the performance devices (image display device 5, various lamps, speakers 8L, 8R, movable body 32) in accordance with the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1, reel operation data 1) (step 002IWS1933).
[0240] Also, when the jackpot end command reception flag is set in step 002IWS1903 (Y in step 002IWS1903), the performance control CPU 120 resets the jackpot end command reception flag (step 002IWS1940). Then, the performance control CPU 120 selects a process table according to the ending performance corresponding to the jackpot type (step 002IWS1941).
[0241] The performance control CPU 120 also starts a process timer (step 002IWS1946).The performance control CPU 120 then executes control of the performance devices (image display device 5, various lamps, speakers 8L and 8R, and movable body 32) in accordance with the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1, and accessory operation data 1) (step 002IWS1947).
[0242] Then, the performance control CPU 120 sets the value of the performance control process flag to a value corresponding to the ending performance process (step S177) (step 002IWS1948).
[0243] Next, a display example on the image display device 5 will be described.
[0244] FIG. 8-16 is an explanatory diagram showing an example of the display of the image display device 5 during the pseudo-power-off effect during fluctuation. As shown in FIG. 8-16, (1) fluctuation begins, and (2) at a predetermined timing, a full-screen white display (whiteout display) is displayed across the entire display area of the image display device 5. Next, a first pseudo-power-off display is displayed. In the first pseudo-power-off display, specifically, (3) a large-sized progress display in which the whiteout display converges toward a single point in the center of the display area of the image display device 5 and then disappears is displayed, (4) a small-sized progress display is displayed, (5) a medium-sized progress display is displayed, and (6) a small-sized progress display is displayed. Then, (7) a black image is displayed across the entire display area of the image display device 5 as a second pseudo-power-off display. Then, in this example, (8) a super-hot effect image corresponding to the super-hot effect is faded in. In this way, the process display is configured to change in the first pseudo power interruption display, but if the process display in the first pseudo power interruption display transitions in the order of large, small, large, and small, it is expected that it will be mistaken as if the pseudo power interruption performance is occurring twice (two power interruptions). Therefore, in this example, by configuring the process display in the first pseudo power interruption display to transition in the order of large, small, medium, and small, it is possible to prevent the mistaken perception that the power interruption is occurring twice, and by once transitioning from large to small and then expanding back to medium, it is possible to make the first pseudo power interruption display look impressive.
[0245] 8-17 to 8-19 are explanatory diagrams showing examples of displays on the image display device 5 during a weak SP reach effect. As shown in FIG. 8-17, when a weak SP reach effect starts, (9) a noise screen is displayed, and (10) a text display is displayed together with an image of the feet of character A. (11) Then, an image of character B using the effect symbol (the effect symbol corresponding to the number immediately before the reach symbol) as a shield is displayed, (12) a button image resembling the push button 31B and a text image saying "PRESS" are enlarged, and then (13) the button image and text image are reduced in size.
[0246] After (13), if a weak SP reach jackpot occurs, (14) to (19) are displayed, and if the weak SP reach jackpot does not occur, (20) to (25) are displayed. For example, if a weak SP reach jackpot occurs, (14) the movable body 32 moves from the retreat position (above the image display device 5) to the advance position (position overlapping the image display device 5), and a rainbow color display is displayed on the image display device. (15) The movable body 32 moves to the retreat position, and (16) an image of character A rejoicing after defeating character B is displayed.
[0247] Then, (17) an effect image is enlarged and displayed radially from the center of the image display device 5, and (18) a jackpot symbol is displayed in a swinging manner. Then, (19) the reach background ends and returns to the background of the normal variable effect, and the jackpot display is fixed, and it is announced that a jackpot has been confirmed.
[0248] For example, if the weak SP reach is a miss after (13), (20) an image of character B enduring character A's attack is displayed, and (21) an image of character B looking happy is displayed. Then, (22) a shaded image is superimposed on the image of character B looking happy, and a "1" (a different image from the reach) is displayed oscillatingly as the center symbol. After that, (23) a blackout image is displayed, and (24) the reach background ends and returns to the background of the normal variable performance, and the miss symbol is displayed oscillatingly. Then, (25) the miss display is fixed, and it is announced that the miss has been confirmed.
[0249] The blackout image displayed in (23) above is an image in which black is displayed in the entire display area of the image display device 5. The blackout image and the second pseudo power failure display displayed here are both the same color tone, color code #000000. Here, the blackout image is displayed for a period shorter than the display period of the second pseudo power failure display. As described above, the pseudo power failure effect and the blackout image display are configured so that their execution periods do not overlap, but the execution periods of the pseudo power failure effect and the blackout image display may also be configured to overlap. In this case, the second pseudo power failure display may be displayed with priority over the blackout image display (for example, the layer displaying the second pseudo power failure display may be a higher layer with a higher priority than the layer displaying the blackout image display).
[0250] Also, by making the display period of the second pseudo power failure display different from the display period of the black image (the display period of the second pseudo power failure display is longer than the display period of the black image. Conversely, the display period of the second pseudo power failure display may be shorter than the display period of the black image), it is possible to make the player pay attention to which effect causes the black image to be displayed. Also, the configuration may be such that a black out notice effect can be executed in which a black out image is displayed as a notice effect different from the pseudo power failure effect or the black out image display immediately before a loss display, and in that case, for example, the length of the display period of each black image may be second pseudo power failure display > black out notice effect > black out image display immediately before a loss display. When displaying each black image, an image other than a black image (for example, a small permanent pattern with a color code different from #000000) may also be displayed at the same time. Therefore, the length of the period during which the black color code of #000000 occupies a predetermined percentage (for example, 80%) or more of the total display area of the image display device 5 is compared, and the length of this period may be configured to be the second pseudo power failure display > blackout warning performance > blackout image display immediately before the miss display.
[0251] Furthermore, the displayed image of (22) is a darker image than the displayed image of (21) (an image with a lower number after the # in the color code), and the displayed image of (23) is a darker image than the displayed image of (22) (an image with a lower number after the # in the color code). In other words, the displayed image is gradually darkened, and finally, an image with color code #000000 is displayed at (23). The color tone (color code) of the effect pattern is the same when the normal background is displayed and when it is displayed at (23) above.
[0252] 8-20 to 8-22 are explanatory diagrams showing examples of displays on the image display device 5 during the Strong SP Reach performance. As shown in FIG. 8-20, when the Strong SP Reach starts, (26) a noise screen is displayed, and (27) an image of Character A's feet is displayed. (28) Then, an image of Character A firing an energy bullet is displayed together with the text image "Delta Break," and (29) a scene of the fired energy bullet colliding with another energy bullet is displayed. Then, (30) a cut-in image of Character A is displayed in the lower left, and a cut-in image of Character C is displayed in the upper right.
[0253] After (30), if a strong SP reach jackpot occurs, (31) to (37) are displayed, and if the strong SP reach misses, (38) to (43) are displayed. For example, if a strong SP reach jackpot occurs, (31) the cut-in image of character A that was displayed in the lower left corner is displayed full screen, (32) the movable body 32 moves from the retreat position (above the image display device 5) to the advance position (position overlapping the image display device 5), and a rainbow color display is displayed on the image display device. (33) The movable body 32 moves to the retreat position, and (34) an image of character A striking a pose is displayed.
[0254] Then, (35) an effect image is enlarged and displayed radially from the center of the image display device 5, and (36) a jackpot symbol is displayed in a swinging manner. Then, (37) the reach background ends and returns to the background of the normal variable effect, and the jackpot display is fixed, and it is announced that a jackpot has been confirmed.
[0255] For example, if the strong SP reach is a miss after (30), (38) the cut-in image of character C that was displayed in the upper right corner is displayed full screen, and (39) an image of character C looking happy is displayed. Then, (40) a shaded image is superimposed on the image of character C looking happy, and a "1" (a different symbol from the reach symbol) is displayed oscillatingly as the center symbol. After that, (41) a blackout image is displayed, and (42) the reach background ends and returns to the background of the normal variable effect, and the miss symbol is displayed oscillatingly. Then, (43) the miss display is fixed, and it is announced that the miss has been confirmed.
[0256] The blackout image displayed in (41) above is an image in which black is displayed in the entire display area of the image display device 5. The blackout image and the second pseudo power failure display displayed here both have the same color tone, color code #000000. Here, the blackout image is displayed for a period shorter than the display period of the second pseudo power failure display.
[0257] Furthermore, in this embodiment, the configuration is such that a losing symbol is stopped and displayed after a blackout image is displayed (see (23) and (41)), but the present invention is not limited to this. For example, a configuration may be such that a revival effect is executed after a blackout image is displayed, and then a jackpot symbol is stopped and displayed. In such a configuration, the display period of the blackout image in a strong SP reach, which has a high reliability for a jackpot, may be different from the display period of the blackout image in a weak SP reach, which has a low reliability for a jackpot. For example, by configuring the display period of the blackout image in a strong SP reach to be longer than the display period of the blackout image in a weak SP reach, the player can be made to expect the revival effect to be executed.
[0258] 8-23 to 8-25 are explanatory diagrams showing examples of displays on the image display device 5 during the strongest reach performance. As shown in FIG. 8-23, when the strongest reach starts, (44) black band images are displayed above and below the display area of the image display device 5, and a title image of the strongest reach is also displayed. (45) A video of character A walking is displayed together with a dialogue image, (46) a zoomed image of character A is displayed, (47) a button image resembling the push button 31B and an image of the word "press" are enlarged, and then (48) the button image and the image of the word are displayed in a reduced size.
[0259] After (48), if a strongest reach jackpot is achieved, (49) to (54) are displayed, and if the strongest reach jackpot is not achieved, (55) to (60) are displayed. For example, if a strongest reach jackpot is achieved, (49) the movable body 32 moves from the retracted position (above the image display device 5) to the advanced position (a position overlapping the image display device 5), and a rainbow color display is displayed on the image display device. (50) The movable body 32 moves to the retracted position, (51) an image of character D accompanying character A is displayed together with a line image, and (52) an image of character A and character D moving together is displayed. Then, (53) a jackpot symbol is displayed in a swinging manner, and (54) the reach background ends and returns to the background of the normal variable effect, and the jackpot display is fixedly displayed, thereby announcing that a jackpot has been confirmed.
[0260] For example, if the strongest reach is a miss after (48), (55) character D is displayed together with a dialogue image indicating that character A will not accompany character A, and (56) an image of character A being left behind by character D is displayed. Then, (57) a miss symbol is displayed oscillatingly, (58) an eye-catching image is displayed, and (59) the reach background ends and returns to the background of the normal variable presentation, and the miss symbol is displayed oscillatingly. Then, (60) the miss display is displayed in a fixed state, and it is announced that the miss has been confirmed. Thus, in this embodiment, if a miss occurs in an SP reach (weak SP reach, strong SP reach) in which the expectation of a jackpot is lower than in the strongest reach, a blackout image is displayed just before the miss display is statically displayed (see (23) and (41)), whereas if a miss occurs in the strongest reach, in which the expectation of a jackpot is high, an eye-catching image is displayed just before the miss display is statically displayed. This reduces the disappointment felt when the strongest reach, which has a high expectation of winning a jackpot, is executed but ends up being a miss.
[0261] Next, the control timing of each effect component in the pseudo-power-off effect will be explained using Figures 8-26 and 8-27. Figures 8-26 and 8-27 are timing charts showing the control timing of each effect component when executing the pseudo-power-off effect. (1) to (8) shown in Figures 8-26 and 8-27 correspond to (1) to (8) in Figure 8-16. In other words, the period (1) is the period during which the variable effect image is displayed on the image display device 5, the period (2) to (6) is the period during which the whiteout display and the first pseudo-power-off display are displayed on the image display device 5, the period (7) is the period during which the second pseudo-power-off display is displayed on the image display device 5, and the period (8) is the period during which the super-hot effect image is displayed on the image display device 5. Hereinafter, the timing at the boundary between period (1) and periods (2) to (6) will be referred to as timing Tg1, the timing at the boundary between periods (2) to (6) and period (7) as timing Tg2, and the timing at the boundary between period (7) and period (8) as timing Tg3.
[0262] First, focusing on the light-emitting effect that causes the light-emitting means (as will be described later, in this example, multiple light-emitting means A to light-emitting means E are provided, but hereinafter, simply referring to "light-emitting means" refers to all light-emitting means), when light-emitting effect A corresponding to the variable effect is being performed, light-emitting effect A ends at timing Th1, which is earlier than timing Tg1, and at timing Th1, a light-emitting effect in the special light-emitting mode (a mode corresponding to the first pseudo-power-off display, in which the brightness level gradually decreases in the order of 9, 6, and 3 in white (see Figure 8-51)) begins. Then, at timing Th2, which is earlier than timing Tg2, the light-emitting effect in the special light-emitting mode begins to fade out (control to gradually decrease the light intensity), and at timing Th3, the fade-out is completed and the light-emitting effect in the special light-emitting mode ends. Thereafter, at timing Th4, which is earlier than timing Tg3, execution of light-emitting effect B corresponding to the super-hot effect begins. Between timing Th3 and timing Th4, light-emitting means B to light-emitting means D are turned off, but light-emitting means A and light-emitting means E continue to emit light in white at brightness level 3.
