gaming machines
The gaming machine uses varying video and sound effects, along with adjusted game value awarding, to enhance player engagement and prevent excessive wins, addressing the lack of effective slow motion effects in conventional machines.
Patent Information
- Application Number
- JP2024066489
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-17
- Publication Date
- 2025-11-25
- Estimated Expiration
- 2040-02-12
AI Technical Summary
Conventional gaming machines lack effective slow motion effects that enhance the player's perception of being in an advantageous game state, leading to potential excessive awarding of game value and increased gambling spirit.
A gaming machine with sound, display, and light emitting means that execute specific effects to suggest an advantageous state, including varying video and light emission speeds, and adjusting game value awarding speed to prevent excessive wins.
Enhances player engagement by varying visual and auditory effects, preventing excessive game value awards, and maintaining interest in the game.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine capable of playing games. [Background technology]
[0002] Conventional gaming machines are capable of simultaneously executing battle effects and timer effects as reach effects, and some are even capable of executing slow motion effects that slow down the playback speed of the battle effects during the battle effects (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-99801 Summary of the Invention [Problem to be solved by the invention]
[0004] However, Patent Document 1 leaves room for improvement in terms of slow motion effects.
[0005] The present invention has been made in light of such problems, and aims to provide a gaming machine that can impress upon the player that it is controlled to an advantageous state. [Means for solving the problem]
[0006] The gaming machine of means A is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a sound output means; A display means; Light emitting means; a performance execution means capable of executing a performance; Equipped with The effect execution means is capable of executing a specific effect that suggests that the game will be controlled to the advantageous state, The specific performance is: the display means displays a visual effect, the sound output means outputs a visual effect, and the light emitting means emits light; A first specific effect and a second specific effect having a higher expectation level that is controlled to be in the advantageous state than the first specific effect, a first period, a second period after the first period, and a third period after the second period in which either an advantageous aspect or an unfavorable aspect is notified as a performance result; The performance execution means During the first period, the effected moving image can be displayed in an effect mode progressing at a first speed, During the second period, the effected moving image can be displayed in an effect mode that progresses at a second speed that is slower than the first speed, The light emitting mode of the light emitting means can be changed in both the first period and the second period, When the first specific effect is executed, during the second period, The period of change in the light emission mode of the light emitting means The light emitting mode of the light emitting means can be changed at the same interval as When the second specific effect is executed, during the second period, The period of change in the light emission mode of the light emitting means the light emitting mode of the light emitting means can be changed at intervals shorter than During the second period, an effect production that enhances the production effect can be executed, The effect rendering mode includes a first mode and a second mode having a higher effect level that enhances the rendering effect than the first mode, The effect execution means is capable of executing the effect of the second mode after executing the effect of the first mode during the second period. It is characterized by the following. This feature makes it possible to impress upon the player that the game is being controlled to an advantageous state. The gaming machine of means 1 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, and can also be controlled to a normal state and a special state (e.g., a time-shortening state (a high probability high base state or a low probability high base state)) that is more easily controlled to the advantageous state than the normal state, sound output means capable of outputting effect sounds (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); Display means (for example, an image display device 5) capable of displaying a performance video; a performance execution means (for example, a performance control CPU 120) capable of executing a predetermined performance (for example, a reach performance) that displays a performance animation of a character on the display means and outputs a performance sound by the sound output means in association with the display of the performance animation of the character; Equipped with The performance execution means During the first period of the predetermined effect, an effect moving image having a first speed of progression can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, an image of each reach effect is displayed on the image display device 5 at a progression speed V1), In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed, in which the effect progresses (for example, as shown in Figs. 10-19 to 10-25, the moving image of each reach effect is displayed on the image display device 5 at a progress speed V2 during the latter half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound effect corresponding to the predetermined effect can be output by the sound output means at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half execution period and the second half execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, background music, sound effects, etc. are output from speakers 8L and 8R at the normal playback speed V4), The effect sound corresponding to the predetermined effect includes music and sound effects (for example, a portion capable of outputting background music (music) and sound effects from speakers 8L and 8R), moreover, A game control means (e.g., CPU 103) capable of controlling the progress of a game; A performance control means (for example, a performance control CPU 120) capable of controlling performance based on control information (for example, a performance control command shown in FIG. 12-2) transmitted from the game control means; updating means (for example, a part in which the CPU 103 executes the ball output state determination process shown in FIG. 12-13) that can update predetermined numerical data from a first value (for example, "0") to a second value (for example, "1" or "2") when the number of times that the advantageous state has occurred during an advantageous period (for example, a period during which consecutive wins have occurred) in which the normal state has never been controlled since the normal state was controlled to either the advantageous state or the special state has reached a specific number (for example, when the number of consecutive wins is equal to or greater than "5", which is the first determination number); An adjustment means for adjusting the speed at which the game value is awarded in a unit period to decrease when the predetermined numerical data is the second value (for example, as shown in Figures 12-13 and 12-21, the CPU 103 sets the ball-out state flag value to "1" or "2" in the ball-out state determination process, thereby lengthening the fanfare presentation period, interval period, and ending presentation period during the jackpot game); Equipped with The game control means is capable of transmitting control information that can identify that the predetermined numerical data is the second value to the performance control means (for example, as shown in FIG. 12-13, after CPU 103 executes the sending setting of the payout state designation command in the processing of step 162SGS17, the part that executes the command control processing shown in FIG. 5), The presentation control means is capable of executing presentation control based on control information that can identify that the predetermined numerical data is the second value (for example, as shown in Figures 12-27 and 12-28, the presentation control CPU 120 is capable of identifying the ball output state from the received ball output state designation command in the preview presentation determination process, and determining whether or not to execute a preview presentation during variable display and the presentation type of the preview presentation to be executed using a preview presentation type determination table corresponding to the identified ball output state). It is characterized by the following. According to this feature, the progression speed of the effect video of the predetermined effect changes between the first period and the second period, but the speed of the effect sound corresponding to the predetermined effect does not change between the first period and the second period, preventing the player from feeling uncomfortable. Furthermore, the effect sound, which includes music and sound effects, can increase the player's interest in the game. Furthermore, because an adjustment is made to slow down the awarding speed of game value when the predetermined numerical data is the second value, it is possible to prevent excessive game value from being awarded in a short period of time when the predetermined numerical data is the second value, which would lead to an excessive increase in gambling. Furthermore, because effect control can be executed depending on whether the predetermined numerical data is the second value or not, it is possible to increase the player's interest in the game.
[0007] In addition, the embodiments for implementing the invention described below include an invention relating to a gaming machine of Means 2 below. Conventionally, gaming machines have been controlled for a predetermined number of variable display times in a high-probability state (probability variable state), which is a special state that is more likely to be controlled to a jackpot state that is more advantageous than the normal state, as shown in Japanese Patent Application Laid-Open No. 2016-83580. However, in such gaming machines, a favorable state (jackpot state) in which the high-probability state (probability variable state) is controlled again repeatedly before the high-probability state (probability variable state) ends, which can result in a large amount of gaming balls, which are gaming media, being awarded in a short period of time, which can excessively stimulate the player's gambling spirit. In light of this, there is a need for a gaming machine that can prevent excessive gaming value from being awarded in a short period of time, which can excessively increase gambling spirit.
[0008] The gaming machine of means 2 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, and can also be controlled to a normal state and a special state (e.g., a time-shortening state (a high probability high base state or a low probability high base state)) that is more easily controlled to the advantageous state than the normal state, A game control means (e.g., CPU 103) capable of controlling the progress of a game; A performance control means (for example, a performance control CPU 120) capable of controlling performance based on control information (for example, a performance control command shown in FIG. 12-2) transmitted from the game control means; updating means (for example, a part in which the CPU 103 executes the ball output state determination process shown in FIG. 12-13) that can update predetermined numerical data from a first value (for example, "0") to a second value (for example, "1" or "2") when the number of times that the advantageous state has occurred during an advantageous period (for example, a period during which consecutive wins have occurred) in which the normal state has never been controlled since the normal state was controlled to either the advantageous state or the special state has reached a specific number (for example, when the number of consecutive wins is equal to or greater than "5", which is the first determination number); An adjustment means for adjusting the speed at which the game value is awarded in a unit period to decrease when the predetermined numerical data is the second value (for example, as shown in Figures 12-13 and 12-21, the CPU 103 sets the ball-out state flag value to "1" or "2" in the ball-out state determination process, thereby lengthening the fanfare presentation period, interval period, and ending presentation period during the jackpot game); Equipped with The game control means is capable of transmitting control information that can identify that the predetermined numerical data is the second value to the performance control means (for example, as shown in FIG. 12-13, after CPU 103 executes the sending setting of the payout state designation command in the processing of step 162SGS17, the part that executes the command control processing shown in FIG. 5), The presentation control means is capable of executing presentation control based on control information that can identify that the predetermined numerical data is the second value (for example, as shown in Figures 12-27 and 12-28, the presentation control CPU 120 is capable of identifying the ball output state from the received ball output state designation command in the preview presentation determination process, and determining whether or not to execute a preview presentation during variable display and the presentation type of the preview presentation to be executed using a preview presentation type determination table corresponding to the identified ball output state). It is characterized by the following. According to this feature, when the predetermined numerical data is the second value, an adjustment is made to slow down the speed at which game value is awarded, thereby preventing excessive game value from being awarded in a short period of time when the predetermined numerical data is the second value, which would lead to an excessive increase in gambling tendencies, and also enabling presentation control to be executed in response to whether the predetermined numerical data is the second value or not, thereby increasing interest in the game.