[0263] Next, focusing on the audio output effect in which sound is output from speakers 8L and 8R, when sound effect A corresponding to the variable effect is being output, output of sound effect A ends at timing Ts1, which is earlier than timings Tg1 and Th1, and output of a special sound (sound corresponding to the first pseudo power-off display) begins at timing Ts1. Then, at timing Ts2, which is later than timing Tg2, the output of the special sound begins to fade out (control to gradually reduce the volume), and at timing Ts3, the fade-out is completed and output of the special sound ends. Thereafter, at timing Ts4, which is earlier than timing Tg3 and later than timing Th4, sound effect B corresponding to the super-hot effect is output. Between timing Th3 and timing Th4, no sound is output from speakers 8L and 8R as control of speakers 8L and 8R corresponding to the display of the second pseudo power-off display.
[0264] Thus, when the display of the first pseudo power interruption indication begins, first, the speakers 8L and 8R start outputting a special sound, then the light-emitting means starts emitting a special light-emitting effect, and finally, the image display device 5 starts displaying the first pseudo power interruption indication. In other words, the timing at which the display of the first pseudo power interruption indication begins, the timing at which the speakers 8L and 8R start outputting the special sound, and the timing at which the light-emitting means starts emitting light in the special light-emitting effect are all different. These controls may be realized, for example, by the performance control CPU 120 outputting control signals for the audio output control of the speakers 8L and 8R, the light-emitting control of the light-emitting means, and the image display control of the image display device 5 in that order. Alternatively, this can be realized by configuring the speakers 8L and 8R with the shortest control cycle, the light-emitting means with the next shortest control cycle, and the image display device 5 with the longest control cycle, and having the performance control CPU 120 simultaneously output signals for the image display control of the image display device 5, the audio output control of the speakers 8L and 8R, and the light-emitting control of the light-emitting means. For example, in the above-described embodiment, the control period of the speakers 8L and 8R is 1 ms, the control period of the light-emitting means is 10 ms, and the control period of the image display device 5 is 33 ms. Therefore, the performance control CPU 120 outputs signals related to the image display control of the image display device 5, the audio output control of the speakers 8L and 8R, and the light emission control of the light-emitting means at the same timing, so that the control is carried out in the order of audio output control of the speakers 8L and 8R, light emission control of the light-emitting means, and image display control of the image display device 5.
[0265] In this way, when the display of the first pseudo power failure display ends, first the light-emitting effect of the special light-emitting mode by the light-emitting means ends, then the display of the first pseudo power failure display on the image display device 5 ends, and finally the output of the special sound from the speakers 8L and 8R ends.
[0266] Furthermore, when the display of the second pseudo power interruption display ends in this way, first the light emission by the light-emitting means corresponding to the display of the second pseudo power interruption display ends (white light emission by light-emitting means A and light-emitting means E; light-emitting means B to D are turned off), then the control (silence) of speakers 8L and 8R corresponding to the display of the second pseudo power interruption display ends, and finally the display of the second pseudo power interruption display on the image display device 5 ends. In other words, the timing at which the display of the second pseudo power interruption display ends, the timing at which the control of speakers 8L and 8R corresponding to the display of the second pseudo power interruption display ends, and the timing at which the light emission by the light-emitting means corresponding to the display of the second pseudo power interruption display ends are all different.
[0267] Also, as shown in Figure 8-27, the period of (2) to (6) is 1000 ms, and the period of (7) is 4000 ms. In other words, the execution period of the pseudo-power cut effect is 5000 ms (5 s). Also, when the image corresponding to the super hot effect is faded in from timing Tg3, the period from the start to the end of the fade-in is 500 ms.
[0268] Also, as shown in FIG. 8-27, the period from timing Th1 to timing Th3 is 750 ms, and the period from timing Th3 to timing Th4 is 3500 ms.
[0269] Also, as shown in FIG. 8-27, the period from timing Ts1 to timing Ts3 is 1500 ms, and the period from timing Ts3 to timing Ts4 is 3000 ms.
[0270] As shown in Figure 8-27, from timing Th3 to timing T3, the main light-emitting means (light-emitting means B to light-emitting means D) are turned off, but some light-emitting means (light-emitting means A and light-emitting means E) are configured to continue to light up. Here, the light-emitting means provided in the gaming machine 1 will be explained. Figure 8-28 is a timing chart showing the control timing of each light-emitting means when executing a pseudo-power-off effect. The gaming machine 1 is provided with light-emitting means A to light-emitting means E as light-emitting means that can emit light. As shown in the figure, light-emitting means A and light-emitting means E are controlled to emit white light from timing Th3 to timing Th4. Furthermore, light-emitting means B to light-emitting means D are controlled to be turned off from timing Th3 to timing Th4.
[0271] Each light-emitting means is disposed at the position shown in Figure 8-48. Figure 8-48 is an explanatory diagram showing the installation position of each light-emitting means. Specifically, light-emitting means A is provided on the top of the image display device 5. Light-emitting means B is provided on the gaming machine frame 3. Light-emitting means C is provided on the gaming board 2. Light-emitting means D is provided on the stick controller 31A and the push button 31B. Light-emitting means E is provided in the shape of the face of the main character as decoration for the big prize opening on the gaming board 2.
[0272] FIG. 8-29 is an explanatory diagram showing the timing at which the pseudo-power cutoff effect is executed. For example, in the case of variation pattern PA-6, the pseudo-power cutoff effect is executed at the timing when the weak SP reach ends. As a result, the pseudo-power cutoff effect ends and the strong SP reach is executed. Note that the configuration may be such that the pseudo-power cutoff effect can be executed during the weak SP reach.
[0273] In addition, for example, in the case of the variation pattern PA-10, the pseudo-power cutoff effect is executed at the timing just before the execution of the super hot effect. As a result, the pseudo-power cutoff effect ends and the super hot effect is executed.
[0274] Also, for example, as described above, the pseudo-interruption during round effect is configured to be executed in the fourth round when a five-round jackpot has been announced. Note that when a 1500-shot announcement effect is executed after the pseudo-interruption during round effect, the pseudo-interruption during round effect may be executed at any timing from the first round to the fifth round, regardless of whether it is the fourth round, as long as it is before the maximum number of rounds is announced.
[0275] In addition, when a pseudo power cut during a round is followed by a hold consecutive notification effect, the pseudo power cut during a round may be executed at any time between the first round and the tenth round, regardless of whether it is the fourth round, as long as it is executed before the maximum number of rounds is notified.
[0276] FIG. 8-30 is an explanatory diagram showing an example of the display of the image display device 5 when a pseudo-interruption effect during fluctuation is executed. For example, as shown in the figure, in the case of a fluctuation pattern accompanied by a super hot effect, an image corresponding to the super hot effect is displayed in the pseudo-interruption effect after passing through the first pseudo-interruption display and the second pseudo-interruption display (see the upper part of FIG. 8-30). In addition, in the case of a fluctuation pattern accompanied by a strong SP reach, an image corresponding to the strong SP reach is displayed in the pseudo-interruption effect after passing through the first pseudo-interruption display and the second pseudo-interruption display (see the middle part of FIG. 8-30). In addition, in the case of a fluctuation pattern accompanied by a strongest reach, an image corresponding to the strongest reach is displayed in the pseudo-interruption effect after passing through the first pseudo-interruption display and the second pseudo-interruption display (see the lower part of FIG. 8-30).
[0277] In the case of a variation pattern involving both a super hot effect and a strong SP reach, or a variation pattern involving both a super hot effect and a strongest reach, in this example, the pseudo-power-off effect is executed immediately before the super hot effect, which has a higher reliability for a jackpot, but this is not limited to this. For example, in the case of a variation pattern involving both a super hot effect and a strong SP reach, the timing at which the pseudo-power-off effect is executed may be determined by lottery, either immediately before the super hot effect or immediately before the strong SP reach. In this case, for example, in a jackpot variation, the timing immediately before the super hot effect, which has a higher reliability for a jackpot than the strong SP reach, may be more likely to be determined as the timing for executing the pseudo-power-off effect, while in a loss variation, the timing immediately before the strong SP reach, which has a lower reliability for a jackpot than the super hot effect, may be more likely to be determined as the timing for executing the pseudo-power-off effect. This allows the player's sense of expectation to be different depending on the timing of the pseudo-power-off effect, thereby increasing the player's interest.
[0278] FIG. 8-31 is an explanatory diagram showing an example of the display of the image display device 5 when a pseudo power interruption effect is executed during a round. For example, as shown in the figure, when a pseudo power interruption effect is executed during the first round, the first pseudo power interruption display is displayed when the effect image corresponding to the jackpot game state of the fourth round is displayed, and then the second pseudo power interruption display is displayed. Then, after the word "MAX" is displayed, the display transitions to a 1500 shot notification effect (an image display including the words "MAX1500" in the figure) (see the upper part of FIG. 8-31).
[0279] For example, as shown in the figure, if a pseudo power interruption effect is performed during the second round, the first pseudo power interruption display is displayed when the effect image corresponding to the jackpot game state of the fourth round is displayed, and then the second pseudo power interruption display is displayed. Then, an image that cuts through the display area of the image display device 5 is displayed, and the display transitions to a 1500 shot notification effect (an image display including the characters "MAX1500" in the figure) or a hold consecutive notification effect ("Congratulations" in the figure) (see the lower part of Figure 8-31).
[0280] Furthermore, the gaming machine 1 in this embodiment can execute an effect of moving the movable body 32 as an effect suggesting control to a jackpot gaming state. In this example, the movement timing of the movable body 32 is determined in advance for each movement pattern. Figure 8-32 is an explanatory diagram showing the details of the number of movements and movement timing of the movable body 32 in each movement pattern.
[0281] First, we will explain the case where a miss fluctuation pattern is selected. For example, if the selected fluctuation pattern is PH-1 to PH-5, the number of times the movable body 32 moves is 0. If the selected fluctuation pattern is PH-6 or PH-7, the movable body 32 moves once during a weak SP reach. If the selected fluctuation pattern is PH-8, the movable body 32 moves once during a strong SP reach.
[0282] If the selected variation pattern is PH-9, the moving body 32 moves once during a weak SP reach and three times during a strong SP reach, a total of four times. If the selected variation pattern is PH-10, the moving body 32 moves twice during the super hot performance and three times during a strong SP reach, a total of five times. If the selected variation pattern is PH-11, the moving body 32 moves three times during the strongest reach. If the selected variation pattern is PH-12, the moving body 32 moves once during a weak SP reach and five times during the strongest reach, a total of six times.
[0283] If the selected variation pattern is PH-13, the moving body 32 moves twice during the super hot performance and five times during the strongest reach, a total of seven times. If the selected variation pattern is PH-14 to PH-15, the number of times the moving body 32 moves is 0. If the selected variation pattern is PH-16, the moving body 32 moves twice during the super hot performance and once during SP reach B, a total of three times. If the selected variation pattern is PH-17, the moving body 32 moves twice during SP reach C. If the selected variation pattern is PH-18, the moving body 32 moves twice during the super hot performance and three times during SP reach C, a total of five times.
[0284] Next, we will explain the case where a big hit fluctuation pattern is selected. For example, if the selected fluctuation pattern is PA-1 to PA-2, the number of times the movable body 32 moves is 0. If the selected fluctuation pattern is PA-3 or PA-4, the movable body 32 moves once during a weak SP reach. If the selected fluctuation pattern is PA-5, the movable body 32 moves once during a strong SP reach.
[0285] If the selected variation pattern is PA-6, the moving body 32 moves once during a weak SP reach and three times during a strong SP reach, a total of four times. If the selected variation pattern is PA-7, the moving body 32 moves twice during the super hot performance and three times during a strong SP reach, a total of five times. If the selected variation pattern is PA-8, the moving body 32 moves three times during the strongest reach. If the selected variation pattern is PA-9, the moving body 32 moves once during a weak SP reach and five times during the strongest reach, a total of six times.
[0286] If the selected variation pattern is PA-10, the moving body 32 moves twice during the super hot performance and five times during the strongest reach, a total of seven times. If the selected variation pattern is PA-11 to PA-12, the number of times the moving body 32 moves is 0. If the selected variation pattern is PA-13, the moving body 32 moves twice during the super hot performance and once during SP reach B, a total of three times. If the selected variation pattern is PA-14, the moving body 32 moves twice during SP reach C. If the selected variation pattern is PA-15, the moving body 32 moves twice during the super hot performance and three times during SP reach C, a total of five times.
[0287] In this way, in this embodiment, while all of the pseudo power interruption performance variation patterns have the movable body 32 move once or more, there is also provided a non-pseudo power interruption performance variation pattern in which the movable body 32 moves 0 times. Therefore, the pseudo power interruption performance variation pattern has a higher movement rate of the movable body 32 than the non-pseudo power interruption performance variation pattern.