[0009] Furthermore, the present invention may have only the invention-specific matters set forth in the claims of the present invention, or may have the invention-specific matters set forth in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 2 is a rear perspective view of the pachinko gaming machine according to this embodiment. [Figure 3] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 4] 10 is a flowchart showing an example of a game control main process. [Figure 5] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 10 is a flowchart illustrating an example of a special symbol process. [Figure 7] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 8] 10 is a flowchart showing an example of a performance control main process. [Figure 9] 10 is a flowchart showing an example of a performance control process. [Figure 10-1] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 10-2] (A) is a diagram showing an image display device, (B) is a diagram showing the rotating display of the hold display in each hold display area, (C) is a diagram showing the moving display of the caption in the caption display area, and (D) is a diagram showing the flashing pattern of the fourth pattern. [Figure 10-3] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 10-4] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 10-5] FIG. 2 is an explanatory diagram showing each random number. [Figure 10-6] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. FIG. [Figure 10-7] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 10-8] FIG. 10 is a diagram illustrating a variation pattern. [Figure 10-9] 10 is an explanatory diagram showing the relationship between variable display results and variation patterns. FIG. [Figure 10-10] 10 is a block diagram showing an example of the configuration of a game control data retention area. FIG. [Figure 10-11] (A) is a block diagram showing an example of the configuration of a data holding area for performance control, and (B) is a diagram showing an example of the configuration of a command buffer received at the time of starting winning. [Figure 10-12] 10 is a flowchart showing an example of a start winning determination process. [Figure 10-13] 10 is a part of a flowchart showing an example of a performance control process. [Figure 10-14] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 10-15] A diagram showing the execution decision rate of chance-up effects. [Figure 10-16] 10A is a diagram showing the determination ratio of effect patterns for still image display effects, and FIG. 10B is a diagram showing the effect contents of each effect pattern. [Figure 10-17] 10A is a diagram showing the determination ratio of the effect pattern of the operation prompt effect, and FIG. 10B is a diagram showing the effect content of each effect pattern. [Figure 10-18] 10 is a timing chart showing the variable display of super reach α1. [Figure 10-19] 10 is a timing chart showing the variable display of super reach α2. [Figure 10-20] 10 is a timing chart showing the variable display of the super reach α3. [Figure 10-21] 10 is a timing chart showing the variable display of the super reach α3. [Figure 10-22] 10 is a timing chart showing the variable display of the super reach β1. [Figure 10-23] 10 is a timing chart showing the variable display of the super reach β2. [Figure 10-24] 10 is a timing chart showing the variable display of the super reach β3. [Figure 10-25]10 is a timing chart showing the variable display of the super reach β3. [Figure 10-26] FIG. 10 is a diagram showing the presentation mode of the first reach presentation. [Figure 10-27] FIG. 10 is a diagram showing the presentation mode of the first reach presentation. [Figure 10-28] FIG. 10 is a diagram showing the presentation mode of the second reach presentation. [Figure 10-29] FIG. 10 is a diagram showing the presentation mode of the second reach presentation. [Figure 10-30] FIG. 10 is a diagram showing the presentation mode of the second reach presentation. [Figure 10-31] FIG. 10 is a diagram showing the presentation mode of the third reach presentation. [Figure 10-32] FIG. 10 is a diagram showing the presentation mode of the third reach presentation. [Figure 10-33] FIG. 10 is a diagram showing the presentation mode of the fourth reach presentation. [Figure 10-34] FIG. 10 is a diagram showing the presentation mode of the fourth reach presentation. [Figure 10-35] FIG. 10 is a diagram showing the presentation mode of the fourth reach presentation. [Figure 10-36] FIG. 10 is a diagram showing the presentation mode of the second reach presentation in the modified example. [Figure 10-37] FIG. 10 is a diagram showing the presentation mode of the fourth reach presentation in the modified example. [Figure 10-38] FIG. 10 is a diagram showing the presentation mode of the fourth reach presentation in the modified example. [Figure 11-1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 11-2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 11-3] FIG. 2 is a schematic diagram of a movable body unit. [Figure 11-4] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 11-5] FIG. 2 is an explanatory diagram showing each random number. [Figure 11-6] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. FIG. [Figure 11-7](A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 11-8] FIG. 10 is a diagram illustrating a variation pattern. [Figure 11-9] 10 is an explanatory diagram showing the relationship between variable display results and variation patterns. FIG. [Figure 11-10] 10 is a block diagram showing an example of the configuration of a game control data retention area. FIG. [Figure 11-11] (A) is a block diagram showing an example of the configuration of a data holding area for performance control, and (B) is a diagram showing an example of the configuration of a command buffer received at the time of starting winning. [Figure 11-12] 10 is a flowchart showing an example of a start winning determination process. [Figure 11-13] 10 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 11-14] 10 is a flowchart illustrating an example of a command analysis process. [Figure 11-15] 10 is a flowchart illustrating an example of a pre-reading notice setting process. [Figure 11-16] A diagram showing whether or not a preview effect is executed and the display pattern determination ratio. [Figure 11-17] A figure showing an example of updating the first pending memory display area and the second pending memory display area. [Figure 11-18] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 11-19] 10 is a flowchart showing an example of a variable display effect process. [Figure 11-20] FIG. 10 is an explanatory diagram of a variable display control timer and a movable body control timer. [Figure 11-21] This is a timing chart for the variable display of Super Reach Alpha 1 jackpot and Super Reach Alpha 2 jackpot. [Figure 11-22] This is a timing chart for the variable display of Super Reach α1 miss and Super Reach α2 miss. [Figure 11-23] This is a timing chart for the variable display of Super Reach β1 jackpot and Super Reach β2 jackpot. [Figure 11-24] This is a timing chart for variable display of Super Reach β1 miss and Super Reach β2 miss. [Figure 11-25] 10A and 10B are diagrams showing the presence or absence of a movable body suggesting operation and the image enlargement ratio during each enlarged display period. [Figure 11-26] 10A is a diagram showing the presentation mode of each movable body action suggestion presentation, and FIG. 10B is a diagram showing the presentation mode of each movable body action presentation. [Figure 11-27] 10A and 10B are diagrams showing the presentation mode up to the reach presentation in the image display device. [Figure 11-28] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 11-29] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 11-30] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 11-31] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 11-32] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 11-33] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 11-34] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 11-35] 10A and 10B are diagrams showing the presentation mode of reach presentation in the image display device. [Figure 11-36] FIG. 10 is a diagram showing a presentation mode of reach presentation in an image display device according to a modified example. [Figure 11-37] FIG. 10 is a diagram showing a presentation mode of reach presentation in an image display device according to a modified example. [Figure 12-1] This is a configuration diagram showing various control boards and the like installed in the pachinko gaming machine of the characteristic part 162SG. [Figure 12-2] 10A, 10B, and 10C are diagrams illustrating examples of performance control commands. [Figure 12-3] FIG. 2 is an explanatory diagram showing each random number. [Figure 12-4] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. FIG. [Figure 12-5] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 12-6] FIG. 10 is a diagram illustrating a variation pattern. [Figure 12-7] 10 is an explanatory diagram showing the relationship between variable display results and variation patterns. FIG. [Figure 12-8] An explanatory diagram showing the relationship between the variable display time of each variation pattern and the ball output status flag. [Figure 12-9] 10 is a block diagram showing an example of the configuration of a game control data retention area. FIG. [Figure 12-10] (A) is a block diagram showing an example of the configuration of a data holding area for performance control, and (B) is a diagram showing an example of the configuration of a command buffer received at the time of starting winning. [Figure 12-11] 10 is a flowchart showing an example of a game control main process in a pachinko game machine of a characteristic section 162SG. [Figure 12-12] 10 is a flowchart showing an example of a game control timer interrupt process in the pachinko game machine of the characteristic section 162SG. [Figure 12-13] 10A is a flowchart showing an example of a ball output state determination process, and FIG. 10B is an explanatory diagram showing the relationship between the ball output state flag value and each adjustment. [Figure 12-14] 10 is a flowchart showing an example of a start winning determination process. [Figure 12-15] 10A is a flowchart showing an example of a process for determining a random number value when a prize is won, and FIG. 10B is a diagram showing the contents of a variable category command. [Figure 12-16] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 12-17] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 12-18] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 12-19]A flowchart showing an example of a jackpot end process. [Figure 12-20] An explanatory diagram showing the relationship between the progress of the jackpot and the opening and closing status of the jackpot opening. [Figure 12-21] An explanatory diagram showing the relationship between the ball output state flag value and each period in the jackpot state. [Figure 12-22] 10 is a flowchart illustrating an example of a command analysis process. [Figure 12-23] 10 is a flowchart illustrating an example of a pre-reading notice setting process. [Figure 12-24] (A) is a diagram showing an example of the display pattern determination ratio for reserved memories of jackpots (excluding special jackpot C), and (B) is a diagram showing an example of the display pattern determination ratio for reserved memories of losses. [Figure 12-25] (A) is a diagram showing the first pending memory display area and the second pending memory display area, and (B) is a diagram showing an example of updating the first pending memory display area and the second pending memory display area. [Figure 12-26] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 12-27] 10 is a flowchart showing an example of a preview performance determination process. [Figure 12-28] 10A to 10C show tables A to C for determining the type of preview performance. [Figure 12-29] 10 is a flowchart showing an example of a variable display effect process. [Figure 12-30] A figure showing a fluctuation pattern determination table for misses. [Figure 12-31] An explanatory diagram showing a loss variation pattern determination table that is selected depending on the value of the ball output status flag. DETAILED DESCRIPTION OF THE INVENTION
[0011] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A pachinko gaming machine, which is a gaming machine according to the present invention, will be described below based on an embodiment.
[0012] [form] The gaming machine of type 1 is A gaming machine (for example, a pachinko gaming machine 1) capable of playing games, sound output means capable of outputting effect sounds (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); Display means (for example, an image display device 5) capable of displaying a performance video; a performance execution means (for example, a performance control CPU 120) capable of executing a predetermined performance (for example, a reach performance) that displays a performance animation of a character on the display means and outputs a performance sound by the sound output means in association with the display of the performance animation of the character; Equipped with The performance execution means During the first period of the predetermined effect, an effect moving image having a first speed of progression can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, an image of each reach effect is displayed on the image display device 5 at a progression speed V1), In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed, in which the effect progresses (for example, as shown in Figs. 10-19 to 10-25, the moving image of each reach effect is displayed on the image display device 5 at a progress speed V2 during the latter half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound effect corresponding to the predetermined effect can be output by the sound output means at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half execution period and the second half execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, background music, sound effects, etc. are output from speakers 8L and 8R at the normal playback speed V4). It is characterized by the following. According to this feature, the progression speed of the effect video of the predetermined effect changes between the first period and the second period, but the speed of the effect sound corresponding to the predetermined effect does not change between the first period and the second period, thereby preventing the player from feeling uncomfortable.
[0013] A gaming machine of a second aspect is the gaming machine according to the first aspect, The sound output means includes a playback circuit (e.g., a voice synthesis IC 079SG132) that plays back sound, an amplifier circuit (e.g., an amplifier circuit 079SG134) that amplifies the sound played back by the playback circuit, and speakers (e.g., speakers 8L and 8R) that output the sound amplified by the amplifier circuit. It is characterized by the following. According to this feature, highly reproducible effect sounds can be output from the speaker at an appropriate volume.
[0014] A gaming machine of form 3 is the gaming machine according to form 1 or form 2, The effect execution means is capable of outputting, by the sound output means, a speed related to the effect sound corresponding to the predetermined effect during a predetermined period in the second period at the same speed as during the first period, and is capable of outputting by the sound output means at a speed different from that during the first period during a specific period after the predetermined period in the second period (for example, as shown in modified example 079SG-1, during the first half of the execution period of each of the first reach effect second half portions of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, effect sounds are output from speakers 8L and 8R at the same playback speed V4 as during the execution period of each of the first reach effect first half portions of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, while during the second half of the execution period of each of the first reach effect second half portions of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, effect sounds are output at a playback speed different from V4 (for example, V5 slower than the playback speed V4)). It is characterized by the following. According to this feature, during the second period in which the presentation video is displayed at the second speed, the speed of the presentation sound can be made different for a specific period, thereby improving the presentation effect of the presentation sound corresponding to the specified presentation, thereby increasing interest in the game.
[0015] A gaming machine of form 4 is a gaming machine according to any one of forms 1 to 3, The sound effects corresponding to the predetermined effects include music and sound effects (for example, a portion where background music (music) and sound effects can be output from speakers 8L and 8R). According to this feature, the entertainment value of the game can be increased by the sound effects including music and sound effects.
[0016] A gaming machine of aspect 5 is a gaming machine according to any one of aspects 1 to 4, A light-emitting means (for example, a game effect lamp 9) capable of emitting light at least in the first period and the second period and capable of changing the light-emitting mode is provided, The effect execution means is capable of changing the light emitting mode of the light emitting means in a cycle shorter than that of the first period during the second period (for example, as shown in Figures 10-20, 10-21, 10-24, and 10-25, during the second half of the execution period of the second reach effect and the second half of the execution period of the fourth reach effect, the game effect lamp 9 flashes in a cycle shorter than that of the execution periods of the first reach effect, the second reach effect, and the third reach effect and the first half of the execution period of the fourth reach effect). It is characterized by the following. According to this feature, the cycle of change in the light emission mode of the light emitting means becomes shorter (faster) in the second period when the speed of progression of the presentation is slow, thereby improving the presentation effect in the second period.
[0017] A gaming machine of form 6 is a gaming machine according to any one of forms 1 to 5, A gaming machine (for example, a pachinko gaming machine 1) capable of variable display of identification information and capable of playing games, sound output means capable of outputting effect sounds (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) including a first display area (e.g., a first display area 079SG005F shown in FIG. 10-2(A)) and a second display area (e.g., a second display area 079SG005Sa) closer to the periphery than the first display area as a display area capable of displaying a performance video; a predetermined effect (for example, reach effect) that displays a character effect video in the first display area and outputs an effect sound by the sound output means in association with the display of the character effect video, and an information effect that operates an information display related to a variable display in the second display area (for example, a rotating display of a reserved display in the first reserved memory display area 079SG005D and the second reserved memory display area 079SG005U shown in FIG. 10-2(B), or a moving display of a telop in the telop display area 079SG005T shown in FIG. 10-2(C)); Equipped with The performance execution means During the first period of the predetermined effect, an effect moving image having a first speed of progression can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, an image of each reach effect is displayed on the image display device 5 at a progression speed V1), In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed, in which the effect progresses (for example, as shown in Figs. 10-19 to 10-25, the moving image of each reach effect is displayed on the image display device 5 at a progress speed V2 during the latter half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound effect corresponding to the predetermined effect can be output by the sound output means at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half execution period and the second half execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, background music, sound effects, etc. are output from speakers 8L and 8R at the normal playback speed V4), With regard to the information presentation, it is possible to execute information presentation that operates the information display at the same operation speed in both the first period and the second period (for example, as shown in Figures 10-19 to 10-25, during the first half execution period and the second half execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, the rotation display of the hold display is displayed at a rotation speed V3, and the moving display of the telop is displayed at a moving speed V3). It is characterized by the following. According to this feature, the progression speed of the presentation video of the predetermined presentation changes between the first period and the second period, but the operating speed of the information display and the speed of the presentation sound corresponding to the predetermined presentation do not change between the first period and the second period, thereby preventing the player from feeling uncomfortable.