[0288] 8-33 is an explanatory diagram showing an example of the start winning notification effect when a start winning occurs. As shown on the left side of Fig. 8-33, when a start winning occurs during normal play, a hold display is additionally displayed, and if the change pattern is specific, a winning flash is performed, causing the light emitting means to emit light in a specific manner, and specific sounds are output from the speakers 8L and 8R.
[0289] Also, as shown on the right side of Figure 8-33, if a start win occurs while the pseudo power cut effect is being executed, neither the additional display of the hold display nor the winning flash (light emission from the light emitting means and sound output from the speakers 8L and 8R) is executed. This allows the pseudo power cut effect to be closer to the power cut situation, which can increase the excitement.
[0290] In addition, in this embodiment, in addition to the flash at the time of winning, there are provided a step-up effect, a cut-in advance notice effect, a conversation advance notice effect, and a reception notification effect that notifies that a volume / light intensity adjustment has been accepted as effects that cause the light-emitting means to emit light, but the execution periods of the step-up effect, the cut-in advance notice effect, the conversation advance notice effect, and the reception notification effect are set in advance so that they do not overlap with the execution period of the pseudo-power-off effect. This makes it possible to avoid the light-emitting means from emitting light during the pseudo-power-off effect, and to prevent a decrease in interest.
[0291] Similarly, in this embodiment, in addition to the flash when winning, there are other effects accompanied by audio output from speakers 8L and 8R, such as a step-up effect, a cut-in notice effect, a conversation notice effect, and an audio output of a reception notification effect that notifies the user that volume / light intensity adjustment has been accepted. However, the execution periods of the step-up effect, the cut-in notice effect, the conversation notice effect, and the reception notification effect are set in advance so that they do not overlap with the execution period of the pseudo-power-off effect. This makes it possible to avoid audio output from speakers 8L and 8R during the pseudo-power-off effect, preventing a decline in interest.
[0292] In this example, the hold display is not additionally displayed during the execution of the pseudo power cut effect, but this is not limited to this. Figure 8-34 is an explanatory diagram showing a modified example of the effect when a start winning occurs during the pseudo power cut effect.
[0293] For example, as shown in the figure, assuming a configuration that allows a hold display to be displayed while the pseudo-power cutoff effect is being executed, if a start winning occurs while the pseudo-power cutoff effect is being executed (while the second pseudo-power cutoff display is being displayed), it may be possible to additionally display a new hold display (see ``Possible 1'' in Figure 8-34).
[0294] For example, as shown in the figure, assuming a configuration that allows the display of a hold display while the pseudo power cut effect is being executed (while the second pseudo power cut display is being displayed), when a new hold display is additionally displayed, it may be possible to start the display in a state in which the display has changed to "red" or "green" (hereinafter, this may be referred to as "display of a change in the state of the hold display when a prize is won") (see "Possibilities 2" in Figure 8-34).
[0295] Also, for example, as shown in the figure, assuming a configuration that allows a hold display to be displayed while a pseudo power failure effect is being executed (while the second pseudo power failure display is being displayed), the configuration may be such that it is not possible to change the display mode of a new hold display or a hold display that has been displayed before the additional display after the new hold display is additionally displayed while a pseudo power failure effect is being executed (while the second pseudo power failure display is being displayed) (hereinafter referred to as a "display of a change in the mode of a displayed hold display"; for example, a character hold change effect in which a character acts on a hold display to change the display mode of the hold display) (see "Impossible 1" in Figure 8-34). For example, in a gaming machine that is capable of changing a hold display that has once been displayed in "white" to "red" or "green" unless a pseudo power failure effect is being executed, it may be possible to make it impossible to change a hold display that has once been displayed in "white" to "red" or "green" while a pseudo power failure effect is being executed.
[0296] FIG. 8-35 is an explanatory diagram showing an example of a display on the image display device 5 when the volume adjustment button or the light intensity adjustment button is operated. In this example, the volume level is changed when an operation on the volume adjustment button is received, and the brightness level is changed when an operation on the light intensity adjustment button is received. Changing the volume level when an operation on the volume adjustment button is received is sometimes called volume adjustment, and changing the brightness level when an operation on the light intensity adjustment button is received is sometimes called light intensity adjustment. FIG. 8-35 shows examples of displays on the image display device 5 when the volume adjustment button or the light intensity adjustment button is operated in the following situations: a first situation in which a pseudo-power failure effect is not being executed and no error message is being displayed; a second situation in which a pseudo-power failure effect is being executed (a second pseudo-power failure message is being displayed); and a third situation in which an error message is being displayed. Specifically, FIG. 8-35 shows, from left to right, display examples in the first situation, the second situation, and the third situation.
[0297] In the first and second situations, for example, if the volume adjustment button or the light intensity adjustment button is operated while a normal variable performance is being performed, a volume adjustment image and a light intensity adjustment image are displayed in the lower right corner of the display area of the image display device 5. Here, an example is given of a case where both a volume adjustment image and a light intensity adjustment image are displayed, but it is also possible that when the volume adjustment button is operated, the volume adjustment image is displayed without the light intensity adjustment image, and when the light intensity adjustment button is operated, the volume adjustment image is displayed without the light intensity adjustment image.
[0298] The volume adjustment image and light adjustment image are displayed for six seconds after the last time the volume adjustment button or light adjustment button is operated. As shown in Figure 8-27, the pseudo-power-off effect lasts for five seconds, so if the volume adjustment button or light adjustment button is operated during the pseudo-power-off effect, the image will continue to be displayed until the end of the pseudo-power-off effect. This makes it easier for players to recognize that the volume / light adjustment changes are being reflected.
[0299] In the third situation, for example, if the volume adjustment button or the light intensity adjustment button is operated while an image related to an error (error display) is being displayed, the volume adjustment image and the light intensity adjustment image are not displayed on the image display device 5. In other words, in the third situation, even if the volume adjustment button or the light intensity adjustment button is operated, the display screen of the image display device 5 does not change. At this time, the volume and the light intensity may or may not change internally. As shown in the figure, the second pseudo power failure display is a full-screen black display, while the error display is a full-screen black display similar to the second pseudo power failure display, along with a text image to notify that an error has occurred.
[0300] The occupancy rate of the black color displayed as an error message on the entire screen may differ depending on the type of error. Furthermore, whether or not a volume adjustment image and a light intensity adjustment image are displayed when the volume adjustment button or the light intensity adjustment button is operated may differ depending on the occupancy rate (i.e., the type of error). For example, when the volume adjustment button or the light intensity adjustment button is operated, if the occupancy rate is less than a predetermined value, the volume adjustment image and the light intensity adjustment image may be displayed, and if the occupancy rate is equal to or greater than the predetermined value, the volume adjustment image and the light intensity adjustment image may not be displayed.
[0301] Depending on the importance of the error, whether or not the volume adjustment image and the light intensity adjustment image are displayed when the volume adjustment button or the light intensity adjustment button is operated may differ. For example, when the volume adjustment button or the light intensity adjustment button is operated, if a normal error occurs (for example, a ball jam error, a door open error, a bulb out error, or a full tank error (an error that is displayed when the ball is not removed)), the volume adjustment image and the light intensity adjustment image may be displayed, but if a serious error occurs (for example, fraud detection (detection of magnetic force or detection of fraudulent winning at a prize slot)), the volume adjustment image and the light intensity adjustment image may not be displayed.
[0302] Figure 8-36 is an explanatory diagram showing the color tones in the image display device 5. As shown in the figure, the color code of the color tone used for the second pseudo power cut display among the pseudo power cut effects is #000000 (see the top row of Figure 8-36), and the color code of the color tone used in the dialogue effects during fluctuations includes #000000 (see the middle row of Figure 8-36). In this way, the color code of the color tone used for the second pseudo power cut display is the color code of the color tone used in effects other than the pseudo power cut effect during fluctuations.
[0303] Furthermore, if a power interruption occurs, the backlight of the image display device 5 is turned off, and no images are displayed on the image display device 5 (see the lower part of Figure 8-36). At this time, the color tone of the image display device 5 is black. Thus, both the image display device 5 and the second pseudo power interruption display are black during a power interruption. In other words, the second pseudo power interruption display is displayed in a similar manner to the image display device 5 during a power interruption. Here, "the two modes are similar" means that the color tones are the same or similar enough that it is difficult to distinguish between the image display device 5 during a power interruption and the image display device 5 displaying the second pseudo power interruption display at a glance. For example, if the color tone of the image display device 5 is black and the proportion of black in the second pseudo power interruption display is 90% or more and 100% or less, the mode of the image display device 5 and the mode of the second pseudo power interruption display can be said to be similar. Note that, in this embodiment, the mode of the image display device 5 when a power interruption occurs (the mode in which the backlight is turned off) is not used in the effects that the gaming machine 1 can execute. However, when an organic EL display is mounted as the image display device, the state of the image display device in the event of a power outage is a color that can be used for displaying the image display device in the gaming machine.
[0304] Next, the control timing when the gaming machine 1 is powered on in the event of a power outage will be explained. Figures 8-37 to 8-39 are timing charts showing the control timing when the gaming machine 1 is powered on in the event of a power outage. In the timing charts shown here, the upper row shows the display control timing of the image display device 5, the middle row shows the light emission control timing of the light emitting means, and the lower row shows the sound output control timing from the speakers 8L and 8R.
[0305] Figure 8-37 is a timing chart showing the control timing when a power outage occurs during a fluctuation stop and the clear switch is not operated when the power is turned on. Focusing on the display control timing of the image display device 5, if a power outage occurs during a fluctuation stop, the display on the image display device 5 disappears 100 ms after the voltage drop begins (it does not fade out, but turns off immediately). If the power is turned on with the clear switch off when Y ms have elapsed since the power outage occurred (in the case of a hot start), the recovery image will be displayed on the image display device 5 for 3000 ms, starting 2000 ms after the power was turned on. After that, the normal background will be displayed on the image display device 5 for Z ms until the next starting win occurs and the fluctuation corresponding to that starting win begins.
[0306] Focusing on the timing of the light emission control of the light emitting means, if a power outage occurs during a fluctuation stop, the light emitting means will go out 100 ms after the voltage drop begins (it will not fade out, but will immediately go out). If, when Y ms have elapsed since the power outage, the power is turned on with the clear switch off (in the case of a hot start), the light emitting means will emit light in a recovery mode indicating that recovery is in progress for 24,000 ms, starting 1,000 ms after the power is turned on. After that, light will be emitted in a mode corresponding to the normal background until the next start winning occurs and the fluctuation corresponding to that start winning begins (Z-20,000 ms).
[0307] Focusing on the timing of the audio output control from speakers 8L and 8R, if a power outage occurs during a fluctuation stop, speakers 8L and 8R will stop audio output 100 ms after the voltage drop begins (it will stop immediately, not fade out). If power is turned on with the clear switch off (in the case of a hot start) when Y ms have elapsed since the power outage occurred, no audio will be output (silent) until 5000 ms have elapsed since power was turned on, and a recovery sound will be output (or may be silent) for 20000 ms from the time the normal background is displayed on the image display device 5, indicating that recovery is underway. The output of the recovery sound will then end when the light-emitting means finishes emitting light in the recovery mode. Thereafter, there will be no audio until the next start win occurs and the fluctuation corresponding to that start win begins (Z-20000 ms).
[0308] Figure 8-38 is a timing chart showing the control timing when a power interruption occurs during a variation and the clear switch is not operated when the power is turned on. Focusing on the display control timing of the image display device 5, if a power interruption occurs during a variation, the display on the image display device 5 disappears 100 ms after the voltage drop begins (it does not fade out, but immediately goes out). If the power is turned on with the clear switch off when Y ms have elapsed since the power interruption occurred (in the case of a hot start), a recovery image is displayed on the image display device 5 from 2000 ms after the power is turned on until the timing when the special symbol variation stops (the timing when the variation control board 12 receives a performance control command indicating the special symbol variation stops from the main board 11) (AB ms). At the timing when the special symbol variation stops, the specific background display and initial symbol (initial result) for the hot start are displayed as static (not shown). After that, when a new variation begins (when the variation control board 12 receives a new variation pattern command from the main board 11), the normal background and the variation effect image corresponding to that variation are displayed. If a predetermined period of time has passed without any new fluctuations being started, the demo screen will be displayed.
[0309] Regarding the timing of the light-emitting means' illumination control, if a power outage occurs during a game's stoppage, the light-emitting means will turn off 100 ms after the voltage drop begins (it will not fade out, but will immediately go out). If power is turned on with the clear switch off (in the case of a hot start) when Y ms have elapsed since the power outage occurred, the light-emitting means will emit light in a recovery mode indicating that recovery is underway from 1000 ms after power-on until the timing at which the special symbol stops changing (when the effect control board 12 receives a performance control command indicating the special symbol stops from the main board 11) (AB + 1000 ms). When the special symbol stops changing, the light-emitting means will emit light in a mode corresponding to the specific background display and initial symbol (initial result) for a hot start (not shown). Then, when a new change begins (when the effect control board 12 receives a new change pattern command from the main board 11), the light-emitting means will emit light in a mode corresponding to the normal background and the changing effect image. If a predetermined period of time elapses without a new change being started, the light emitting means will emit light in a manner corresponding to the demo screen.