[0018] A gaming machine according to a seventh aspect is the gaming machine according to the sixth aspect, The total area of the first display region is larger than the total area of the second display region (for example, as shown in FIG. 10-2(A), the area of the first display region 079SG005F is larger than the combined area of the second display region 079SG005Sa and the third display region 079SG005Sb). It is characterized by the following. According to this feature, the player can easily recognize the predetermined effects than the information effects, thereby increasing the player's interest in the game.
[0019] The gaming machine of aspect 8 is the gaming machine according to aspect 6 or aspect 7, The effect execution means is capable of executing an information effect that always operates the information display at the same operation speed at least during a period during which a variable display is being performed other than the first period and the second period (for example, as shown in Figures 10-18 to 10-25, during a period other than during a reach effect, in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U, the rotation display of the hold display is executed at a rotation speed V3, and in the telop display area 079SG005T, the movement display of the telop is executed at a movement speed V3). It is characterized by the following. According to this feature, the operating speed of the information display does not change, which prevents the player from having difficulty recognizing the information presentation.
[0020] A gaming machine of aspect 9 is the gaming machine according to any one of aspects 6 to 8, The information presentation includes a moving display presentation that sequentially moves information display indicating the status of the presentation in the variable display currently being executed in the second display area (for example, a portion that moves a message according to the game status in the telop display area 079SG005T), The effect execution means is capable of executing a moving display effect that moves the information display so that at least a portion of the information display is always visible to the player (for example, as shown in FIG. 10-2(C), when the characters included in the message in the caption display area 079SG005T reach the right end of the caption display area 079SG005T and end their display, they are displayed again at the left end of the caption display area 079SG005T and are again moved from left to right). It is characterized by the following. According to this feature, at least a portion of the information display is always visible to the player, making it easier for the player to recognize that a moving display effect is being executed.
[0021] A gaming machine according to a tenth aspect is the gaming machine according to any one of the first to ninth aspects, A gaming machine (for example, a pachinko gaming machine 1) capable of playing games, sound output means capable of outputting effect sounds, such as speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13; Display means (for example, an image display device 5) capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a jackpot game state); a presentation execution means (for example, a presentation control CPU 120) capable of executing a predetermined presentation (for example, a reach presentation) that suggests that a special benefit will be awarded by displaying a presentation video of a character on the display means and outputting a presentation sound by the sound output means in association with the display of the presentation video of the character, and an announcement presentation (for example, a big win announcement presentation and a miss announcement presentation) that announces whether or not a special benefit will be awarded after the predetermined presentation is executed; Equipped with The performance execution means During the first period of the predetermined effect, an effect moving image having a first speed of progression can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, an image of each reach effect is displayed on the image display device 5 at a progression speed V1), In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed, in which the effect progresses (for example, as shown in Figs. 10-19 to 10-25, the moving image of each reach effect is displayed on the image display device 5 at a progress speed V2 during the latter half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound effect corresponding to the predetermined effect can be output by the sound output means at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half execution period and the second half execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, background music, sound effects, etc. are output from speakers 8L and 8R at the normal playback speed V4), During the second period, an effect different from the predetermined effect can be executed to enhance the effect of the predetermined effect (for example, as shown in Figures 10-20, 10-21, and 10-28, an effect in which a converged line is displayed on the image display device 5 during the second half of the second reach effect execution period). It is characterized by the following. According to this feature, the progression speed of the effect video of the predetermined effect changes between the first period and the second period, but the speed of the effect sound corresponding to the predetermined effect does not change between the first period and the second period, so it is possible to prevent the player from feeling uncomfortable, and further, it is possible to enhance the effect of the second period and make it easier for the player to recognize that the second period has ended and the notification effect will be executed through the effect effect.
[0022] A gaming machine according to an eleventh aspect is the gaming machine according to the tenth aspect, The performance execution means The effect presentation can be performed in a plurality of modes with different degrees of effectiveness in enhancing the presentation effect of the predetermined presentation (for example, a mode in which a convergent line is displayed as shown in FIG. 10-28(C) and a mode in which a greater number of convergent lines are displayed than in FIG. 10-28(C) as shown in FIG. 10-28(D)). As the second period progresses from the start point to the end point, the effect effect can be executed in a manner in which the effect level for enhancing the effect increases sequentially (for example, as shown in Figures 10-28(C) and 10-28(D), the number of convergence lines increases as the battle effect progresses). It is characterized by the following. According to this feature, the form of the effect presentation changes to a form in which the degree of effectiveness that enhances the presentation effect of the specified presentation gradually increases, making it easier for the player to recognize through the effect presentation that the second period has ended and the notification presentation will be executed.
[0023] A gaming machine of aspect 12 is the gaming machine according to any one of aspects 1 to 11, A gaming machine (for example, a pachinko gaming machine 1) capable of variable display of identification information and capable of playing games, sound output means capable of outputting effect sounds (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) including a first display area (e.g., a first display area 079SG005F shown in FIG. 10-2(A)) and a second display area (e.g., a second display area 079SG005Sa) closer to the periphery than the first display area as a display area capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a jackpot game state); a predetermined effect (for example, a reach effect) that indicates that a special benefit will be awarded by displaying a character effect video in the first display area and outputting a sound effect by the sound output means in association with the display of the character effect video; a notification effect (for example, a big win notification effect and a miss notification effect) that notifies whether a special benefit will be awarded after the predetermined effect is executed; and a specific information effect related to a variable display in the second display area (for example, a rotating display of a reserved display in the first reserved memory display area 079SG005D and the second reserved memory display area 079SG005U shown in FIG. 10-2(B) and a moving display of a telop in the telop display area 079SG005T shown in FIG. 10-2(C)) (for example, a CPU 120 for controlling effect); Equipped with The performance execution means During a first period of the predetermined effect, an effect moving image whose progression speed is a first speed can be displayed in the first display area (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, an effect moving image is displayed on the image display device 5 at a progression speed V1), In a second period of the predetermined effect after the first period, an effect moving image can be displayed in the first display area at a second speed, which is slower than the first speed, (for example, as shown in Figs. 10-19 to 10-25, the moving image of each reach effect is displayed on the image display device 5 at a moving speed V2 during the latter half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect). The sound effect corresponding to the predetermined effect can be output by the sound output means at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half execution period and the second half execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, background music, sound effects, etc. are output from speakers 8L and 8R at the normal playback speed V4), The notification effect can be executed in the first display area and the second display area (for example, as shown in Fig. 10-26(G), Fig. 10-29(E), Fig. 10-30(D), Fig. 10-31(G), Fig. 10-35(C), when decorative symbols stop in a jackpot combination as a jackpot notification effect, an image of the jackpot notification effect is displayed in the first display area 079SG005F and the second display area 079SG005Sa). It is characterized by the following. According to this feature, the progression speed of the presentation video of the predetermined presentation changes between the first period and the second period, but the speed of the presentation sound corresponding to the predetermined presentation does not change between the first period and the second period, so it is possible to prevent the player from feeling uncomfortable.Furthermore, by executing the notification presentation in a large display area that combines the first display area and the second display area, it is possible to make it easier for the player to recognize that a bonus has been awarded.
[0024] A thirteenth aspect is the gaming machine according to the twelfth aspect, The performance execution means A first display (e.g., a hold display) that operates in the second display area and a second display (e.g., a first hold memory display area 079SG005D and a second hold memory display area 079SG005U) that does not operate in the second display area can be displayed by the specific information production, The notification effect can be executed in the second display area with the first display and the second display erased (for example, as shown in Fig. 10-26(G), Fig. 10-29(E), Fig. 10-30(D), Fig. 10-31(G), Fig. 10-35(C), when executing a jackpot notification effect, the hold display, first hold memory display area 079SG005D, second hold memory display area 079SG005U, and telop display area 079SG005T are made non-displayable, and an image of the jackpot notification effect is displayed in the first display area 079SG005F and the second display area 079SG005Sa). It is characterized by the following. According to this feature, the notification effect is executed in the second display area where not only the first display that is in operation but also the second display that is not in operation is erased, thereby further increasing the visibility of the notification effect in the second display area.
[0025] A gaming machine of aspect 14 is the gaming machine according to any one of aspects 1 to 13, A gaming machine (for example, a pachinko gaming machine 1) capable of variable display of identification information and capable of playing games, sound output means capable of outputting effect sounds (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) including a first display area (e.g., a first display area 079SG005F) and a second display area (e.g., a second display area 079SG005Sa) closer to the periphery than the first display area as a display area capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a jackpot game state); a predetermined effect (for example, a reach effect) that indicates that a special benefit will be awarded by displaying a character effect video in the first display area and outputting a sound effect by the sound output means in association with the display of the character effect video; a notification effect (for example, a big win notification effect and a miss notification effect) that notifies whether a special benefit will be awarded after the predetermined effect is executed; and an effect execution means (for example, an effect control CPU 120) that can execute information effects related to variable display in the second display area (for example, a rotating display of a reserved display in the first reserved memory display area 079SG005D and the second reserved memory display area 079SG005U shown in FIG. 10-2(B) and a moving display of a telop in the telop display area 079SG005T shown in FIG. 10-2(C)); Equipped with The display means is capable of changing the visibility of the first display area and the second display area (for example, as shown in modified example 079SG-2, a portion that can reduce the visibility of the second display area 079SG005Sa and the third display area 079SG005Sb in addition to the first display area 079SG005F), The performance execution means During a first period of the predetermined effect, an effect moving image whose progression speed is a first speed can be displayed in the first display area (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, an effect moving image is displayed on the image display device 5 at a progression speed V1), In a second period of the predetermined effect after the first period, an effect moving image can be displayed in the first display area at a second speed, which is slower than the first speed, (for example, as shown in Figs. 10-19 to 10-25, the moving image of each reach effect is displayed on the image display device 5 at a moving speed V2 during the latter half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect). The sound effect corresponding to the predetermined effect can be output by the sound output means at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half execution period and the second half execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, background music, sound effects, etc. are output from speakers 8L and 8R at the normal playback speed V4), During the pre-announcement period from the end of the predetermined effect until the execution of the annunciation effect, the visibility of the first display area changes, but the visibility of the second display area does not change (for example, as shown in Figures 10-36 and 10-37 as modified example 079SG-2, the visibility of the first display area 079SG005F is reduced by effect image 079SG005Ea, but the visibility of the second display area 079SG005Sa and the third display area 079SG005Sb does not change). It is characterized by the following. According to this feature, the progression speed of the presentation video of the specified presentation changes between the first period and the second period, but the speed of the presentation sound corresponding to the specified presentation does not change between the first period and the second period, thereby preventing the player from feeling uncomfortable.Furthermore, the change in visibility of the first display area during the pre-notification period makes it easier for the player to recognize the timing when the notification presentation is executed, and the absence of a change in visibility of the second display area also prevents the player from having difficulty recognizing the information presentation.
[0026] A fifteenth aspect is the gaming machine according to the fourteenth aspect, the display means is a means capable of generating an image to be displayed, and includes image generation means (e.g., display control unit 123) having a plurality of drawing hierarchies including a first drawing hierarchical layer (e.g., second image data) capable of drawing an image to be displayed in the first display area, and a second drawing hierarchical layer (e.g., first image data) that is a drawing hierarchical layer higher than the first drawing hierarchical layer and capable of drawing an image to be displayed in the second display area; The visibility of the first display area is changed by changing the visibility of the image drawn by the image generating means on the first drawing layer (for example, as shown in variant example 079SG-2, the visibility of the first display area 079SG005F is changed by enlarging and displaying an effect image 079SG005Ea drawn as an image of the second image data). It is characterized by the following. According to this feature, it is possible to appropriately change only the visibility of the first display area without changing the visibility of the second display area.
[0027] A sixteenth aspect is the gaming machine according to the fifteenth aspect, The image generating means changes the visibility of the image drawn on the first drawing layer from a specific position away from the area corresponding to the second display area on the first drawing layer toward the area corresponding to the second display area over a predetermined period of time (for example, as shown in variant example 079SG-2, an effect image 079SG005Ea drawn as an image of the second image data is drawn so as to be enlarged from the center of the first display area 079SG005F toward the second display area 079SG005Sa and the third display area 079SG005Sb, thereby changing the visibility of the first display area 079SG005F). It is characterized by the following. According to this feature, the visibility of the first drawing layer changes over a predetermined period of time from a specific position toward the area corresponding to the second display area, making it difficult for the visibility of the area corresponding to the second display area to change.