[0310] Focusing on the timing of the audio output control from speakers 8L and 8R, if a power outage occurs during the stoppage of the game, speakers 8L and 8R stop outputting audio 100 ms after the voltage drop begins (not fade-out, but immediately stops). If Y ms have elapsed since the power outage and the power is turned on with the clear switch off (in the case of a hot start), no audio is output (silent) until 5000 ms have elapsed since the power was turned on. A restoration sound (which may be silent) is output to notify the player that restoration is underway from the time 5000 ms elapsed until the time when the special symbol stops changing (the time when the performance control board 12 receives a performance control command indicating the special symbol stop from the main board 11) (AB-3000 ms). At the time when the special symbol stops changing, audio corresponding to the specific background display and initial symbol in the hot start is output (not shown). After that, when a new change starts (when the performance control board 12 receives a new change pattern command from the main board 11), sounds corresponding to the normal background and the changing performance image are output. If a predetermined period of time passes without a new change starting, sounds corresponding to the demo screen are output.
[0311] Figure 8-39 is a timing chart showing the control timing when a power interruption occurs during a fluctuation and the clear switch is operated when the power is turned on. Here, we will explain the case where a power interruption occurs during a fluctuation. However, if the clear switch is operated when the power is turned on, the same processing will be performed after power is turned on, regardless of whether a fluctuation was occurring when the power interruption occurred. Focusing on the display control timing of the image display device 5, if a power interruption occurs during a fluctuation, the display on the image display device 5 will disappear 100 ms after the voltage drop begins (it will not fade out, but will immediately go out). Furthermore, if the power is turned on with the clear switch on when Y ms have elapsed since the power interruption occurred (in the case of a cold start), the recovery image will be displayed on the image display device 5 for 3000 ms, starting 2000 ms after power was turned on. Thereafter, the normal background will be displayed on the image display device 5 for Z ms until the next starting win occurs and the corresponding fluctuation begins.
[0312] Focusing on the timing of the light emission control of the light emitting means, if a power outage occurs during fluctuation, the light emitting means will go out 100 ms after the voltage drop begins (it will not fade out, but will immediately go out). If the power is turned on with the clear switch on (in the case of a cold start) when Y ms have elapsed since the power outage, the light emitting means will emit light in a manner corresponding to a cold start for 29,000 ms, starting 1,000 ms after the power is turned on. After that, light will be emitted in a manner corresponding to the normal background until the next starting winning occurs and the fluctuation corresponding to that starting winning begins (Z-25,000 ms).
[0313] Focusing on the timing of audio output control from speakers 8L and 8R, if a power outage occurs during fluctuation, speakers 8L and 8R will stop audio output 100 ms after the voltage drop begins (it will stop immediately, not fade out). If power is turned on with the clear switch on when Y ms have elapsed since the power outage occurred (in the case of a cold start), audio will not be output (silence) until 5000 ms have elapsed since power was turned on, and audio corresponding to the cold start will be output for 25000 ms from the time the normal background is displayed on the image display device 5. Then, audio output corresponding to the cold start will end when the light-emitting means ends the light emission corresponding to the cold start. Thereafter, there will be silence for the period (Z-25000 ms) until the next start win occurs and the fluctuation corresponding to that start win begins.
[0314] Figure 8-40 is an explanatory diagram showing the percentage of pixels with the color code #000000 hue and the expectation of controlling to a jackpot in an effect that can display an image with the color code #000000. In the conversation effect, the percentage of pixels with the color code #000000 hue is approximately 2%, and the expectation of controlling to a jackpot is approximately 1%. In the step-up effect (SU effect), the percentage of pixels with the color code #000000 hue is approximately 5%, and the expectation of controlling to a jackpot is approximately 5%.
[0315] For weak SP reaches, the percentage of pixels with the color code #000000 is approximately 8%, and the expected probability of controlling it to a jackpot is approximately 10%. For strong SP reaches, the percentage of pixels with the color code #000000 is approximately 10%, and the expected probability of controlling it to a jackpot is approximately 20%. For strongest reaches, the percentage of pixels with the color code #000000 is approximately 15%, and the expected probability of controlling it to a jackpot is approximately 50%. For pseudo-power cut effects, the percentage of pixels with the color code #000000 is approximately 85%, and the expected probability of controlling it to a jackpot is approximately 65%.
[0316] In this way, the higher the proportion of pixels with the color code #000000, the higher the expectation of a jackpot.
[0317] Here, we will explain the appearance of the image display device 5 when a power outage occurs. Figure 8-41 is an explanatory diagram showing the appearance of the image display device 5 when a power outage occurs. For example, (1) when a power outage occurs while a variable performance is being performed, (2) the display of the image display device 5 goes out and the backlight goes out, so the appearance of the image display device 5 itself is displayed. (3) When the power is turned on, the appearance of the image display device 5 itself is displayed for a while, and then (4) a recovery image including the words "Recovery in progress" is displayed. The area other than the text in the recovery image is also black, but this appearance is different from the appearance of the image display device 5 itself immediately after power is turned on. The black color code of the area other than the text in the recovery image is #000000. (5) After that, when the special pattern stops varying, the initial pattern (initial result) in the hot start is displayed as stopped. After this, the display transitions to a demo display.
[0318] Here, we will explain the transition of the state of the light-emitting means when a pseudo-power failure effect occurs and when a power failure occurs. Figures 8-42 and 8-43 are explanatory diagrams showing the transition of the light-emitting means when a pseudo-power failure effect occurs. Figure 8-44 is an explanatory diagram showing the transition of the light-emitting means when a power failure occurs. In this example, the brightness (10 levels from brightness level 1, the lowest brightness, to brightness level 10, the highest brightness) and color tone can be adjusted as settings for the light emitted by the light-emitting means.
[0319] First, when a pseudo-power failure effect occurs, the light-emitting state of the light-emitting means transitions in the manner shown in Figure 8-42. Specifically, (A) when a variable effect is being performed, all light-emitting means are controlled to emit light in a light-emitting manner according to the effect content. Then, (B) all light-emitting means emit light in a special light-emitting manner. For example, in (B), white light is emitted at a brightness level of 9. (C) A whiteout display is displayed on the image display device 5, and the light-emitting means continue to emit white light at a brightness level of 9.
[0320] Then, (D) a first pseudo power interruption display (progress display: large size) is initiated, and the light-emitting means continue to emit white light at a brightness level of 9. (E) a first pseudo power interruption display (progress display: small size) is displayed, and all light-emitting means emit white light at a brightness level of 6. (F) a first pseudo power interruption display (progress display: medium size) is displayed, and all light-emitting means emit white light at a brightness level of 3. (G) a first pseudo power interruption display (progress display: small size) is displayed, and only light-emitting means A and light-emitting means E continue to emit white light at a brightness level of 3, and the other light-emitting means are turned off. (H) a second pseudo power interruption display is displayed, and only light-emitting means A and light-emitting means E continue to emit white light at a brightness level of 3, and the other light-emitting means are turned off. In this way, during the second pseudo power interruption display, light-emitting means E, which is modeled after the main character, continues to emit light, suggesting that the gaming machine 1 is in operation. When the pseudo-power cutoff performance ends and the next performance starts, the light emitting means A and the light emitting means E are not turned off even once and continue to emit light in a light emitting mode corresponding to the next performance.
[0321] Next, if a power outage occurs, the light-emitting state of the light-emitting means transitions in the manner shown in Figure 8-44. Specifically, (A) when a variable performance is being performed, all light-emitting means are controlled to emit light in a light-emitting manner according to the performance content. Then, (B) when a power outage occurs, light-emitting means A emits light (light-emitting means B to light-emitting means E are turned off when a power outage occurs) until 500 ms has elapsed since the power outage occurred, and then (C) light-emitting means A is turned off. In this way, when a pseudo-power outage performance occurs, light-emitting means A and light-emitting means E are not turned off but transition to a light-emitting manner corresponding to the next performance, whereas when a power outage occurs, light-emitting means A is also turned off.
[0322] Furthermore, as explained using Figure 8-38, if a power outage occurs during a fluctuation, a background image corresponding to the fluctuation that was being executed before the power outage can be displayed after power is restored, and it may also be possible to execute a performance that was scheduled to be executed after power is restored (a performance that was scheduled to be executed in the fluctuation that was being executed before the power outage but was not executed because the power outage occurred before the execution timing was reached).
[0323] For example, Figure 8-45 is a timing chart showing the timing when a performance scheduled for execution after power restoration is performed. Using the timing chart in the upper part of Figure 8-45, we will explain the case where a power outage occurs during a fluctuation corresponding to fluctuation pattern PH-13. For example, as a fluctuation performance corresponding to fluctuation pattern PH-13, a fluctuation performance including two pseudo consecutive wins is performed, followed by a super-hot performance and a strongest reach, and a pseudo power outage performance is performed immediately before the super-hot performance. If a power outage occurs and power is restored before the start of the strongest reach during a fluctuation corresponding to fluctuation pattern PH-13, the strongest reach may be executed after power restoration, even if the power outage occurred before the pseudo power outage performance, during the pseudo power outage performance, or during the super-hot performance.
[0324] FIG. 8-46 is an explanatory diagram showing an example of the display on the image display device 5 when a scheduled performance is executed after power is restored. For example, (1) if a power outage occurs while a performance corresponding to the performance pattern PH-13 is being executed (as shown in FIG. 8-45, either before the pseudo-power outage performance, during the pseudo-power outage performance, or during the super-heat performance), (2) the display on the image display device 5 goes blank and the backlight goes out, revealing the appearance of the image display device 5 itself. (3) When the power is turned on, the appearance of the image display device 5 itself is retained for a while, after which (4) a restoration image including the words "Restoring" is displayed. The area outside the text of the restoration image is also black, but this appearance differs from the appearance of the image display device 5 itself immediately after power is turned on. The color code for the black area outside the text of the restoration image is #000000. (5) Then, black band images are displayed above and below the display area of the image display device 5, and the title image for the Strongest Reach is displayed. (6) An image of character A walking is displayed together with a dialogue image, thereby achieving the Strongest Reach as a scheduled performance. In this way, even if a power outage occurs before the pseudo power outage performance, during the pseudo power outage performance, or during the super hot performance, the performance scheduled to be executed can be executed after the power is restored.
[0325] The color of the "Restoring" text in the restoration image and the background color in the title image of the strongest reach are the same color code #FFFFFF. Also, the color of everything other than the "Restoring" text in the restoration image is the same color code #000000 as the second pseudo power outage display.
[0326] Specific control will be explained. The performance control CPU 120 first backs up the fluctuation pattern command and the timer value of the elapsed time from the start of fluctuation in RAM 122 (RAM 122 is a non-volatile memory). Then, after power is restored, the performance control CPU 120 determines the execution timing of the strongest reach effect based on the fluctuation pattern command read from RAM 122, sets the timer value of the elapsed time from the start of fluctuation read from RAM 122 in a fluctuation time timer, starts the timer, waits until the execution timing of the strongest reach effect arrives, and starts the execution of the strongest reach effect. At that time, a recovery image is displayed on the image display device 5 from the time the power is turned on until the execution of the strongest reach effect starts.
[0327] Furthermore, whether or not the scheduled effect is executed after power is restored may differ depending on the content of the scheduled effect. For example, if the scheduled effect is a strongest reach, the strongest reach is executed after power is restored (see the upper part of Figure 8-45), whereas if the scheduled effect is another effect (for example, a strong SP reach), the strong SP reach may not be executed after power is restored, and the recovery image may be displayed on the image display device 5 until the fluctuation stops (see the lower part of Figure 8-45).
[0328] Next, we will explain the cut-in notice performance that is performed as a variable performance. In this example, the cut-in notice performance occurs in the strong SP reach and the strongest reach. The performance modes of the cut-in notice performance are a red cut-in with a red motif and a green cut-in with a green motif. Hereinafter, a cut-in notice performance with a red cut-in performance mode may be referred to as a "red cut-in notice performance," and a cut-in notice performance with a green cut-in performance mode may be referred to as a "green cut-in notice performance." Figure 8-47 is an explanatory diagram showing the selection rate of the cut-in notice performance mode in the variable patterns corresponding to the strong SP reach and the strongest reach.
[0329] First, we will explain the selection rate of the cut-in notice performance mode when a variation pattern in which a strong SP reach is executed is selected. In the case of variation pattern PH-8, a green cut-in is selected 85% of the time, and a red cut-in is selected 15% of the time. In the case of variation pattern PH-9, a green cut-in is selected 60% of the time, and a red cut-in is selected 40% of the time. In the case of variation pattern PH-10, a green cut-in is selected 55% of the time, and a red cut-in is selected 45% of the time.
[0330] When the variation pattern is PA-5, the green cut-in is selected 70% of the time, and the red cut-in is selected 30% of the time. When the variation pattern is PA-6, the green cut-in is selected 40% of the time, and the red cut-in is selected 60% of the time. When the variation pattern is PA-7, the green cut-in is selected 25% of the time, and the red cut-in is selected 75% of the time.
[0331] In this way, the red cut-in preview effect is more reliable as a jackpot than the green cut-in preview effect.