[0028] A seventeenth aspect is a gaming machine according to any one of the fourteenth to sixteenth aspects, The device is provided with an action detection means (for example, a push button 31B) capable of detecting the action of a player, The performance execution means The notification effect can be executed based on the detection of the player's action by the action detection means (for example, a part that can notify the player that the game will be controlled to a jackpot game state or that the game will not be controlled to a jackpot game state based on the player's operation of the push button 31B), An action prompting effect (for example, an operation prompting effect) that prompts a player to take an action by displaying an action prompting image for executing the notification effect in the first display area can be executed; The visibility of the effect video of the predetermined effect is reduced, but the visibility of the action prompt effect is not reduced (for example, the visibility of the first display area 079SG005F is reduced by enlarging the effect image 079SG005Ea, but the visibility of the operation prompt image 079SG005Ba and meter 079SG005M displayed as the image of the first image data is not reduced). It is characterized by the following. According to this feature, the action-promoting effect can be made to stand out in relation to the predetermined effect, thereby effectively encouraging the player to take action.
[0029] A form 18 is a gaming machine according to any one of forms 1 to 17, A gaming machine (for example, a pachinko gaming machine 1) capable of variable display of identification information and capable of playing games, sound output means capable of outputting effect sounds (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) including a first display area (e.g., a first display area 079SG005F shown in FIG. 10-2(A)) and a second display area (e.g., a second display area 079SG005Sa) closer to the periphery than the first display area as a display area capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a jackpot game state); a performance execution means (e.g., a performance control CPU 120) capable of executing a predetermined performance (e.g., a reach performance) that indicates that a special benefit will be awarded by displaying a performance video of a character in the first display area and outputting a performance sound by the sound output means in association with the display of the performance video of the character, a notification performance that notifies whether or not a special benefit will be awarded after the predetermined performance ends, and an information performance that operates an information display related to a variable display in the second display area (e.g., a rotating display of a reserved display in the first reserved memory display area 079SG005D and the second reserved memory display area 079SG005U shown in FIG. 10-2(B) and a moving display of a telop in the telop display area 079SG005T shown in FIG. 10-2(C)); Equipped with The performance execution means During a first period of the predetermined effect, an effect moving image whose progression speed is a first speed can be displayed in the first display area (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, an effect moving image is displayed on the image display device 5 at a progression speed V1), In a second period of the predetermined effect after the first period, an effect moving image can be displayed in the first display area at a second speed, which is slower than the first speed, (for example, as shown in Figs. 10-19 to 10-25, the moving image of each reach effect is displayed on the image display device 5 at a moving speed V2 during the latter half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect). The sound effect corresponding to the predetermined effect can be output by the sound output means at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half execution period and the second half execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, background music, sound effects, etc. are output from speakers 8L and 8R at the normal playback speed V4), During a pre-announcement period from the end of the predetermined effect to the execution of the notification effect, a pre-announcement effect (for example, a still image display effect) can be executed that displays a specific still image corresponding to the stop of the progress of the predetermined effect that was being executed in the first display area, The operation of displaying the information in the second display area continues even during the pre-notification period (for example, as shown in Figures 10-20 and 10-21, the rotating display of the reserved display in the first reserved memory display area 079SG005D and the second reserved memory display area 079SG005U and the moving display of the telop in the telop display area 079SG005T shown in Figure 10-2(C) continue even during the still image display performance period). It is characterized by the following. According to this feature, the progression speed of the presentation video of the specified presentation changes between the first period and the second period, but the speed of the presentation sound corresponding to the specified presentation does not change between the first period and the second period, so it is possible to prevent the player from feeling uncomfortable.Furthermore, by displaying a specific still image in the first display area during the pre-notification period, it is possible to make it easier for the player to recognize that the notification presentation is being executed, and since the information display operation in the second display area continues, it is possible to prevent the information presentation from becoming difficult to recognize due to the information display operation stopping.
[0030] A nineteenth aspect is the gaming machine according to the eighteenth aspect, The specific still image is an image in which the color of the still image of the predetermined effect whose progress has been stopped has been changed (for example, as shown in Figures 10-16 and 10-29(A) to 10-29(B), the color of the still image is inverted when the still image display effect is executed in pattern SG-2). It is characterized by the following. According to this feature, the specific still image displayed in the first display area has a different color from the still image of the predetermined effect, making it easier for the player to recognize that the notification effect is being executed.
[0031] A 20th aspect is the gaming machine according to the 19th aspect, The color of the image of the information effect displayed in the second display area does not change during the pre-alarm period (for example, as shown in FIG. 10-29(B), when the still image display effect is executed in pattern SG-2, the color of the still image displayed in the first display area 079SG005F is inverted, but the colors of the hold display and caption displayed in the second display area 079SG005Sa and the fourth pattern displayed in the third display area 079SG005Sb are not inverted). It is characterized by the following. This feature prevents the player from having difficulty recognizing the information presentation when the pre-announcement presentation is executed (since the color of the information presentation image does not change, it is easy to recognize that it is a specific still image with a changed color).
[0032] A twenty-first aspect is a gaming machine according to any one of the first to twentieth aspects, A gaming machine (for example, a pachinko gaming machine 1) capable of playing games, sound output means capable of outputting effect sounds (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means capable of displaying a performance moving image (for example, an image display device 5), A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a jackpot game state); a presentation execution means (presentation control CPU 120) capable of executing a predetermined presentation (for example, a reach presentation) that suggests that a special benefit will be awarded by displaying a presentation video of a character on the display means and outputting a presentation sound by the sound output means in association with the display of the presentation video of the character, and an announcement presentation (for example, a big win announcement presentation and a miss announcement presentation) that announces whether or not a special benefit will be awarded after the predetermined presentation is executed; Equipped with The predetermined effect includes a first section (for example, a first reach effect and a third reach effect) and a second section (for example, a second reach effect and a fourth reach effect) subsequent to the first section, The first section and the second section each include a first period (for example, a first reach effect first half execution period, a second reach effect first half execution period, a third reach effect first half execution period, a fourth reach effect first half execution period) and a second period subsequent to the first period (for example, a first reach effect second half execution period, a second reach effect second half execution period, a third reach effect second half execution period, a fourth reach effect second half execution period), The performance execution means During the first period, an effect moving image in which the progression speed of the effect is a first speed can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, an effect moving image is displayed on the image display device 5 at a progression speed V1), During the second period, the display means can display an effect moving image at a second speed, which is slower than the first speed (for example, as shown in Figs. 10-19 to 10-25, during the latter half of the execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, the moving image of each reach effect is displayed on the image display device 5 at a moving speed V2), The sound effect corresponding to the predetermined effect can be output by the sound output means at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half execution period and the second half execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, background music, sound effects, etc. are output from speakers 8L and 8R at the normal playback speed V4), The predetermined effect can be executed in a first pattern in which the first section is executed and then transitions to the second section (for example, the variable display of Super Reach α3 shown in FIGS. 10-20 and 10-21, or the variable display of Super Reach β3 shown in FIGS. 10-24 and 10-25), and a second pattern in which the first section is executed and then terminates without transitioning to the second section (for example, the variable display of Super Reach α1 and Super Reach α2 shown in FIGS. 10-18 and 10-19, or the variable display of Super Reach β1 and Super Reach β2 shown in FIGS. 10-22 and 10-23). It is characterized by the following. According to this feature, the progression speed of the effect video of the predetermined effect changes between the first period and the second period, but the speed related to the effect sound corresponding to the predetermined effect does not change between the first period and the second period, so it is possible to prevent the player from feeling uncomfortable.Furthermore, it is possible to draw the player's attention to whether the predetermined effect is executed at the second speed in the first period and then moves on to the second period, or whether the predetermined effect ends without moving on to the second period, and whether the predetermined effect is executed at the second speed in the second period and a bonus is awarded, thereby increasing the player's interest in the game.
[0033] A twenty-second aspect is the gaming machine according to the twenty-first aspect, The performance execution means An end suggestion effect can be executed that suggests that the predetermined effect will end in the first section without transitioning to the second section (for example, an effect in which an ally character is defeated by an enemy character during the second half of the first reach effect execution period or the second half of the third reach effect execution period), The end suggestion effect and the predetermined effect when transitioning from the first section to the second section can be executed at the same progression speed (for example, as shown in Figures 10-19, 10-20, 10-21, 10-23, 10-24, and 10-25, the effect in which an ally character is defeated by an enemy character during the first reach effect second half execution period or the third reach effect second half execution period, and the first reach effect second half execution period or the third reach effect second half execution period are executed at progression speed V1), When notifying that a benefit will be awarded in the notification effect, a presentation animation having a third speed of progression during a first notification period of the notification effect can be displayed on the display means, and a presentation animation having a fourth speed slower than the third speed can be displayed on the display means in a second notification period after the first notification period (for example, as shown in Figures 10-18, 10-20, 10-22, 10-24, 10-25, 10-26(E) to 10-26(G), 10-29(C) to 10-29(E), 10-30(B) to 10-30(D), 10-31(E) to 10-31(G), and 10-35(A) to 10-35(C), a portion in which a video of an enemy character being hit by an attack from an ally character and being defeated is displayed at a progression speed V2), When the notification effect notifies that a benefit will not be granted, the display means can display the effect video at the third speed during the second notification period without displaying the effect video at the fourth speed (for example, as shown in Figures 10-19, 10-21, 10-23, 10-25, 10-27(E) to 10-27(G), 10-30(F) to 10-30(H), 10-32(E) to 10-32(G), and 10-35(D) to 10-35(F), the part where the animation of an ally character falling is displayed at a progression speed V1). It is characterized by the following. According to this feature, the progression speed of the predetermined effect when transitioning to the second section is the same as the progression speed of the end suggestion effect, so it is possible to prevent the player's expectations for a bonus being awarded from being excessively heightened due to the progression speed when transitioning to the second section being different from the progression speed of the end suggestion effect, and when it is announced that a bonus will not be awarded, the fourth speed effect video is not displayed, so it is possible to prevent the player's dissatisfaction from becoming excessively high, thereby increasing the player's interest in the game.
[0034] A gaming machine of aspect 23 is the gaming machine according to any one of aspects 1 to 22, A gaming machine (for example, a pachinko gaming machine 1) capable of playing games, sound output means capable of outputting effect sounds (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); Display means (for example, an image display device 5) capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a jackpot game state); An action detection means (for example, a push button 31B) capable of detecting the action of a player; a presentation execution means (for example, a presentation control CPU 120) capable of executing a predetermined presentation (for example, a reach presentation) that suggests that a bonus will be awarded by displaying a presentation video of a character on the display means and outputting a presentation sound by the sound output means in association with the display of the presentation video of the character, an action prompting presentation (for example, an operation prompting presentation) that prompts a player to take an action, and an announcement presentation (for example, a big win announcement presentation and a loss announcement presentation) that announces whether or not a bonus will be awarded based on the detection of the player's action by the action detection means; Equipped with The performance execution means During the first period of the predetermined effect, an effect moving image having a first speed of progression can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, an image of each reach effect is displayed on the image display device 5 at a progression speed V1), In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed, in which the effect progresses (for example, as shown in Figs. 10-19 to 10-25, the moving image of each reach effect is displayed on the image display device 5 at a progress speed V2 during the latter half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound effect corresponding to the predetermined effect can be output by the sound output means at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half execution period and the second half execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, background music, sound effects, etc. are output from speakers 8L and 8R at the normal playback speed V4), When the effect video of the predetermined effect is being displayed at the second speed during the second period, the action prompt effect can be executed (for example, as shown in Figures 10-24 and 10-25, the part where the operation prompt effect is executed when the display of the effect video of the reach effect is being executed at the progression speed V2 during the second half of the execution period of the fourth reach effect). A gaming machine characterized by: According to this feature, the progression speed of the presentation video of the predetermined presentation changes between the first period and the second period, but the speed of the presentation sound corresponding to the predetermined presentation does not change between the first period and the second period, so it is possible to prevent the player from feeling uncomfortable, and further, since the predetermined presentation progresses at the second speed while the action-promoting presentation is being executed during the second period, the presentation effect of the predetermined presentation can be enhanced.
[0035] A gaming machine of aspect 24 is the gaming machine according to aspect 23, The action promotion effect includes a valid detection period notification effect (for example, a display of a meter 079SG005M indicating the operation succession period of the push button 31B) that notifies the valid detection period during which the action detection means accepts the detection of the player's action, When the valid detection period has ended, the effect execution means can execute, from a timing after the timing at which the valid detection period has ended, the same notification effect as when the player's action is detected by the action detection means within the valid detection period (for example, as shown in Fig. 10-33(E), Fig. 10-34(E) and Fig. 10-35(A) to Fig. 10-35(F), a portion that executes the same jackpot notification effect or loss notification effect based on the end of the operation acceptance period for the push button 31B or the player operating the push button 31B). A gaming machine characterized by: According to this feature, if the action detection means does not detect the player's action, the notification effect will not be executed before the valid detection period has elapsed, thereby preventing the player from realizing whether or not a bonus will be awarded during the valid detection period because the action detection means does not detect the player's action.
[0036] A gaming machine of aspect 25 is a gaming machine according to any one of aspects 1 to 24, A gaming machine (for example, a pachinko gaming machine 1) capable of playing games, sound output means capable of outputting effect sounds (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); Display means (for example, an image display device 5) capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a jackpot game state); a presentation execution means (for example, a presentation control CPU 120) capable of executing a predetermined presentation (for example, a reach presentation) that suggests that a special benefit will be awarded by displaying a presentation video of a character on the display means and outputting a presentation sound by the sound output means in association with the display of the presentation video of the character, and a notification presentation (for example, a big win notification presentation and a miss notification presentation) that notifies whether or not a special benefit will be awarded after the predetermined presentation has ended; Equipped with The performance execution means During the first period of the predetermined effect, an effect moving image having a first speed of progression can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, an image of each reach effect is displayed on the image display device 5 at a progression speed V1), In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed, in which the effect progresses (for example, as shown in Figs. 10-19 to 10-25, the moving image of each reach effect is displayed on the image display device 5 at a progress speed V2 during the latter half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound effect corresponding to the predetermined effect can be output by the sound output means at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half execution period and the second half execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, background music, sound effects, etc. are output from speakers 8L and 8R at the normal playback speed V4), When notifying that a benefit will be awarded in the notification effect, a presentation video in which the presentation progresses at a third speed can be displayed on the display means during a first notification period of the notification effect, and a presentation video in which the presentation progresses at a fourth speed slower than the third speed can be displayed on the display means during a second notification period after the first notification period (for example, FIGS. 10-18, 10-20, 10-22, 10-24, and 10-26 (E ) to 10-26(G), 10-29(C) to 10-29(E), 10-30(B) to 10-30(D), 10-31(E) to 10-31(G), 10-35(A) to 10-35C), in the jackpot notification performance, the animation of the part where the ally character's attack hits the enemy character is displayed at a progression speed of V1, while the animation of the part where the enemy character falls is displayed at a progression speed of V2). When notifying that a bonus will not be awarded in the notification effect, the display means can display the effect video at the third speed during the second notification period without displaying the effect video at the fourth speed (for example, as shown in Figures 10-19, 10-21, 10-23, 10-25, 10-27(E) to 10-27(G), 10-30(F) to 10-30(H), 10-32(E) to 10-32(G), and 10-35(D) to 10-35(F), the part where the animation of the loss notification effect is displayed at the progression speed V1). A gaming machine characterized by: According to this feature, the progression speed of the presentation video of the predetermined effect changes between the first period and the second period, but the speed of the presentation sound corresponding to the predetermined effect does not change between the first period and the second period, so it is possible to prevent the player from feeling uncomfortable.Furthermore, when the awarding of a bonus is announced as a notification effect, the presentation video with a progression speed of the fourth speed is displayed, so that the presentation video of the notification effect can impress upon the player that a bonus has been awarded.
[0037] A gaming machine of aspect 26 is the gaming machine according to aspect 25, The effect execution means can execute a special effect (for example, a still image display effect in which the color of a still image is inverted (a still image display effect of pattern SG-2) as shown in FIG. 10-16) during the second period only when a special benefit is awarded. A gaming machine characterized by: According to this feature, it is possible to draw attention to whether or not a special effect will be executed.
[0038] A gaming machine of aspect 27 is the gaming machine according to aspect 26, The benefit granting means can grant a first benefit (for example, a non-variable jackpot jackpot game state) and a second benefit (for example, a variable jackpot jackpot game state) that is more advantageous to the player than the first benefit, The effect execution means can execute a special effect (for example, a revival effect shown in variant example 079SG-4) that notifies the player that a benefit will be granted after first notifying the player that a benefit will not be granted in the notification effect, When the special effect is executed during the second period and the notification effect notifies that a benefit will be awarded, the second benefit is awarded (for example, as shown in variant example 079SG-4, when a still image display effect is executed in pattern SS-2 and a jackpot notification effect is executed, the game is controlled to a jackpot game state of a probability jackpot), When the special effect is executed during the second period and the notification effect notifies the player that no special benefit will be awarded, and then the special effect is executed, the first benefit or the second benefit will be awarded. (For example, as shown in variant example 079SG-4, when a still image display effect is executed in pattern SS-2 and a miss notification effect is executed and then a revival effect is executed, there is a case where the game is controlled to a non-variable jackpot jackpot game state or a case where the game is controlled to a variable jackpot jackpot game state.) A gaming machine characterized by: According to this feature, after the special effect is executed, the player can be made to pay attention to whether or not the award of a special benefit will be announced in the notification effect, thereby increasing the player's interest in the game.
[0039] A gaming machine of aspect 28 is a gaming machine according to any one of aspects 1 to 27, A gaming machine (for example, a pachinko gaming machine 1) capable of playing games, sound output means capable of outputting effect sounds (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); Display means (for example, an image display device 5) capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a jackpot game state); An action detection means (for example, a push button 31B) capable of detecting the action of a player; a predetermined effect (for example, a reach effect) that suggests that a bonus will be awarded by displaying a character effect video on the display means and outputting an effect sound by the sound output means in association with the display of the character effect video; an action prompting effect (for example, an operation prompting effect) that prompts a player to take an action by displaying one of a plurality of action prompting images on the display means, including a first action prompting image (for example, an operation prompting image 079SG005Ba) and a second action prompting image (for example, an operation prompting image 079SG005Bb) different from the first action prompting image; and an effect execution means (for example, an effect control CPU 120) that can execute notification effects (for example, a big win notification effect and a loss notification effect) that notify whether a bonus will be awarded or not based on the detection of the player's action by the action detection means; Equipped with The performance execution means During the first period of the predetermined effect, an effect moving image having a first speed of progression can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, an image of each reach effect is displayed on the image display device 5 at a progression speed V1), In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed, in which the effect progresses (for example, as shown in Figs. 10-19 to 10-25, the moving image of each reach effect is displayed on the image display device 5 at a progress speed V2 during the latter half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound effect corresponding to the predetermined effect can be output by the sound output means at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half execution period and the second half execution period of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, background music, sound effects, etc. are output from speakers 8L and 8R at the normal playback speed V4), The action prompting effect can be executed after the start of the second period (for example, as shown in Figures 10-24 and 10-25, the part where the action prompting effect is executed during the execution period of the second half of the fourth reach effect), When the action prompting effect is executed by the first action prompting image, the first action prompting image is displayed while the effect video of the predetermined effect is visibly displayed on the display means (for example, as shown in FIG. 10-33, when the operation prompting image 079SG005Ba is displayed, an effect image 079SG005E having a transparency is also displayed, so that the player can visually recognize the battle effect through the effect image 079SG005E), When the action prompting effect is executed by the second action prompting image, the display means displays the effect video of the predetermined effect in a manner that makes it more difficult to see than when the first action prompting image is displayed, and displays the second action prompting image in a display area wider than the display area of the first action prompting image (for example, as shown in FIG. 10-34, when an action prompting image 079SG005Bb larger in size than action prompting image 079SG005Ba is displayed, the transparency of the action prompting image 079SG005Bb is 0%, so that the visibility of the battle effect is lower than when action prompting image 079SG005Ba is displayed), The rate at which a bonus is awarded when the second action prompting image is displayed is higher than when the first action prompting image is displayed (for example, as shown in FIG. 10-17, the rate at which the variable display result becomes a jackpot when the action prompting image 079SG005Bb is displayed is lower than the rate at which the variable display result becomes a jackpot when the action prompting image 079SG005Ba is displayed). A gaming machine characterized by: According to this feature, the progression speed of the presentation video of the specified presentation changes between the first period and the second period, but the speed of the presentation sound corresponding to the specified presentation does not change between the first period and the second period, so it is possible to prevent the player from feeling uncomfortable, and further, it is possible to draw the player's attention to whether the first action promotion image or the second action promotion image is displayed as the action promotion presentation, thereby increasing the player's interest in the game.
[0040] A gaming machine of aspect 29 is the gaming machine according to aspect 28, The effect execution means is capable of displaying, on the display means, an effect video of the predetermined effect whose progression speed is the second speed while the first action prompting image is being displayed (for example, as shown in FIGS. 10-24, 10-25, and 10-33(C) to 10-33(E), when an operation prompting image 079SG005Ba is displayed as an operation prompting effect, a portion in which an effect video of a battle effect is displayed at a progression speed V2 while the operation prompting image 079SG005Ba is being displayed). A gaming machine characterized by: According to this feature, the effect moving image of the predetermined effect is displayed at the second speed while the first action prompting image is displayed, thereby increasing the interest in the game.
[0041] A gaming machine of aspect 30 is a gaming machine according to any one of aspects 1 to 29, The performance execution means As the predetermined effects, a first predetermined effect (for example, a first reach effect and a third reach effect) and a second predetermined effect (for example, a second reach effect and a fourth reach effect) can be executed, and after the execution of a first specific section in the first predetermined effect (for example, a first reach effect first half execution period and a third reach effect first half execution period), a transition can be made to a second specific section that comes after the first specific section (for example, a first reach effect second half execution period and a third reach effect second half execution period), The predetermined effect can be executed in a first specific pattern (for example, variable display of Super Reach α1 shown in FIG. 10-18 or Super Reach β1 shown in FIG. 10-22) that notifies the granting of a benefit after the execution of the first specific section of the first predetermined effect without transitioning to the second specific section, a second specific pattern that transitions to the second predetermined effect after the execution of the first specific section and the second specific section of the first predetermined effect (for example, variable display of Super Reach α3 shown in FIG. 10-20 and FIG. 10-21 or variable display of Super Reach β3 shown in FIG. 10-24 and FIG. 10-25), or a third specific pattern that ends the predetermined effect after the execution of the first specific section and the second specific section of the first predetermined effect (for example, variable display of Super Reach α2 shown in FIG. 10-19 or variable display of Super Reach β2 shown in FIG. 10-23), When transitioning from the first specific section of the first predetermined effect to the second specific section and when transitioning from the second specific section of the first predetermined effect to the second predetermined effect, a performance video whose progression speed is the second speed is displayed on the display means (for example, as shown in Figs. 10-18 to 10-25, when transitioning from the first reach performance first half execution period to the first reach performance second half execution period, when transitioning from the first reach performance second half execution period to the second reach performance first half execution period, when transitioning from the third reach performance first half execution period to the third reach performance second half execution period, and when transitioning from the third reach performance second half execution period to the fourth reach performance first half execution period, With regard to the sound effects corresponding to the predetermined effects, the speed related to the sound effects is output at the same speed in all of the first specific section and the second specific section of the first predetermined effect and the second predetermined effect (for example, as shown in Figs. 10-18 to 10-25, when transitioning from the first reach effect first half execution period to the first reach effect second half execution period, when transitioning from the first reach effect second half execution period to the second reach effect first half execution period, when transitioning from the third reach effect first half execution period to the third reach effect second half execution period, and when transitioning from the third reach effect second half execution period to the fourth reach effect first half execution period, BGM and sound effects are output from speakers 8L and 8R at the same playback speed V4 as in other periods). A gaming machine characterized by: According to this feature, the progression speed of the presentation video of the predetermined presentation changes when transitioning from the first specific section of the first predetermined presentation to the second specific section, and when transitioning from the second specific section to the second predetermined presentation, but the output speed of the presentation sound corresponding to the predetermined presentation does not change when transitioning from the first specific section of the first predetermined presentation to the second specific section, and when transitioning from the second specific section to the second predetermined presentation, thereby preventing the player from feeling uncomfortable, and furthermore, by changing the progression speed of the presentation video of the predetermined presentation to the second speed, it becomes easier for the player to recognize the branching of the predetermined presentation.