[0332] Furthermore, when focusing on the red cut-in preview effect, the execution rate of the red cut-in preview effect is higher in the case of the pseudo power cut effect variation pattern than in the case of the non-pseudo power cut effect variation pattern.
[0333] Next, we will explain the selection rate of the cut-in notice performance mode when a variation pattern in which the strongest reach is executed is selected. In the case of variation pattern PH-11, a green cut-in is selected 75% of the time, and a red cut-in is selected 25% of the time. In the case of variation pattern PH-12, a green cut-in is selected 65% of the time, and a red cut-in is selected 35% of the time. In the case of variation pattern PH-13, a green cut-in is selected 55% of the time, and a red cut-in is selected 45% of the time.
[0334] When the variation pattern is PA-8, the green cut-in is selected 70% of the time, and the red cut-in is selected 30% of the time. When the variation pattern is PA-9, the green cut-in is selected 15% of the time, and the red cut-in is selected 85% of the time. When the variation pattern is PA-10, the green cut-in is selected 5% of the time, and the red cut-in is selected 95% of the time.
[0335] Next, the light-emitting modes of the light-emitting means in each effect will be described using Figures 8-49 to 8-54. Figure 8-49 is an explanatory diagram showing the light-emitting modes of the light-emitting means in the red cut-in notice effect. For example, in the red cut-in notice effect, all light-emitting means are controlled to emit light for Ams. Specifically, first, all light-emitting means are controlled to emit red light at a brightness level of 8 for A-1ms, then all light-emitting means are controlled to emit orange light at a brightness level of 8 for A-2ms, then all light-emitting means are controlled to emit red light at a brightness level of 8 for A-3ms, then all light-emitting means are controlled to emit orange light at a brightness level of 8 for A-4ms, and finally all light-emitting means are controlled to emit red light at a brightness level of 8 for A-5ms. The sum of A-1ms to A-5ms is Ams. The brightness level of the light-emitting means in the red cut-in notice effect is higher than the average brightness level of the light-emitting means in all effects in the gaming machine 1.
[0336] FIG. 8-50 is an explanatory diagram showing the light-emitting mode of the light-emitting means in a green cut-in preview performance. For example, in a green cut-in preview performance, all light-emitting means are controlled to emit light for A ms. Specifically, first, all light-emitting means are controlled to emit light at a green brightness level of 6 for A-1 ms, then all light-emitting means are controlled to emit light at a yellow-green brightness level of 6 for A-2 ms, then all light-emitting means are controlled to emit light at a green brightness level of 6 for A-3 ms, then all light-emitting means are controlled to emit light at a yellow-green brightness level of 6 for A-4 ms, and finally all light-emitting means are controlled to emit light at a green brightness level of 6 for A-5 ms.
[0337] FIG. 8-51 is an explanatory diagram showing the light-emitting modes of the light-emitting means in the pseudo-power-off display. For example, in the pseudo-power-off display, all light-emitting means are controlled to emit light for 4250 ms. Specifically, light-emitting means A and light-emitting means E are first controlled to emit white light at a brightness level of 9 for 250 ms, then at a brightness level of 6 for 250 ms, then at a brightness level of 3 for 250 ms, and finally at a brightness level of 3 for 3500 ms. Furthermore, specifically, light-emitting means B to light-emitting means D are first controlled to emit white light at a brightness level of 9 for 250 ms, then at a brightness level of 6 for 250 ms, then at a brightness level of 3 for 250 ms, and finally turned off for 3500 ms.
[0338] In this way, each light-emitting means emits light at a brightness level of 9 until 250 ms has elapsed since the start of the pseudo-power-interruption effect, and thereafter the brightness level is decreased by 3 every 250 ms. As a result, the instantaneous brightness level (brightness level 9) of the light-emitting means in the pseudo-power-interruption effect is higher than any other effect except the error notification effect, and is also higher than the average brightness level of the light-emitting means in the other effects. Also, as mentioned above, since the brightness level of the light-emitting means in the red cut-in notice effect is 8, the average brightness level of the light-emitting means in the red cut-in notice effect is higher than the average brightness level of the light-emitting means in the pseudo-power-interruption effect, but the brightness level of the light-emitting means in the pseudo-power-interruption effect is temporarily higher than the brightness level of the light-emitting means in the red cut-in notice effect. Note that both the red cut-in notice effect and the pseudo-power-interruption effect are effects in which the light-emitting means emits light at a brightness level higher than the average brightness level of all effects that the gaming machine 1 can execute.
[0339] FIG. 8-52 is an explanatory diagram showing the light-emitting mode of the light-emitting means in the super hot effect. For example, in the super hot effect, all light-emitting means are controlled to emit light for B ms. Specifically, first, all light-emitting means are controlled to emit light in red at a brightness level of 8 for B-1 ms, then in yellow at a brightness level of 8 for B-2 ms, then in orange at a brightness level of 8 for B-3 ms, then in red at a brightness level of 8 for B-4 ms, and finally in yellow at a brightness level of 8 for B-5 ms. Note that the sum of B-1 ms to B-5 ms is B ms.
[0340] 8-53 is an explanatory diagram showing the light emission mode of the light emitting means in the error notification performance. In this example, two types of performance modes for the error notification performance are provided (Error Notification (Weak) and Error Notification (Strong)) depending on the error content. For example, in the error notification performance of Error Notification (Weak), only the light emitting means A is controlled to emit red light at a brightness level of 10 over Cms.
[0341] For example, in the error notification performance of the strong error notification, all light-emitting means are controlled to emit light for Dms. Specifically, first, all light-emitting means are controlled to emit red light at a brightness level of 10 for D-1ms, then all light-emitting means are turned off for D-2ms, and then all light-emitting means are controlled to emit red light at a brightness level of 10 for D-3ms. After this, all light-emitting means are controlled to alternate between being turned off and emitting red light at a brightness level of 10.
[0342] In this embodiment, in the main effects, the speakers 8L and 8R output audio at a volume corresponding to the product of a volume level (base volume level) preset for each effect and a volume level (adjusted volume level) set based on the player's operation. Similarly, in the main effects, the light-emitting means is controlled to emit light at a light intensity corresponding to the product of a light intensity level (base light level) preset for each effect and a light intensity level (adjusted light level) set based on the player's operation. In the error notification effect for the error notification (strong), the light-emitting means is caused to emit light at the maximum light intensity regardless of the adjusted light intensity level to prevent a decrease in the reliability of error notification. Furthermore, the brightness level of the light-emitting means emitted in the error notification (strong) is configured to be higher (regardless of the light intensity level set based on the player's operation) than the brightness level of the light-emitting means emitted in effects other than the error notification (strong) (regardless of the light intensity level set based on the player's operation).
[0343] FIG. 8-54 is an explanatory diagram showing the light emission modes of the light-emitting means in the winning flash and step-up effects. The winning flash is an effect included in the winning notification effect. For example, in the winning flash, all light-emitting means are controlled to emit light for 2000 ms. Specifically, first, all light-emitting means are controlled to emit light in red at a brightness level of 8 for 500 ms, and then all light-emitting means are turned off for 100 ms. Next, all light-emitting means are controlled to emit light in red at a brightness level of 8 for 200 ms, and then all light-emitting means are turned off for 100 ms. Then, all light-emitting means are controlled to emit light in red at a brightness level of 8 for 300 ms, and then all light-emitting means are controlled to emit light in red at a brightness level of 5 for 300 ms. Finally, all light-emitting means are controlled to emit light in red at a brightness level of 2 for 500 ms.
[0344] For example, in a step-up effect, all light-emitting means are controlled to emit light for 5000 ms. Specifically, first, all light-emitting means are controlled to emit light in blue at a brightness level of 6 for 500 ms, and then all light-emitting means are turned off for 100 ms. Next, all light-emitting means are controlled to emit light in blue at a brightness level of 6 for 500 ms, and then all light-emitting means are turned off for 100 ms. Then, all light-emitting means are controlled to emit light in blue at a brightness level of 6 for 1000 ms, and then all light-emitting means are turned off for 100 ms. Then, all light-emitting means are controlled to emit light in blue at a brightness level of 6 for 100 ms, and then all light-emitting means are turned off for 100 ms. Finally, all light-emitting means are controlled to emit light in blue at a brightness level of 6 for 2500 ms.
[0345] Next, the volume of the sound output from the speakers 8L, 8R in each effect will be explained using Figure 8-55. Figure 8-55 is an explanatory diagram showing the volume of the sound output from the speakers 8L, 8R in each effect. In this example, 10 volume levels are provided, ranging from the lowest volume level 1 to the highest volume level 10. For example, a volume level of 5 is set for the conversation effect. A volume level of 5 is set for the step-up effect. A volume level of 7 is set for the winning flash (a sound is output in conjunction with the occurrence of a winning flash as a winning notification effect). A volume level of 7 is set for the green cut-in notice effect. A volume level of 7 is set for the red cut-in notice effect. A volume level of 8 is set for the super-heat effect. A volume level of 9 is set for the pseudo-power cut effect. A volume level of 10 is set for the error notification effect of the error notification (strong). In the error notification effect of the strong error notification, an error sound is output for 5 seconds at volume level 10, and then a voice prompting attention is output for a predetermined period of time, and this control is repeated until the error is resolved. In the error notification effect of the strong error notification, in order to prevent a decrease in the reliability of the error notification, voice at maximum volume is output from speakers 8L and 8R regardless of the adjusted volume level. Also, the volume of the voice output in the strong error notification is configured to be louder than the volume of the voice output in effects other than the strong error notification (regardless of the volume level set based on the player's operation).
[0346] In this embodiment, the system is configured to immediately execute an error notification effect when an error is detected. For example, if an error is detected during the execution of a pseudo-power interruption effect, the image display device 5 displays an error display superimposed on the display corresponding to the pseudo-power interruption effect. The error display continues to be displayed until the error is resolved. Also, for example, if an error is detected during the execution of a pseudo-power interruption effect, the light emitting means switches from emitting light in a manner corresponding to the pseudo-power interruption effect to emitting light in a manner corresponding to the error notification effect. Also, if an error is detected during the execution of a pseudo-power interruption effect, the speakers 8L, 8R switch from audio output in a manner corresponding to the pseudo-power interruption effect to audio output in a manner corresponding to the error notification effect (in the case of the error notification effect of error notification (strong), the error sound and audio urging attention are repeatedly output as described above).
[0347] It should be noted that when an error is detected during the execution of the pseudo power interruption effect, the error notification does not always have to be given priority over the pseudo power interruption effect. For example, when an error corresponding to an error notification (weak) is detected during the execution of the pseudo power interruption effect, the pseudo power interruption effect may be given priority, whereas when an error corresponding to an error notification (strong) is detected during the execution of the pseudo power interruption effect, the error notification effect of the error notification (strong) may be given priority.
[0348] In this embodiment, the main board 11 (game control microcomputer 100) transmits to the performance control board 12 a variation pattern command that specifies the variation pattern, a winning result command (pre-read command) that specifies the result of the determination of whether or not a jackpot has been reached when a start winning occurs, and a reserve number command (command indicating the number of reserves) that specifies the number of reserved memories.The performance control CPU 120 is configured to determine whether or not to execute a pseudo-power-off effect during variation when executing a variation performance corresponding to the received variation pattern command.Therefore, even if the performance control board 12 fails to receive the winning result command (pre-read command) and reserve number command (command indicating the number of reserves) output from the main board 11, it is configured to be able to execute a variation performance including a pseudo-power-off effect during variation.
[0349] In this embodiment, the technique control microcomputer 100 determines the fluctuation pattern to determine whether or not to execute the pseudo-power cutoff effect during fluctuation, but this is not limited to this. For example, when the received fluctuation pattern command is a fluctuation pattern command that specifies a specific fluctuation pattern, the effect control CPU 120 may determine whether or not to execute the pseudo-power cutoff effect during fluctuation, for example, by lottery.
[0350] In addition, in this embodiment, whether or not to execute the pseudo power cutoff effect during the round is determined when the fourth round starts (see FIG. 8-15), but this is not limited to this. For example, when the jackpot fluctuation ends and the jackpot game state starts, the effect control board 12 determines whether or not a jackpot pending memory is stored at the timing when the effect control board 12 receives a fanfare command sent from the main board 11 (game control microcomputer 100) to the jackpot game board 12, and if a jackpot pending memory is stored, a lottery may be held to determine whether or not to execute the pseudo power cutoff effect during the round.
[0351] In addition, the configuration may be such that a pseudo power cutoff effect (pseudo power cutoff effect during fanfare) can be executed during the fanfare from when the jackpot fluctuation stops until the jackpot game state starts, and the configuration may be such that it determines whether or not a jackpot pending memory is stored when the fanfare command is received by the effect control board 12, and if a jackpot pending memory is stored, a lottery is held to determine whether or not to execute the pseudo power cutoff effect during fanfare.
[0352] In addition, when a new start winning occurs and the reserved memory corresponding to that start winning is a jackpot reserved, a reserved counter command indicating that a jackpot reserved memory has occurred may be sent from the main board 11 (game control microcomputer 100) to the performance control board 12 (if the reserved memory corresponding to the new start winning is a miss reserved, the reserved counter command is not sent), and if the reserved counter command cannot be received normally, the execution of the pseudo-power cutoff performance during the fanfare may be restricted.