[0042] (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.
[0043] (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.
[0044] 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.
[0045] 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.
[0046] 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 configured, for example, by 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 configured by a projector and a screen. The image display device 5 displays various effect images.
[0047] 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. The special symbol games and variable display of decorative symbols executed in synchronization are collectively referred to simply as "variable display."
[0048] 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.
[0049] 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.
[0050] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0051] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0052] 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.
[0053] 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. 3). 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.
[0054] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). 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.
[0055] Between 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 3), 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.
[0056] 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.
[0057] 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.
[0058] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0059] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, at the lower left of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and variably displays normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0060] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0061] A normal symbol hold indicator 25C is provided below 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.
[0062] 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.
[0063] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 on the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.
[0064] A movable body 32 that operates in response to the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d, together with the main lamp 9a, frame lamp 9b, and attacca lamp 9c described above, may be collectively referred to as the game effect lamp 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.
[0065] 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.
[0066] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area 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. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray from which prize balls are paid out when the upper tray is full.
[0067] 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. 3).
[0068] 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. 3).
[0069] 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.
[0070] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching between a setting change state and a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values such as the probability of winning a jackpot and the payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.
[0071] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 31 is disposed to the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 31 are disposed in front of the main board 11 when the back side of the gaming board 2 is viewed with the gaming machine frame 3 open.
[0072] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the proportion of the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The winning combination ratio is the proportion of the number of winning balls that have entered the second start winning slot (electric chute) and the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The base is the proportion of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display setting values in the pachinko gaming machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 only needs to be able to display setting values, etc. that are to be changed or confirmed.
[0073] When the gaming machine frame 3 is closed, the setting key 51 and setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0074] In the pachinko gaming machine 1, a security cover 500A is attached to the right end of the outer frame 1a, which is formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 500A covers the right side of the circuit board case 201, which includes the setting keys 51 and setting changeover switch 52, from the rear side. The security cover 500A is a substantially L-shaped member including a short piece 500Aa and a long piece 500Ab, and may be made of a transparent synthetic resin.
[0075] (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).
[0076] 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).
[0077] 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.
[0078] 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.
[0079] 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).
[0080] 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.
[0081] 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.
[0082] 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 of time (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (e.g., 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.
[0083] 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.
[0084] 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 or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. The jackpot types may include a jackpot type that can obtain many prize balls, a jackpot type that can obtain few prize balls, or a jackpot type that can obtain almost no prize balls.
[0085] 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."
[0086] 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.
[0087] 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.
[0088] 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."
[0089] 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.).
[0090] The normal state refers to a game state other than advantageous states such as a jackpot game 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 game 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 game 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).
[0091] 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.
[0092] 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.
[0093] 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. (Progress of the production, etc.)
[0094] 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 these displays, they may be executed as sound output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or as effects using any effect device including some or all of these.
[0095] 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).
[0096] 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.
[0097] 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.
[0098] 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.
[0099] 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."
[0100] 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."
[0101] 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").
[0102] 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.
[0103] 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 performance may be executed in which one variable display appears to be multiple variable displays.
[0104] 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.
[0105] 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).
[0106] (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. 3. In addition, various boards, such as a payout control board, an information terminal board, and a firing control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.
[0107] In the pachinko gaming machine 1, power from an AC power source such as AC 100V in an external power source such as a commercial power source can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12 via the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0108] 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.
[0109] 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.
[0110] 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 expanded into the RAM 102 and executed on the RAM 102.
[0111] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of a game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0112] 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).
[0113] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed through 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 signals indicates that the game ball has passed through or entered.
[0114] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the predetermined power supply voltage remains below the predetermined value for a period of time that exceeds the power-off reference time. The clear signal is turned on, for example, by pressing a clear switch provided on the power supply board 17.
[0115] 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.
[0116] The main board 11 is connected to a display monitor 29, a display changeover switch 31, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.
[0117] 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 and 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.
[0118] 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.
[0119] 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.
[0120] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. 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.
[0121] 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).
[0122] 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.
[0123] 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 to 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.
[0124] 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.
[0125] 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.
[0126] 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.
[0127] 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).
[0128] 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).
[0129] 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.
[0130] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0131] (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 4 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0132] 4, 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.
[0133] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.
[0134] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.
[0135] If the recovery condition is not met (step S3; No), an initialization process (step S6) is performed, followed by a setting change process (step S7). The initialization process in step S6 includes a clearing process for clearing flags, counters, and buffers stored in RAM 102, and initial values are set in the work area by the execution of the clearing process.
[0136] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is met. The setting confirmation condition is met, for example, when the power supply is started, if the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the restoration condition, including the clear signal being in the OFF state, is met in step S3. Therefore, the setting confirmation condition can be met only when the clear signal is in the OFF state, and therefore the clear signal being in the OFF state can also be included in the setting confirmation condition.
[0137] If the setting confirmation condition is met in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, it is possible to confirm the setting values set therein by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.
[0138] When the pachinko gaming machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. In the game stop state, the launch of game balls by operating the ball-hitting handle, the detection of game balls by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to statically display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state that accompanies it may also end.
[0139] In the setting change process of step S7, it is determined whether a predetermined setting change condition is met. The setting change condition is met, for example, when power supply is started, the detection signal from the door open sensor 90 is in the ON state, and the setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.
[0140] If the setting change condition is met in the setting change processing of step S7, the pachinko gaming machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is sequentially updated and displayed each time operation of the setting change switch 52 is detected. Thereafter, when the setting key 51 is turned off by an attendant at the gaming parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. To end the setting change state, a setting change end command is sent from the main board 11 to the performance control board 12.
[0141] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put into a game stop state, just as when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.
[0142] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.
[0143] The clear signal is turned on by, for example, pressing a clear switch provided on the power supply board 17. Therefore, if the detection signal from the door open sensor 90 is on and the setting key 51 is on when power supply is started, if the clear switch is on, the initialization process of step S6 and the setting change process of step S7 are executed, allowing control to the setting change state, and if the clear switch is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed, allowing control to the setting confirmation state. If the detection signal from the door open sensor 90 is off or the setting key 51 is off when power supply is started, if the clear switch is on, the initialization process of step S6 is executed but the control to the setting change state is not, and if the clear switch is off, the recovery process of step S4 is executed but the control to the setting confirmation state is not.
[0144] After executing the setting confirmation process or setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). 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 S9), and permits the interrupt (step S10). 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 process.
[0145] 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. 5. When the game control timer interrupt process shown in Fig. 5 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, if necessary, issue a warning 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).
[0146] 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, and the like.
[0147] 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.
[0148] 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.
[0149] Fig. 6 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0150] 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 of the 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.
[0151] After executing the start winning determination process in step 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.
[0152] 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 pending 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").
[0153] 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.
[0154] 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.
[0155] 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.
[0156] 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.
[0157] 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," and the game is in a time-saving state or a probability variable state and the end of the count limit is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0158] 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.
[0159] 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.
[0160] 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.
[0161] 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.
[0162] 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.
[0163] 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.
[0164] 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.
[0165] The pachinko gaming machine 1 is configured so that the probability of winning a jackpot and the payout rate change according to the setting value. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate change by using a display result determination table (winning probability) according to the setting value. For example, the setting value has six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, a setting value of 6 provides the highest advantage to the player, and the advantage decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes according to the setting value, the payout rate may also change according to the setting value. While the probability of winning a jackpot remains constant regardless of the setting value, the number of rounds in a jackpot game state may change according to the setting value. The pachinko gaming machine 1 may be configured to be able to set one of multiple setting values that provide different advantages to the player. The setting value set in the pachinko gaming machine 1 is notified by sending a setting value designation command from the main board 11 to the performance control board 12.
[0166] Fig. 7 shows an example of the configuration of the display result determination table. Fig. 7(A) shows an example of the configuration of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and Fig. 7(B) shows an example of the configuration of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, a win determination value compared with a random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is updated randomly within the range of 0 to 65535. A common display result determination table may be used for the first special symbol and the second special symbol.
[0167] In the display result determination table, when the gaming state is a probability variable state (high probability state), more determination values are assigned to the special chart display result of "jackpot" than when it is in a normal state or a time-saving state (low probability state). As a result, when the pachinko gaming machine 1 is in a high probability state such as a probability variable state in which probability variable control is performed, the probability of determining that it will be controlled to a jackpot gaming state is higher than when it is in a low probability state such as a normal state or a time-saving state.
[0168] In the first special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same regardless of the gaming state or setting value. In the second special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same value different from that in the first special symbol display result determination table, regardless of the gaming state or setting value. Note that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be different depending on the setting value. The probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be the same regardless of the variable special symbol.
[0169] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is normal or time-saving, the range of 1020 to 1237 among the hit determination values is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the setting value. When the setting value is 1, 1020 to 1237 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the setting value is 2 to 6, the numerical range corresponding to each setting value from 1238 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.
[0170] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is in a probability variable state, the range of 1020 to 1346 among the hit determination values is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the set value. When the set value is 1, 1020 to 1346 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the set value is 2 to 6, the numerical range according to each set value from 1346 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.
[0171] In the first special symbol display result determination table, when the game state is normal or time-saving, the range of 32767 to 33094 among the hit determination values is set as a common numerical range of small hit determination values for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0172] In the first special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33094 among the hit determination values is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0173] In the second special chart display result determination table, when the game state is normal or time-saving, the range of 32767 to 33421 among the hit determination values is set as a common numerical range of small hit determination values for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0174] In the second special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33421 among the hit determination values is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0175] The number of setting values that can be set in the pachinko gaming machine 1 may be five or less or seven or more. The smaller the setting value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the setting value set in the pachinko gaming machine 1. For example, when the setting value set in the pachinko gaming machine 1 is 1, the game characteristics are such that the jackpot probability in the normal state is 1 / 320 and the probability variable state loops at a rate of 65% (so-called probability variable loop type), and when the setting value set in the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and the game condition after the end of the jackpot game is controlled to the probability variable state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game. On the other hand, the gameplay may be such that the rate at which the game ball passes through a predetermined switch during a jackpot game varies depending on the variable special chart (so-called V-type), and when the setting value set in the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small jackpot probability is 1 / 50, and the jackpot game state is controlled based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during a high base (during time-saving control) (so-called type 1 / 2 mixed type). When the setting value set in the pachinko gaming machine 1 is any of 1 to 3, the gameplay is the same. However, a setting may be set in which the jackpot probability and small jackpot probability are higher than when the setting value is any of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is smaller (for example, when the setting value set in the pachinko gaming machine 1 is any of 4 to 6). When the gameplay is changed depending on the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a predetermined switch provided in the special variable winning ball device 7 is used as a performance switch (a switch for executing a predetermined performance each time the game ball passes through a predetermined area), and when the setting value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to a special state or a jackpot game state based on the game ball passing through the predetermined switch).
[0176] The type of jackpot may be determined at different rates depending on the setting value, based on the allocation of judgment values in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The fluctuation pattern may be determined at different rates depending on the setting value, based on the allocation of judgment values in the fluctuation pattern determination table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, so that the setting value may be suggested by the frequency at which normal reaches and super reaches are executed. Alternatively, the execution rate of normal reaches and super reaches may be common regardless of the setting value. In addition, any setting suggestion effect may be able to be executed at different rates depending on the setting value.
[0177] (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 supply 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. 8. When the performance control main process shown in Fig. 8 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 and return it to its initial position, and control to perform predetermined operation checks.
[0178] 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.
[0179] 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.
[0180] 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.
[0181] 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.
[0182] 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.
[0183] Fig. 9 is a flowchart showing an example of the processing executed in step S76 of Fig. 8 as the performance control process. In the performance control process shown in Fig. 9, 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 the pre-reading notice performance are made based on the performance control command at the time of the 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.
[0184] 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.
[0185] 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.
[0186] 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.
[0187] 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.
[0188] 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 its initial value of "0." When the value of the performance process flag is updated, the special drawing hit waiting process is terminated.
[0189] The small win performance processing in step S174 is a process executed when the performance 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.
[0190] The small win end effect processing of step S175 is a process executed when the value of the effect 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.
[0191] 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 process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.
[0192] 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.
[0193] (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.
[0194] 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.
[0195] 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).
[0196] 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.
[0197] 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.
[0198] 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.
[0199] In this specification, expressions of comparison of various percentages such as the performance percentage (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%."