[0353] Furthermore, if the order of processing when deciding to execute the pseudo fanfare power cutoff effect is not a predetermined specific order for some reason, the execution of the pseudo fanfare power cutoff effect may be restricted. For example, if the order of receiving a fanfare command, reading reserved memory information, determining whether the read reserved memory information contains jackpot reserved memory information, and determining by lottery whether to execute the pseudo fanfare power cutoff effect if the jackpot reserved memory information is contained is set to a specific order, the execution of the pseudo fanfare power cutoff effect may be restricted if the order of these processes differs from the specific order.
[0354] In addition, in a command missed state where some of the multiple commands received by the performance control board 12 from the main board 11 (game control microcomputer 100), such as the fluctuation pattern command, the winning result command (pre-read command), and the hold number command (command indicating the number of holds) indicating the number of holds, are not received normally, the execution of the pseudo-power cutoff performance during fluctuation may be restricted (not executed).
[0355] Furthermore, in the case of an abnormal reserved number state in which the information on the reserved memory number indicated by the reserved memory number command received by the performance control board 12 from the main board 11 (game control microcomputer 100) is abnormal (for example, a situation in which RAM 122 stores 3 as the reserved memory number and receives a command indicating that the reserved memory number is 1), the execution of the pseudo power cutoff effect during the round executed based on the winning result command may be restricted (not executed). In that case, the pseudo power cutoff effect during the round that transitions to the reserved consecutive notification effect may not be executed, but the pseudo power cutoff effect during the round that transitions to the 1500 shot notification effect may be executed.
[0356] In addition, when a new start winning occurs, the configuration may be such that a pseudo power cut effect (pre-read pseudo power cut effect) can be executed which predicts the reserved memory corresponding to that start winning, and if the information on the reserved memory number indicated by the reserved memory number command received by the effect control board 12 from the main board 11 (game control microcomputer 100) is abnormal (for example, a situation in which RAM 122 stores the reserved memory number as 3 and receives a command indicating that the reserved memory number is 1), the execution of the pre-read pseudo power cut effect may be restricted (not executed).
[0357] Furthermore, in this embodiment, as shown in Figures 8-26 to 8-28, when a pseudo power interruption effect is performed, all light-emitting means start emitting light in a special light-emitting mode at timing Th1, and the first pseudo power interruption display is displayed on the image display device 5 at timing Tg1, which is later than timing Th1. Then, light-emitting means B to D end emitting light in a special light-emitting mode and are turned off at timing Th3, which is earlier than timing Tg2, when the second pseudo power interruption display is displayed on the image display device 5, while light-emitting means A and light-emitting means E end emitting light in a special light-emitting mode at timing Th3 and emit white light. However, the control timing of the image display device 5 and the control timing of the light-emitting means in the pseudo power interruption effect are not limited to this.
[0358] For example, when a pseudo power interruption display is executed, all light-emitting means may start emitting light in a special light-emitting mode at timing Th11, and a first pseudo power interruption display may be displayed on the image display device 5 at timing Tg11, which is later than timing Th11. Then, light-emitting means B to D may end emitting light in a special light-emitting mode and be turned off at timing Th13 (during the display of the second pseudo power interruption display) which is later than timing Tg12 when the second pseudo power interruption display is displayed on the image display device 5 (i.e., light emission continues throughout the display of the first pseudo power interruption display and the second pseudo power interruption display), while light-emitting means A and light-emitting means E may end emitting light in a special light-emitting mode at timing Th13 and emit white light, and this light emission may continue until timing Th14 (the timing when light emission corresponding to the next display of the pseudo power interruption display starts).
[0359] As described above, the present characteristic features include the inventions described below.
[0360] As described in JP 2021-58381 A, there has been a gaming machine that aims to enhance gaming enjoyment by, for example, using a blackout effect to make a predetermined image displayed on a display means (image display device) difficult to see as an effect for displaying an image on the display means. However, in such gaming machines, there is room for improvement in the effect for displaying an image on the display means. Therefore, this characteristic section describes the gaming machine with the following (Means 1) to (Means 17).
[0361] (Means 1) A gaming machine that can be played, A display means (for example, an image display device 5) is provided, The display means is It is possible to display predetermined displays (for example, SP reach images) and specific displays (for example, blackout images) (see Figures 8-17 to 8-25). When a predetermined display is displayed, a special display (for example, a second pseudo power failure display) different from the predetermined display can be displayed (see FIG. 8-16). When a specific display is displayed, the special display is not displayed (for example, since the blackout image display and the pseudo power cut display execution period do not overlap, the blackout image is not displayed when the second pseudo power cut display is displayed), The special display and the specific display are displays using a common special mode (for example, the second pseudo-power-off display and the blackout image are both black images), The display means displays an indication (e.g., a first pseudo power failure indication) suggesting that a special indication will be displayed for a first period (e.g., 1000 ms), and then displays the special indication for a second period (e.g., 4000 ms) longer than the first period (see FIG. 8-27 ); The display of a special display is more likely to be controlled to a state that is advantageous to the player than the display of a specific display (for example, the second pseudo-power-off display is an image that can be displayed even during a jackpot variation (see Figures 8-10), while the blackout image is an image that can only be displayed during a loss variation). A gaming machine characterized by:
[0362] With such a configuration, a special display using a special mode is more likely to be controlled to an advantageous state than a specific display using a special mode, so it is possible to draw attention to the special display, and by making the period during which the special display is displayed longer than the period during which the suggestive display is displayed, the special display can make it clear which parts the player should pay attention to, thereby ultimately increasing interest in the game.
[0363] In addition, the suggestive display that suggests that a special display will be displayed may be one that empirically suggests that a special display will be displayed, as in this example, or it may be one that explicitly suggests that a special display will be displayed (for example, a text display that suggests that a special display will be displayed). (Measure 2) A gaming machine that can be played, Display means (e.g., image display device 5); sound output means (for example, speakers 8L and 8R); The display means is A predetermined display (for example, an SP reach image) can be displayed (see Figures 8-17 to 8-25). When a predetermined display is displayed, a special display (for example, a second pseudo power failure display) different from the predetermined display can be displayed (see FIG. 8-16). A suggestion display (e.g., a first pseudo power interruption display) indicating that a special display will be displayed can be displayed before the special display is displayed (see FIG. 8-27 ); The sound output means starts outputting a special sound (e.g., a special sound) corresponding to the suggestive display before the suggestive display is displayed (e.g., Ts1 is earlier than Tg1 in FIG. 8-26), continues outputting the special sound during the display period of the suggestive display and the display period of the special display, and then ends outputting the special sound during the display period of the special display (e.g., Ts3 is later than Tg2 in FIG. 8-26, and Ts3 is during the period (7)). A gaming machine characterized by:
[0364] According to such a configuration, a special sound corresponding to the suggestive display is output before the suggestive display is displayed, thereby informing the player that the suggestive display will be displayed, and a special sound is output even while the special display is displayed, thereby informing the player that the display has changed, thereby increasing the player's interest in the game.
[0365] (Measure 3) A gaming machine that can be played, Display means (e.g., image display device 5); Light-emitting means (e.g., light-emitting means A to light-emitting means E), The display means is A predetermined display (for example, an SP reach image) can be displayed (see Figures 8-17 to 8-25). When a predetermined display is displayed, a special display (for example, a second pseudo power failure display) different from the predetermined display can be displayed (see Figures 8-17 to 8-25). A special effect (e.g., a pseudo-power-off effect) can be executed, which displays a special display and a suggestive display (e.g., a first pseudo-power-off display) that suggests that the special display will be displayed before the special display is displayed (see Figure 8-16). The light emitting means includes at least a first light emitting means (e.g., light emitting means B to light emitting means D) and a second light emitting means (e.g., light emitting means A and light emitting means E), The first light emitting means is Before the suggestive display is displayed, light emission corresponding to the special effect is started (for example, light emission in a special light-emitting mode of the light-emitting means B to the light-emitting means D is started at timing Th11, which is earlier than timing Tg11 at which the first pseudo-power-off display is started), the light emission is continued during the first display period of the suggestive display, and the light emission is ended during the second display period, which is the period after the first display period of the suggestive display (for example, light emission in a special light-emitting mode of the light-emitting means B to the light-emitting means D, which was started at timing Th11, is ended at timing Th13, which is later than timing Tg12), The second light emitting means is When the first light-emitting means is emitting light corresponding to the special effect, light is emitted corresponding to the special effect (for example, during the period from timing Th11 to timing Th13 when the light-emitting means B to light-emitting means D are emitting light in white, the light-emitting means A and light-emitting means E are emitting light in a special light-emitting mode), When the first light-emitting means has finished emitting light corresponding to the special effect, the light-emitting means emits light in a predetermined manner (for example, during the period from timing Th13 to timing Th14 when the light-emitting means B to D are turned off, the light-emitting means A and the light-emitting means E emit light in white). A gaming machine characterized by:
[0366] With such a configuration, by emitting light corresponding to the special effect before the special effect is actually performed, not only can the light emission pattern indicate that the special effect will be executed, but the light emission can also suggest that a special display will be displayed, and even after the light is turned off, the second light emission means can emit light in a predetermined pattern to indicate that the gaming machine is operating.
[0367] (Measure 4) A gaming machine that can be played, Display means (e.g., image display device 5); sound output means (e.g., speakers 8L and 8R); Light-emitting means (e.g., light-emitting means A to light-emitting means E), The display means is A predetermined display (for example, an SP reach image) can be displayed (see Figures 8-17 to 8-25). When a predetermined display is displayed, a special display (for example, a second pseudo power failure display) different from the predetermined display can be displayed (see Figures 8-17 to 8-25). A suggestion display (e.g., a first pseudo power interruption display) indicating that a special display will be displayed can be displayed before the special display is displayed (see FIG. 8-16 ); The sound output means can output a special sound (e.g., a special sound) corresponding to the suggestive display (see FIG. 8-26 ); The light emitting means can emit light in a special light emitting mode (e.g., a special light emitting mode) corresponding to the suggestive display (see FIG. 8-26 ); The timing at which the output of the special sound starts is different from the timing at which the light-emitting means emits light in the special light-emitting mode (for example, in FIG. 8-26, Ts1 is earlier than Th1. Conversely, the timing at which the output of the special sound starts may be later than the timing at which the light-emitting means emits light in the special light-emitting mode), The timing at which the output of the special sound ends is later than the timing at which the light emitting means ends light emission in the special light emitting mode (for example, in FIG. 8-26, Ts3 is later than Th3). A gaming machine characterized by:
[0368] With such a configuration, the output of the special sound and the start and end timing of the light emission in the special light emission mode are made different, so that each piece of information can be delivered to the player at the appropriate time, thereby increasing the player's interest in the first scene.
[0369] Furthermore, by configuring the timing at which the output of the special sound ends to be later than the timing at which the light-emitting means ends its light emission in the special light-emitting mode, it is possible to give the player an afterglow of the output of the special sound, thereby increasing the player's interest, and to prevent the light-emitting means from remaining lit while the special display (second pseudo-power-off display) is being displayed.
[0370] The timing at which the special sound starts to be output may be earlier or later than the timing at which light is emitted in the special light-emitting mode. The timing at which the special sound ends may be earlier or later than the timing at which light is emitted in the special light-emitting mode. In either case, each piece of information can be delivered to the player at the appropriate time.
[0371] (Measure 5) A gaming machine that can be played, A performance execution means (for example, a performance control CPU 101), and a performance means (for example, light emitting means A to light emitting means E, which may be an image display device 5), It is possible to display a predetermined display (for example, an SP reach image) (see Figures 8-17 to 8-25), When a predetermined display is displayed, it is possible to display a special display (for example, a second pseudo power interruption display) different from the predetermined display (see FIG. 8-16 ). A special effect (e.g., a pseudo-power-off effect) can be executed, which displays a special display and a suggestive display (e.g., a first pseudo-power-off display) that suggests that the special display will be displayed before the special display is displayed (see Figure 8-16). The effect execution means is capable of executing a first specific effect (for example, a red cut-in notice effect) and a second specific effect (for example, a green cut-in notice effect) that suggest that the game will be controlled to an advantageous state (for example, a jackpot game state) that is advantageous to the player, The first specific effect is an effect in which the effect means is illuminated at a first brightness (for example, brightness level 8) (see Figure 8-49. If the "effect means" is the image display device 5, the backlight of the image display device 5 is illuminated at the first brightness.), The second specific effect is an effect in which the effect means is illuminated at a second brightness (for example, brightness level 6) that is lower than the first brightness (see Figure 8-50. If the "effect means" is the image display device 5, the backlight of the image display device 5 is illuminated at the second brightness). The special effect is an effect in which the effect means can be illuminated at a brightness lower than the second brightness (for example, the light emitting means is illuminated at brightness level 3 from the point in time when 500 ms has elapsed since the start of the pseudo-power cut effect. See Figure 8-51). The first specific performance is, This is a performance that is more likely to be controlled to an advantageous state than the second specific performance (see Figure 8-47). This is a performance that can be performed with a specific variable display (for example, a variation corresponding to a pseudo-power-off performance variation pattern) in which a special display is displayed, and a predetermined variable display (for example, a variation corresponding to a non-pseudo-power-off performance variation pattern) in which a special display is not displayed (see Figure 8-47), The specific variable display has a higher rate of first specific performance being executed than the predetermined variable display (see Figure 8-47). A gaming machine characterized by:
[0372] According to such a configuration, whether or not the first specific effect will be executed is linked to the special display, so that attention can be drawn to the special display as well, thereby increasing interest in the game.
[0373] In this embodiment, the red cut-in preview effect is used as the "first specific effect" and the green cut-in preview effect is used as the "second specific effect" (the same type of effect with different presentation modes), but this is not limited to this. For example, they may be completely different types of effects.
[0374] In addition, as another configuration, it is possible to execute displaying a predetermined display (for example, an SP reach image), and when displaying a predetermined display, it is possible to execute displaying a special display (for example, a second pseudo power-off display) different from the predetermined display, and it is possible to execute a special effect (for example, a pseudo power-off effect) that displays a special display and a suggestive display (for example, a first pseudo power-off display) that suggests that a special display will be displayed before displaying the special display, and it is possible to execute a first specific sound effect and a second specific sound effect that suggest that the game will be controlled to an advantageous state (for example, a jackpot game state) that is advantageous to the player, and the first specific sound effect is an effect that outputs sound from speakers 8L and 8R at a first volume. The second specific sound effect is an effect in which sound is output from speakers 8L and 8R at a second volume lower than the first volume, and the special effect is an effect in which sound is output from speakers 8L and 8R at a volume lower than the second volume. The first specific sound effect is an effect that is more likely to be controlled to an advantageous state than the second specific sound effect, and is an effect that can be executed with a specific variable display in which a special display is displayed (for example, a variation corresponding to a pseudo-power cutoff effect variation pattern) and a predetermined variable display in which a special display is not displayed (for example, a variation corresponding to a non-pseudo-power cutoff effect variation pattern), and the first specific sound effect may be executed more likely with the specific variable display than with the predetermined variable display.
[0375] (Measure 6) A gaming machine that can be played, Display means (e.g., image display device 5); A performance execution means (for example, a performance control CPU 101), Light-emitting means (e.g., light-emitting means A to light-emitting means E), The display means is A predetermined display (for example, an SP reach image) can be displayed (see Figures 8-17 to 8-25). When a predetermined display is displayed, a special display (for example, a second pseudo power failure display) different from the predetermined display can be displayed (see FIG. 8-16). A suggestion display (e.g., a first pseudo power interruption display) indicating that a special display will be displayed can be displayed before the special display is displayed (see FIG. 8-27 ); The effect execution means can execute a movable body effect (for example, an effect involving the movement of the movable body 32) that suggests that the game is controlled to an advantageous state (for example, a jackpot game state) that is advantageous to the player (see FIG. 8-32), The movable body effect is an effect that can be executed with a specific variable display in which a special display is displayed and a predetermined variable display in which a special display is not displayed (for example, the operation of the movable body 32 can be executed regardless of whether a pseudo-power-off effect variation pattern or a non-pseudo-power-off effect variation pattern is selected (see Figure 8-32)). The specific variable display has a higher rate of moving body effects being executed than the predetermined variable display (for example, in all pseudo-power-off effect variation patterns, the moving body 32 moves at least once, while there is also a non-pseudo-power-off effect variation pattern in which the moving body 32 moves zero times (see Figure 8-32)). A gaming machine characterized by:
[0376] According to such a configuration, whether or not the movable body effect is performed can be linked to the special display, thereby drawing attention to the special display and increasing interest in the game.
[0377] In addition, instead of a movable body performance involving the movement of the movable body 32, a pseudo-role performance can be performed in which an image imitating the movable body is displayed in motion on the image display device 5, and the pseudo-role performance is a performance that can be performed with a specific variable display in which a special display is displayed and a predetermined variable display in which no special display is displayed, and it may be possible to have a higher rate of pseudo-role performance being performed with the specific variable display than with the predetermined variable display.
[0378] (Means 7) A gaming machine that can be played, Display means (e.g., image display device 5); Light-emitting means (e.g., light-emitting means A to light-emitting means E), The display means is A predetermined display (for example, an SP reach image) can be displayed (see Figures 8-17 to 8-25). When a predetermined display is displayed, a special display (for example, a second pseudo power failure display) different from the predetermined display can be displayed (see Figures 8-17 to 8-25). A suggestion display (e.g., a first pseudo power interruption display) indicating that a special display will be displayed can be displayed before the special display is displayed (see FIG. 8-16 ); The special display is a display of a specific similar mode that is the same as the specific mode that is the mode of the display means when the gaming machine is powered off (see the bottom row of Figure 8-36. Here, "specific mode" refers to the mode (color) of the display means itself when the backlight is turned off) (see the top row of Figure 8-36. Here, "similar" means identical or almost identical. Also, here, "specific similar mode" refers to a mode (color) that imitates the specific mode when the backlight is turned on, and is a mode that can be recognized as the specific mode at a glance. For example, color code #000000. For example, if the specific mode is black with a density of 100%, then black with a density in the range of 90% to 100%). It is possible to execute predetermined light-emitting effects (for example, a flash when winning, a step-up effect, a cut-in notice effect, a conversation notice effect, and a reception notice effect) by making the light-emitting means emit light (see Figures 8-49 to 8-54), When a special display is displayed, the specified light effect will not be executed (see Figure 8-33). A gaming machine characterized by:
[0379] With such a configuration, it is made to look like a power outage and then the performance switches from there, so that the next performance can be more noticed, and by not executing a predetermined light-emitting performance that causes the light-emitting means to light up, it is possible to prevent a decrease in interest in the game.
[0380] (Means 8) A gaming machine that can be played, Display means (e.g., image display device 5); sound output means (for example, speakers 8L and 8R); The display means is A predetermined display (for example, an SP reach image) can be displayed (see Figures 8-17 to 8-25). When a predetermined display is displayed, a special display (for example, a second pseudo power failure display) different from the predetermined display can be displayed (see Figures 8-17 to 8-25). A special effect (e.g., a pseudo-power-off effect) can be executed, which displays a special display and a suggestive display (e.g., a first pseudo-power-off display) that suggests that the special display will be displayed before the special display is displayed (see Figure 8-16). The special display is a display of a specific similar mode that is the same as the specific mode that is the mode of the display means when the gaming machine is powered off (see the bottom row of Figure 8-36. Here, "specific mode" refers to the mode (color) of the display means itself when the backlight is turned off) (see the top row of Figure 8-36. Here, "similar" means identical or almost identical. Also, here, "specific similar mode" refers to a mode (color) that imitates the specific mode when the backlight is turned on, and is a mode that can be recognized as the specific mode at a glance. For example, color code #000000. For example, if the specific mode is black with a density of 100%, then black with a density in the range of 90% to 100%). The sound output means is capable of executing predetermined sound effects (for example, a winning notification effect, a step-up effect, a cut-in notice effect, a conversation notice effect, and a reception notification effect) that output sounds (see FIG. 8-55 ); During a certain period when the special display is displayed (for example, the period from timing Ts3 to timing Ts4 in Figure 8-26), no sound is output (see Figure 8-26). When a special effect is being performed, the specified audio effect will not be performed (see Figure 8-33). A gaming machine characterized by:
[0381] With such a configuration, it appears as if a power outage has occurred, and then the performance switches to the next performance, so that the next performance can be more closely watched, and by not executing a predetermined audio performance that outputs sound, it is possible to prevent a decrease in interest in the game.
[0382] (Means 9) A gaming machine that can be played, A display means (for example, an image display device 5) is provided, The display means is A predetermined display (for example, an SP reach image) can be displayed (see Figures 8-17 to 8-25). When a predetermined display is displayed, a special display (for example, a second pseudo power failure display) different from the predetermined display can be displayed (see Figures 8-17 to 8-25). A suggestion display (e.g., a first pseudo power interruption display) indicating that the special display will be displayed can be displayed before the special display is displayed (see FIG. 8-16 ); It is possible to display a variable display related display (e.g., a reserved display) related to the variable display of specific identification information (e.g., a special pattern), The special display is a display of a specific similar mode that is the same as the specific mode that is the mode of the display means when the gaming machine is powered off (see the bottom row of Figure 8-36. Here, "specific mode" refers to the mode (color) of the display means itself when the backlight is turned off) (see the top row of Figure 8-36. Here, "similar" means identical or almost identical. Also, here, "specific similar mode" refers to a mode (color) that imitates the specific mode when the backlight is turned on, and is a mode that can be recognized as the specific mode at a glance. For example, color code #000000. For example, if the specific mode is black with a density of 100%, then black with a density in the range of 90% to 100%). When the special display is displayed, the first display related to the variable display-related display (for example, an additional display of the reserved display, a display of the change in the state of the reserved display when a prize is won) can be displayed (see Figure 8-34). When a special display is displayed, a second display related to a variable display that is different from the first display (for example, a display of a change in the state of a displayed pending display (for example, a character pending change performance)) is not displayed (see Figure 8-34). A gaming machine characterized by:
[0383] With such a configuration, by making it possible to execute the first display related to the variable display when the special display is displayed, it is possible to convey that the power has not really been cut off, and by making it impossible to execute the second display, which is different from the first display, it is possible to prevent a decrease in attention to the special display.
[0384] Note that, although examples have been given of an additional display of a pending display and a display of a change in the state of a pending display when a prize is won as the "first display," and a display of a change in the state of a pending display that has already been displayed as the "second display," this is not limited to these. For example, in a gaming machine that is provided with multiple types of actions that change the state of a pending display in a display of a change in the state of a pending display that has already been displayed (for example, actions by a character that acts on the pending display, or the character itself that acts on the pending display), the "first display" may be a display of a change in the state of a pending display that has already been displayed with a first action, and the "second display" may be a display of a change in the state of a pending display that has already been displayed with a second action.
[0385] In this embodiment, since it is assumed that it is rare for a player to perform an operation to launch a game ball while the pseudo-power-off effect is being executed, if a new pending memory occurs while the second pseudo-power-off display is being displayed, it is possible to start displaying the pending display in a state where it has changed to "red" or "green", but changing a pending display that has once been displayed in "white" to "red" or "green" is restricted as this would attract the player's attention.
[0386] (Means 10) A gaming machine that can be played, Display means (e.g., image display device 5); A performance execution means (for example, a performance control CPU 101), The display means is A predetermined display (for example, an SP reach image) can be displayed (see Figures 8-17 to 8-25). When a predetermined display is displayed, a special display (for example, a second pseudo power failure display) different from the predetermined display can be displayed (see Figures 8-17 to 8-25). A suggestion display (e.g., a first pseudo power interruption display) indicating that the special display will be displayed can be displayed before the special display is displayed (see FIG. 8-16 ); It is possible to display game setting displays (e.g., volume adjustment images, light intensity adjustment images) related to game settings (see Figure 8-35), The special display is a display of a specific similar mode that is the same as the specific mode that is the mode of the display means when the gaming machine is powered off (see the bottom row of Figure 8-36. Here, "specific mode" refers to the mode (color) of the display means itself when the backlight is turned off) (see the top row of Figure 8-36. Here, "similar" means identical or almost identical. Also, here, "specific similar mode" refers to a mode (color) that imitates the specific mode when the backlight is turned on, and is a mode that can be recognized as the specific mode at a glance. For example, color code #000000. For example, if the specific mode is black with a density of 100%, then black with a density in the range of 90% to 100%). The display means is When the game setting display is not displayed while the special display is being displayed, the game setting display is displayed in response to the player's action (for example, when the performance control CPU 101 receives a volume / light intensity change operation, it displays a volume / light intensity adjustment image regardless of whether the second pseudo power-off display is being displayed or not (steps 002IWS1202 to S1207). See Figure 8-35). When a special state different from the normal state (for example, an error display) occurs, a specific similar display is made (for example, a black full-screen display similar to the second pseudo power failure display and a text image to notify that an error has occurred are displayed as the error display. See Figure 8-35). A gaming machine characterized in that, when in a special state, the game setting display is not displayed depending on the player's actions (for example, if the performance control CPU 101 accepts a volume / light intensity change operation while an error is being displayed, the volume / light intensity adjustment image is not displayed (N in step 002IWS1201). See Figure 8-35).
[0387] With such a configuration, by displaying the game setting display through the player's actions when a specific similar mode is displayed that is the same as the mode of the display means when power is cut off, it is possible to display the game setting display at the necessary timing, thereby preventing a decrease in interest in the game.