[0200] (Explanation of feature part 079SG) Next, a characteristic section 079SG (hereinafter, abbreviated as the present characteristic section 079SG) according to an embodiment of the present invention will be described. Fig. 10-1 is a configuration diagram showing various control boards mounted on a pachinko gaming machine 1 in the present characteristic section 079SG. As shown in Fig. 10-1, the sound control board 13 in the present characteristic section 079SG is equipped with a sound synthesis IC 079SG132 that cooperates with the performance control CPU 120 to generate sounds (performance sounds) to be output from the speakers 8L and 8R, an amplifier circuit (amplifier) 079SG134 that amplifies the output sounds generated by the sound synthesis IC 079SG132, and a sound data ROM 079SG133. The performance control CPU 120 outputs sound number data to the sound synthesis IC 079SG132 based on a performance control command from the main board 11, and causes the sound synthesis IC 079SG132 to generate sounds corresponding to the sound number data.
[0201] When sound number data is input from performance control CPU 120, voice synthesis IC 079SG132 generates voice and sound effects corresponding to the input sound number data individually for each speaker 8L, 8R and outputs them to amplifier circuit 079SG134. Amplifier circuit 079SG134 amplifies the voice and sound effects output from voice synthesis IC 079SG132 and outputs them to each speaker 8L, 8R.
[0202] The sound data ROM 079SG133 stores control data for each speaker 8L, 8R, which is associated with sound number data and is used to output sounds corresponding to the effects performed by the effect commands corresponding to the sound number data. In other words, this control data is a collection of data including sound data in which the output modes (frequency characteristics, timing (delay), etc.) of sounds such as sound effects and background music (music) output from each speaker 8L, 8R during an effect period (for example, a decorative pattern variable display period) are described in chronological order.
[0203] FIG. 10-2(A) is an explanatory diagram showing the image display device 5 in this characteristic part 079. The display area of the image display device 5 in this characteristic part 079SG is formed in a rectangular shape with a height L and a left-right width L when viewed from the front. Most of the display area constitutes a first display area 079SG005F for displaying effects such as variable display of decorative symbols, reach effects, operation prompt effects and still image display effects (described later). The lower end of the image display device 5 constitutes a second display area 079SG005Sa including a first reserved memory display area 079SG005D capable of displaying the number of reserved first special symbols by the number of reserved symbols in white circles, a second reserved memory display area 079SG005U capable of displaying the number of reserved second special symbols by the number of reserved symbols in white circles, and a caption display area 079SG005T capable of displaying captions indicating the game status.
[0204] That is, the entire display area of the image display device 5 excluding the second display area 079SG005Sa and the third display area 079SG005Sb constitutes the first display area 079SG005F.
[0205] The second display area 079SG005Sa and the third display area 079SG005Sb are display areas that display information about the game (reserved display, telop display, display of the fourth symbol, and display of the number of reserved memories) at the periphery of the display area of the image display device 5, more than the first display area 079SG005F. In other words, the second display area 079SG005Sa and the third display area 079SG005Sb in this characteristic part 079SG are also UI (user interface) display areas in the pachinko gaming machine 1.
[0206] The upper right corner of the image display device 5 forms a third display area 079SG005Sb which includes a fourth pattern 079SG005J which indicates that a special pattern is being variably displayed, a display of the number of first special pattern reserved memories and a display of the number of second special pattern reserved memories.
[0207] Of these, the second display area 079SG005Sa is formed in a rectangular shape when viewed from the front, with its height being less than half the height H of the entire display area of the image display device 5, and its left-right width being the same as the left-right width L of the entire display area of the image display device 5. The third display area 079SG005Sb is also formed in a rectangular shape when viewed from the front, but its height and left-right width are much shorter than the height H and left-right width L of the entire display area of the image display device 5.
[0208] Therefore, in this characteristic portion 079SG, the area of the first display region 079SG005F relative to the entire display region of the image display device 5 is larger than the combined area of the second display region 079SG005Sa and the third display region 079SG005Sb.
[0209] As shown in Figure 10-2 (B), in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U, the performance control CPU 120 executes the hold display operation processing described below (see Figure 8-13), allowing each hold display to be rotated around the vertical axis at a constant speed (for example, rotation speed V3).
[0210] As shown in Figure 10-2 (C), in the caption display area 079SG005T, the performance control CPU 120 executes the caption operation processing (see Figure 10-13) described below, so that a message according to the game status or the performance being performed (for example, if a specific reach performance is in progress, a message according to the performance status such as "XX mode in progress!") can be displayed while moving from left to right at a constant speed (for example, movement speed V3).
[0211] When the characters included in the message corresponding to the game status reach the right end of the caption display area 079SG005T and cease to be displayed, they are simultaneously displayed again at the left end of the caption display area 079SG005T and moved again from left to right. Therefore, when a message corresponding to the game status is being displayed while moving in the caption display area 079SG005T, the entire message corresponding to the game status is always displayed in the caption display area 079SG005T, making it easier for the player to recognize the current game status.
[0212] In addition, this characteristic part 079SG illustrates an example in which the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U and the message in the caption display area 079SG005T are rotated and moved at a common constant speed (V3), but the present invention is not limited to this, and the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U and the message in the caption display area 079SG005T may be rotated and moved at different constant speeds.
[0213] As shown in Figure 10-2(D), the fourth symbol 079SG005J has an upper symbol 079SG005Ja and a lower symbol 079SG005Jb, and these upper symbol 079SG005Ja and lower symbol 079SG005Jb flash alternately at a regular interval to indicate that the special symbol is being displayed. Furthermore, if the variable display result is a miss, both the upper symbol 079SG005Ja and the lower symbol 079SG005Jb are turned off (OFF) at the end of the variable display, whereas if the variable display result is a jackpot or a miss, both are lit (ON) at the end of the variable display.
[0214] The display of the number of reserved first special symbol memories and the display of the number of reserved second special symbol memories in the third display area 079SG005Sb are displays that change only when a new reserved memory occurs and when a new variable display starts. In other words, unlike the fourth symbol 079SG005J, the first reserved memory display area 079SG005D, the second reserved memory display area 079SG005U, and the caption display area 079SG005T, the display mode of the display of the number of reserved first special symbol memories and the second special symbol memory memories in the third display area 079SG005Sb does not change except when the variable display starts.
[0215] Next, the display control unit 123 in this characteristic unit 079SG will be described. The CGROM in the display control unit 123 stores multiple types of image data for displaying images on the image display device 5. The display control unit 123 can display a predetermined image on the image display device 5 based on one piece of image data stored in the CGROM based on instructions from the performance control CPU 120, and can display a predetermined performance screen by arranging multiple types of image data and displaying the image on the image display device 5. When preventing the predetermined image from being displayed on the image display device 5, depending on the situation, control may be performed such that an image based on the image data of the predetermined image is not displayed on the performance screen by arranging other image data in front of the image data of the predetermined image with a transmittance of 0%, or by displaying an image on the image display device 5 that has created display data that does not include the image data of the predetermined image, thereby preventing the predetermined image from being displayed on the performance screen.
[0216] As shown in Figures 10-3(A) to 10-3(D), for example, when an image is displayed on the image display device 5, the image is displayed on the image display device 5 based on display data created by arranging multiple image data including image data 1 to 3.
[0217] As shown in Figure 10-3 (A), the image data 1 is data that is drawn to display the first reserved memory display area 079SG005D, the second reserved memory display area 079SG005U, and the telop display area 079SG005T in the second display area 079SG005Sa, and the fourth symbol 079SG005J in the third display area 079SG005Sb. It is also data that is drawn to display the small symbol of the image data 1 decorative symbol in the first display area 079SG005F (to the left of the third display area 079SG005Sb).
[0218] As shown in FIG. 10-3(B), the image data 2 is data that is drawn to display images of chance-up effects, still image display effects, and operation prompt effects, which will be described later, in the first display area 079SG005F.
[0219] As shown in FIG. 10-3(C), the image data 3 is data that is drawn to display a variable display of decorative symbols and reach effects in the first display area 079SG005F.
[0220] As shown in FIGS. 10-3(A) to 10-3(C), display priorities are set for image data 1, image data 2, and image data 3 for displaying images on the image display device 5. Image data 1 is set to the highest display priority, and image data 3 is set to the lowest display priority (image display priorities on the image display device 5: image data 1 > image data 2 > image data 3). That is, on the image display device 5, an image based on image data 1 is displayed as the topmost image, an image based on image data 2 is displayed as an image lower than an image based on image data 1, and an image based on image data 3 is displayed as an image lower (bottom) than images based on image data 1 and image data 2. Therefore, as shown in FIG. 10-3(D), on the image display device 5, an image based on image data 2 is displayed with priority over an image based on image data 3, and an image based on image data 1 is displayed with priority over images based on image data 2 and image data 3.
[0221] Furthermore, as shown in Figure 10-3 (D), when an image based on image data 1, an image based on image data 2, and an image based on image data 3 are displayed simultaneously on the image display device 5, the image based on image data 3 is displayed as the image at the lowest level, and therefore at least a portion of the image based on image data 3 may be difficult or impossible to see due to the image based on the first data and the image based on image data 2.
[0222] In this characteristic section 079SG, the details of which will be described later, the images based on image data 1 and image data 2 are displayed on the image display device 5 as moving images with a constant progression speed, while the images based on image data 3 are displayed on the image display device 5 as moving images or still images with multiple progression speeds based on data previously stored in the CGROM.
[0223] In particular, in this feature part 079SG, the details of which will be described later, during the reach effect of a super reach, the display of the reach effect video can be executed at a normal progression speed V1 and a progression speed V2 (slow motion) which is slower than V1. This is because data for the effect video to be displayed at the progression speed V1 and data for the effect video to be displayed at the progression speed V2 are stored in advance in the CGROM, but the present invention is not limited to this, and it is also possible to store in advance in the CGROM only the data for the effect video to be displayed at the progression speed V1, and perform predetermined processing on that data to make it possible to display part of the effect video of the reach effect at the progression speed V2.
[0224] In this way, in this feature part 079SG, the video progression speed, which is the speed at which the effect video changes, is set to V1, thereby creating a non-slow motion period in which the progress speed of the reach effect perceived by the player is a first speed that is fast, and the video progression speed is set to V2, which is slower than V1, thereby creating a slow motion period in which the progress speed of the reach effect perceived by the player is a second speed that is slower. In other words, the slow motion video, which is an effect video with a slow progress speed in this feature part 079SG, may be any video video whose video progression speed is slower than the non-slow motion video displayed before the slow motion video and whose video progression speed is V1.
[0225] In addition, this feature section 079SG illustrates an example in which a slow motion period is set in all super reach effects (see Figures 10-18 to 10-25), but the present invention is not limited to this. For example, as a super reach effect, the content of the effect video displayed on the image display device 5 is the same as the content of the super reach effects shown in Figures 10-18 to 10-25, but by executing a super reach effect in which the video progression speed does not change from V1 to V2, that is, there is no slow motion period, it may be possible to make it easier for the player to recognize that a slow motion period has begun in the super reach effects shown in Figures 10-18 to 10-25.
[0226] In other words, when a super reach effect is executed in which the content of the effect video is the same but the video progression speed does not change to V2, the effect video of the second speed slower than the first speed in this invention refers to an effect video of the same content that is displayed at a video progression speed V2 that is slower than the video progression speed V1 in a non-slow motion super reach effect, and is thereby displayed for a longer period of time than a non-slow motion super reach effect.
[0227] As described above, in this characteristic part 079SG, by slowing down the image progression speed of the effect video, a slow motion effect is created in which the player perceives the progress of the reach effect as slow, and the sound output from speakers 8L, 8R does not change from the playback speed V3, but the present invention is not limited to this, and it is also possible to create a pseudo slow motion effect in which the player perceives the progress of the reach effect as slowing down by not changing the image progression speed of the effect video (keeping it at V1) and instead speeding up the playback speed of the sound output from speakers 8L, 8R and the light emission cycle of game effect lamp 9.
[0228] In other words, the pachinko gaming machine 1 in this characteristic part 079SG is provided with a plurality of effect output means including a display means capable of displaying effect videos, and by making the speed at which the effect is performed by at least one of these effect output means different between slow motion periods and non-slow motion periods, it is possible to make the player recognize that the effect being performed is in slow motion during the slow motion period.
[0229] Note that in this feature part 079SG, an example is shown in which the display of the reach effect video is always executed at a progression speed V2 during the slow motion period, but the present invention is not limited to this, and the progression speed of the display of the reach effect video during the slow motion period may be changeable (for example, the progression speed may gradually decrease over time, or the progression speed may increase or decrease within a predetermined range).