[0388] (Means 11) A gaming machine that can be played, Display means (e.g., image display device 5); A performance execution means (for example, a performance control CPU 101), The display means is A predetermined display (for example, an SP reach image) can be displayed (see Figures 8-17 to 8-25). A special display (e.g., a second pseudo power interruption display) can be displayed (see Figures 8-17 to 8-25). The special display is a display of a specific similar mode that is the same as the specific mode that is the mode of the display means when the gaming machine is powered off (see the bottom row of Figure 8-36. Here, "specific mode" refers to the mode (color) of the display means itself when the backlight is turned off) (see the top row of Figure 8-36. Here, "similar" means identical or almost identical. Also, here, "specific similar mode" refers to a mode (color) that imitates the specific mode when the backlight is turned on, and is a mode that can be recognized as the specific mode at a glance. For example, color code #000000. For example, if the specific mode is black with a density of 100%, then black with a density in the range of 90% to 100%). The specific similar mode is a mode that can be used in displays other than special displays on gaming machines (see Figure 8-36). A gaming machine characterized by:
[0389] According to such a configuration, by using a specific similar mode that is the mode of the display means when power is cut off for purposes other than special displays, the variety of display methods can be increased, thereby improving interest in the game.
[0390] In addition, when a liquid crystal display is installed as the display means, the above-mentioned specific modes are colors that cannot be used to display the display means in the gaming machine, but when an organic EL display is installed as the image display device, the specific modes are colors that can be used to display the image display device in the gaming machine.
[0391] (Means 12) A gaming machine that can be played, A display means (for example, an image display device 5) is provided, The display means can display a special display (for example, a second pseudo power interruption display) (see Figures 8-17 to 8-25), A suggestion display (e.g., a first pseudo power interruption display) indicating that the special display will be displayed can be displayed before the special display is displayed (see FIG. 8-16 ); The special display is a display of a specific similar mode that is the same as the specific mode that is the mode of the display means when the gaming machine is powered off (see the bottom row of Figure 8-36. Here, "specific mode" refers to the mode (color) of the display means itself when the backlight is turned off) (see the top row of Figure 8-36. Here, "similar" means identical or almost identical. Also, here, "specific similar mode" refers to a mode (color) that imitates the specific mode when the backlight is turned on, and is a mode that can be recognized as the specific mode at a glance. For example, color code #000000. For example, if the specific mode is black with a density of 100%, then black with a density in the range of 90% to 100%). A special display is displayed for a special period (e.g., 4000 ms) (see Figure 8-27), When the power is restored to the gaming machine after it has been powered off, the display means will be in a specific mode for a specific period (e.g., 2000 ms) different from the special period, and then display will begin (see Figures 8-37 to 8-39). A gaming machine characterized by:
[0392] According to such a configuration, by setting the special period and the specific period to be different periods, it is possible to determine whether or not power has been interrupted.
[0393] In particular, if a power outage occurs at the timing when the pseudo power outage effect is executed, it is possible to more effectively determine whether or not a power outage has occurred.
[0394] (Means 13) A gaming machine that can be played, Display means (e.g., image display device 5); sound output means (for example, speakers 8L and 8R); The display means can display a special display (for example, a second pseudo power interruption display) (see Figures 8-17 to 8-25), A suggestion display (e.g., a first pseudo power interruption display) indicating that a special display will be displayed can be displayed before the special display is displayed (see FIG. 8-16 ); The special display is a display of a specific similar mode that is the same as the specific mode that is the mode of the display means when the gaming machine is powered off (see the bottom row of Figure 8-36. Here, "specific mode" refers to the mode (color) of the display means itself when the backlight is turned off) (see the top row of Figure 8-36. Here, "similar" means identical or almost identical. Also, here, "specific similar mode" refers to a mode (color) that imitates the specific mode when the backlight is turned on, and is a mode that can be recognized as the specific mode at a glance. For example, color code #000000. For example, if the specific mode is black with a density of 100%, then black with a density in the range of 90% to 100%). There is a first waiting period (e.g., 3000 ms, see Figure 8-27) from the start of a state in which a special display is displayed and no sound is output by the sound output means until the sound is output by the sound output means, and there is a second waiting period (e.g., 5000 ms, see Figures 8-37 to 8-39) from the time power is restored to the gaming machine when it is powered off until the sound is output by the sound output means. The first waiting period is a period whose length is different from that of the second waiting period (see Figures 8-27, 8-37 to 8-39). A gaming machine characterized by:
[0395] According to such a configuration, by setting the first standby period and the second standby period to have different lengths, it is possible to determine whether or not power has been interrupted.
[0396] In particular, if a power outage occurs at the timing when the pseudo power outage effect is executed, it is possible to more effectively determine whether or not a power outage has occurred.
[0397] (Means 14) A gaming machine that can be played, A display means (for example, an image display device 5) is provided, The display means can display a special display (for example, a second pseudo power interruption display) (see Figures 8-17 to 8-25), There is a first scene that displays a suggestive display (e.g., a first pseudo-power-off display) that suggests that a special display will be displayed, and a second scene in which the special display is displayed (see Figures 8-16 and 8-27); The special display is a display of a specific similar mode that is the same as the specific mode that is the mode of the display means when the gaming machine is powered off (see the bottom row of Figure 8-36. Here, "specific mode" refers to the mode (color) of the display means itself when the backlight is turned off) (see the top row of Figure 8-36. Here, "similar" means identical or almost identical. Also, here, "specific similar mode" refers to a mode (color) that imitates the specific mode when the backlight is turned on, and is a mode that can be recognized as the specific mode at a glance. For example, color code #000000. For example, if the specific mode is black with a density of 100%, then black with a density in the range of 90% to 100%). When the gaming machine is powered off, the display mode is set to a specific mode for a period (for example, 100 ms) shorter than the period of the first scene (for example, 1000 ms) (see Figures 8-37 to 8-39). A gaming machine characterized by:
[0398] According to such a configuration, the special display is displayed in a specific similar mode that is the same as the specific mode that is the mode of the display means when the gaming machine is powered down, so when the power is cut off, by making the length of the period of the first scene and the period until the display means is set to the specific mode due to the power cut different, it is possible to know whether it is the first scene or whether the power has been cut off.
[0399] In particular, if a power outage occurs at the timing when the pseudo power outage effect is executed, it is possible to more effectively determine whether or not a power outage has occurred.
[0400] (Means 15) A gaming machine that can be played, Display means (e.g., image display device 5); sound output means (for example, speakers 8L and 8R); The display means can display a special display (for example, a second pseudo power interruption display) (see Figures 8-17 to 8-25), There is a first scene that displays a suggestive display (e.g., a first pseudo-power-off display) that suggests that a special display will be displayed, and a second scene in which the special display is displayed (see Figures 8-16 and 8-27); The sound output means is Start outputting the special sound corresponding to the first scene (see Figure 8-26 and Figure 8-27), When the second scene is displayed, the special sound output is terminated (see Figure 8-26 and Figure 8-27). If the gaming machine is powered down while a special sound is being output, the output of the special sound will end in a period (e.g., 100 ms) shorter than the period (e.g., 1500 ms) from when the output of the special sound begins in the first scene to when it ends in the second scene (see Figures 8-37 to 8-39). A gaming machine characterized by:
[0401] With such a configuration, a special sound is output in the first scene, and by differentiating the period during which the output of the special sound ends when the power is cut off from the period during which the output of the special sound ends due to a power cut, it is possible to determine whether it is the first scene or whether the power has been cut off.
[0402] In particular, if a power outage occurs at the timing when the pseudo power outage effect is executed, it is possible to more effectively determine whether or not a power outage has occurred.
[0403] (Means 16) A gaming machine that can be played, Display means (e.g., image display device 5); Light-emitting means (e.g., light-emitting means A to light-emitting means E), The display means can display a special display (for example, a second pseudo power interruption display) (see Figures 8-17 to 8-25), A suggestion display (e.g., a first pseudo power interruption display) indicating that a special display will be displayed can be displayed before the special display is displayed (see FIG. 8-16 ); The special display is a display of a specific similar mode that is the same as the specific mode that is the mode of the display means when the gaming machine is powered off (see the bottom row of Figure 8-36. Here, "specific mode" refers to the mode (color) of the display means itself when the backlight is turned off) (see the top row of Figure 8-36. Here, "similar" means identical or almost identical. Also, here, "specific similar mode" refers to a mode (color) that imitates the specific mode when the backlight is turned on, and is a mode that can be recognized as the specific mode at a glance. For example, color code #000000. For example, if the specific mode is black with a density of 100%, then black with a density in the range of 90% to 100%). The light emitting means can emit light in a special light emitting mode (e.g., a special light emitting mode) corresponding to the suggestive display (see Figures 8-26 and 8-27); If the gaming machine is not turned off when the light emitting means is emitting light in the special light emitting mode, the light emitting in the special light emitting mode is terminated by a special pattern (for example, a fade-out pattern) (see Figure 8-26). If the gaming machine is powered off while the light emitting means is emitting light in a special light emitting mode, the light emission in the special light emitting mode will end with a specific pattern different from the special pattern (for example, a pattern in which the light is immediately turned off) (see Figures 8-37 to 8-39). A gaming machine characterized by:
[0404] With such a configuration, the way in which the light emission of the special light-emitting mode ends when the power is not cut off is different from the way in which the light emission of the special light-emitting mode ends when the power is cut off, thereby preventing the mistaken belief that a power cut has occurred.
[0405] (Means 17) A gaming machine that can be played, A display means (for example, an image display device 5) is provided, The display means can display a special display (for example, a second pseudo-power-off display) and a common display (for example, an image corresponding to the strongest reach. It may also be other variable effects.), There is a first scene that displays a suggestive display (e.g., a first pseudo-power-off display) that suggests that a special display will be displayed, and a second scene in which the special display is displayed (see Figures 8-16 and 8-27); The special display is a display of a specific similar mode that is the same as the specific mode that is the mode of the display means when the gaming machine is powered off (see the bottom row of Figure 8-36. Here, "specific mode" refers to the mode (color) of the display means itself when the backlight is turned off) (see the top row of Figure 8-36. Here, "similar" means identical or almost identical. Also, here, "specific similar mode" refers to a mode (color) that imitates the specific mode when the backlight is turned on, and is a mode that can be recognized as the specific mode at a glance. For example, color code #000000. For example, if the specific mode is black with a density of 100%, then black with a density in the range of 90% to 100%). There are two patterns: a first pattern in which the first display (for example, a super-hot performance image) is displayed after passing through the first scene and the second scene during the fluctuation (see Figure 8-16); and a second pattern in which a power outage occurs in the gaming machine during the fluctuation, and then a second display (for example, a recovery image) is displayed, which is the display after the power is restored (see Figure 8-46). The first display is a different display from the second display (see Figure 8-16 and Figure 8-46), After the first display and the second display are displayed, a common display can be displayed (for example, after the super-hot display image is displayed and after the recovery image is displayed after the power is restored, an image corresponding to a common scheduled execution display (strongest reach) can be displayed. See Figures 8-30 and 8-46). A gaming machine characterized by:
[0406] With such a configuration, even if the power is turned on after being cut off, the same common display is displayed, thereby reducing the stress caused by the power cut.
[0407] In this embodiment, by executing the scheduled execution effect after power is restored, it is possible to display an image that is common between the execution of the pseudo power failure effect and the restoration of power when a power failure occurs, but this is not limited to this. For example, if a specific image (for example, an eye-catching image of a character, an image of the gaming machine manufacturer's logo, etc.) is displayed after power is turned on, and the specific image is also displayed after the second pseudo power failure display when the pseudo power failure effect is executed, it is possible to display an image that is common between the execution of the pseudo power failure effect and the restoration of power when a power failure occurs, even if the variable pattern command and timer value are not backed up when the power is restored. [Explanation of symbols]
[0408] 1... Pachinko gaming machine 2... Game board 3... Frame for gaming machine 4A, 4B ... Special pattern display device 5...Image display device 6A ... winning ball device 6B ... Variable winning ball device 7... Special variable winning ball device 8L, 8R... Speaker 9... Game effect lamp 10...General prize entry 11... Main board 12...Performance control board 13... Voice control board 14... Lamp control board 15...Relay board 20...Normal pattern display 21... Gate switch 22A, 22B... Start switch 23...Count switch 30... Ball-hitting control handle 31A ... Stick controller 31B ... push button 32 … Movable body 100...Game control microcomputer 101, 121...ROM 102, 122...RAM 103...CPU 104, 124... random number circuit 105, 125 … I / O 120...Performance control CPU 123 ... Display control unit
Claims
[Claim 1] A gaming machine that can be played, A display means is provided, The display means A predetermined display and a specific display can be displayed, When the predetermined display is displayed, a special display different from the predetermined display can be displayed, When the specific display is displayed, the special display is not displayed, The special display and the specific display are displays using a common special mode, The display means displays a suggestion display that suggests that the special display will be displayed for a first period, and then displays the special display for a second period that is longer than the first period, When the special display is displayed, the probability of being controlled to an advantageous state that is more advantageous to the player is higher than when the specific display is displayed; The display means A game setting display relating to game settings can be displayed; When the game setting display is not displayed and the special display is displayed, the game setting display is displayed in response to a player's action; When the game setting display is not displayed in a special state different from the normal state and is displayed using the special mode, the game setting display is not displayed in response to the player's action. A gaming machine characterized by:
Citation Information
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