[0230] FIG. 10-4(A) is an explanatory diagram showing an example of the contents of a performance control command used in this feature section 079SG. The performance control command is, for example, two bytes long, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit of the MODE data (bit 7) is always set to "1," and the first bit of the EXT data is set to "0." Note that the command format shown in FIG. 10-4(A) is only an example, and other command formats may also be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.
[0231] In the example shown in FIG. 10-4(A), command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variable pattern specification command that specifies the variable pattern (variation time (variable display time)) of decorative symbols (also called effect symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5 in response to the variable display of special symbols in the special symbol game. Here, XXH represents an unspecified hexadecimal number and may be any value set according to the instructions of the effect control command. Note that the variable pattern specification command sets different EXT data depending on the specified variable pattern, etc.
[0232] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies variable display results such as special symbols and decorative symbols. In the variable display result specification command, as shown in Figure 10-4(B), for example, different EXT data is set depending on the determination result (predetermined result) of whether the variable display result (also called variable display result) is a "miss," a "jackpot," or a "minor hit," and the determination result of which of several types of jackpot type will be used if the variable display result is a "jackpot."
[0233] For example, as shown in FIG. 10-4(B), command 8C00H is a first variable display result designation command indicating a predetermined result that the variable display result will be a "miss." Command 8C01H is a second variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot A." Command 8C02H is a third variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot B." Command 8C03H is a fourth variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot C." Command 8C04H is a fifth variable display result designation command that notifies the predetermined result and the jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "non-variable jackpot". Command 8C05H is a sixth variable display result designation command that notifies the predetermined result that the variable display result will be "small jackpot".
[0234] Command 8F00H is a symbol determination command that specifies the stopping (determination) of the variation of decorative symbols in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5. Command 95XXH is a game state designation command that specifies the current game state of the pachinko gaming machine 1. In the game state designation command, different EXT data is set depending on the current game state of the pachinko gaming machine 1, for example. As a specific example, command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), and command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state). In addition, command 9502H is a third game state designation command corresponding to a game state in which special probability control is performed but time-saving control is not performed (high probability low base state, special probability state without time-saving), and command 9503H is a fourth game state designation command corresponding to a game state in which time-saving control and special probability control are both performed (high probability high base state, special probability state with time-saving).
[0235] Command A0XXH is a start-of-win command (also called a "fanfare command") that specifies the display of a presentation image indicating the start of a jackpot or small win game. Command A1XXH is a large prize opening notification command that notifies the player that the large prize opening is in an open state during a jackpot game. Command A2XXH is a large prize opening post-opening notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game. Command A3XXH is a end-of-win command that specifies the display of a presentation image at the end of a jackpot game or small win.
[0236] In the hit start designation command and the hit end designation command, different EXT data may be set according to the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result designation command. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the large prize opening notification command and the large prize opening after opening notification command, for example, different EXT data is set according to the number of rounds executed in the jackpot state (for example, "1" to "10") described later.
[0237] Command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established, based on the occurrence of a start winning (first start winning) when a gaming ball that has passed through (entered) the first start port formed by the winning ball device 6A is detected by the first start port switch 22A. Command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established, based on the occurrence of a start winning (second start winning) when a gaming ball that has passed through (entered) the second start port formed by the variable winning ball device 6B is detected by the second start port switch 22B.
[0238] Command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the number of reserved special symbols can be specified. Command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the number of reserved special symbols can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a first start port entry designation command is transmitted, for example, based on the first start condition being met when a gaming ball passes (enters) the first start port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a second start port entry designation command is transmitted, for example, based on the second start condition being met when a gaming ball passes (enters) the second start port. In addition, the first pending memory number notification command and the second pending memory number notification command may be sent in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the pending memory number decreases).
[0239] Instead of the first reserved memory number notification command or the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be sent. In other words, a total reserved memory number notification command may be used to notify an increase (or decrease) in the total reserved memory number.
[0240] 10-4(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning slot, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of times that the probability variable control or time-saving control will be executed, etc. may be provided.
[0241] FIG. 10-5 is an explanatory diagram illustrating the random number values counted on the main board 11 side. As shown in FIG. 10-5, in this feature part 079SG, on the main board 11 side, the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the jackpot type, the random number value MR3 for determining the variation pattern, and the random number value MR4 for determining the normal chart display result are controlled so that they can be counted. Note that random number values other than these may be used to enhance the gaming effect. Such random numbers used to control the progress of the game are also called gaming random numbers.
[0242] The random number circuit 104 may be configured to count the numerical data indicating some or all of these random number values MR1 to MR4. The CPU 103 may count the numerical data indicating some of the random number values MR1 to MR4 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in the game control counter setting unit 079SG154 shown in FIG. 10-10.
[0243] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the game state to a jackpot by treating the variable display result of a special symbol or the like in a special symbol game as a "jackpot," and takes a value in the range of, for example, "1" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type when the variable display result is a "jackpot" as either "Probable jackpot A," "Probable jackpot B," "Probable jackpot C," or "Non-probable jackpot," and takes a value in the range of, for example, "1" to "100."
[0244] The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns as one of several types prepared in advance, and takes a value in the range of "1" to "997", for example.
[0245] The random number value MR4 for determining the normal symbol display result is a random number value used to determine whether the variable display result in the normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.
[0246] 10-6(A) shows an example of the configuration of the special chart display result determination table 1 stored in the ROM 101. In this feature part 079SG, a common special chart display result determination table is used for the first special chart and the second special chart as the special chart display result determination table, but the present invention is not limited to this, and individual special chart display result determination tables may be used for the first special chart and the second special chart.
[0247] The special symbol display result determination table 1 is a table that is referenced to determine, based on a random number value MR1 for determining the special symbol display result, whether or not to control the variable display result into a jackpot game state as a "jackpot" before a confirmed special symbol that is a variable display result is derived and displayed in a special symbol game using a first special symbol by the first special symbol display device 4A or a special symbol game using a second special symbol by the second special symbol display device 4B.
[0248] In the special chart display result determination table 1 in this feature part 079SG, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a special chart state (high probability state).
[0249] In the special symbol display result determination table 1, table data indicating a determination value to be compared with the random number value MR1 for determining the special symbol display result is determination data assigned to the determination result of whether or not to treat the special symbol display result as a "jackpot" and control the game state to a jackpot. In the special symbol display result determination table 1 in this feature unit 079SG, when the game state is a probability variable state (high probability state), more determination values are assigned to the "jackpot" special symbol display result than when the game state is a normal state or a time-saving state (low probability state). As a result, in the probability variable state (high probability state) in which the pachinko game machine 1 performs probability variable control, the probability of determining that the special symbol display result is a "jackpot" and control the game state to a jackpot is higher (approximately 1 / 30 in this feature unit 079SG) than the probability of determining that the special symbol display result is a "jackpot" and control the game state to a jackpot when the game state is a normal state or a time-saving state (low probability state) (approximately 1 / 300 in this feature unit 079SG). That is, in the special chart display result judgment table 1, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0250] 10-6(B) shows an example of the configuration of the special symbol display result determination table 2 stored in the ROM 101. The special symbol display result determination table 2 is a table that is referenced to determine whether or not to control the variable display result to a small win game state as a "small win" based on a random number value MR1 for determining the special symbol display result before a determined special symbol that is a variable display result is derived and displayed in a special symbol game using the first special symbol by the first special symbol display device 4A or a special symbol game using the second special symbol by the second special symbol display device 4B.
[0251] In the special chart display result determination table 2 in this characteristic part 079SG, regardless of whether the game state in the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability change state (high probability state), a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "small hit".
[0252] In the special symbol display result determination table 2, the table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is the determination data assigned to the decision result of whether or not to control the special symbol display result to a small hit game state as a "small hit." In the special symbol display result determination table 2 in this feature part 079SG, the number of determination values assigned to a "small hit" is different between the first special symbol game and the second special symbol game. Specifically, in the case of the first special symbol game, a determination value is assigned to a "small hit," but in the case of the second special symbol game, no determination value is assigned to a "small hit." Therefore, as will be described later, in a high base state where the variable display of the second special chart is executed with priority over the variable display of the first special chart, and where time-saving control is executed, resulting in a win in the second start winning port formed by the variable winning ball device 6B and causing the variable display of the second special chart to be executed frequently, ``small wins'' almost never occur, and in a high base state where game balls are likely to enter the second start winning port formed by the variable winning ball device 6B, the occurrence of small wins which do not result in many game balls being obtained can be avoided, thereby preventing a decrease in interest in the game.
[0253] FIG. 10-7(A) shows an example of the configuration of a jackpot type determination table stored in ROM 101. The jackpot type determination table in this feature section 079SG is a table referenced to determine one of multiple jackpot types based on the jackpot type determination random number value MR2 when it is determined that the special symbol display result is a "jackpot" and that the jackpot game state is to be controlled. In the jackpot type determination table, a value (determination value) compared with the jackpot type determination random number value MR2 is assigned to multiple jackpot types, such as "non-variable jackpot," "variable jackpot A," "variable jackpot B," and "variable jackpot C," depending on whether the special symbol variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).
[0254] Here, the types of jackpots in this feature section 079SG will be explained using Figure 10-7 (B). In this feature section 079SG, the jackpot types are set to "Probable jackpot A," "Probable jackpot B," and "Probable jackpot C," in which high-probability control and time-saving control are executed after the jackpot game state ends, transitioning to a high-probability, high-base state, and "Non-probable jackpot," in which only time-saving control is executed after the jackpot game state ends, transitioning to a low-probability, high-base state.
[0255] The jackpot gaming state resulting from "probably variable jackpot A" is a jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 10 times (so-called 10 rounds). The jackpot gaming state resulting from "probably variable jackpot B" is a jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 5 times (so-called 5 rounds). The jackpot gaming state resulting from "probably variable jackpot C" is a jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 2 times (so-called 2 rounds). Furthermore, the jackpot gaming state resulting from "non-probably variable jackpot" is a jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 2 times (so-called 2 rounds). Therefore, "probable jackpot A" is sometimes referred to as a 10-round (10R) probable jackpot, "probable jackpot B" is sometimes referred to as a 5-round (5R) probable jackpot, "probable jackpot C" is sometimes referred to as a 2-round (2R) probable jackpot, and "non-probable jackpot" is sometimes referred to as a 2-round (2R) non-probable jackpot.
[0256] Although not shown, the small win game state in this feature part 079SG changes the special variable winning ball device 7 to the first state, which is advantageous to the player, twice, and the opening time is the same as the opening period of the probability variable big win C (0.1 seconds in this feature part 079SG). After the small win game ends, the game state immediately before the small win game is carried over.
[0257] The high-probability control and time-saving control executed after the end of the jackpot gaming state of the variable probability jackpot A, variable probability jackpot B, or variable probability jackpot C continue to be executed until another jackpot occurs after the end of the jackpot gaming state. Therefore, if the jackpot that occurs again is the variable probability jackpot A or the variable probability jackpot B, the high-probability control and time-saving control are executed again after the end of the jackpot gaming state, so that the jackpot gaming state occurs continuously without going through the normal state, which is called a consecutive state.
[0258] On the other hand, the time-saving control that is executed after the end of the jackpot game state due to a "non-probable jackpot" ends when a predetermined number of special game games (100 times in this feature part 079SG) are played, or when the jackpot game state is reached before the predetermined number of special game games are played.
[0259] In the setting example of the jackpot type determination table shown in Figure 10-7(A), the allocation of judgment values to the jackpot types of "probable jackpot A," "probable jackpot B," "probable jackpot C," and "non-probable jackpot" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. In other words, when the variably displayed special chart is the first special chart, a predetermined range of judgment values (values in the range of "81" to "100") is assigned to the jackpot types of "probable jackpot B" and "probable jackpot C," which have a small number of rounds, while when the variably displayed special chart is the second special chart, no judgment value is assigned to the jackpot types of "probable jackpot B" and "probable jackpot C." With this setting, the proportion of jackpot types determined as "probable jackpot B" or "probable jackpot C," which have fewer rounds, can be made different between cases where the first start condition for starting a special game using the first special symbol by the first special symbol display device 4A is met and cases where the jackpot type is determined as one of several types based on the second start condition for starting a special game using the second special symbol by the second special symbol display device 4B being met. In particular, in a special game using the second special symbol, the jackpot type is not determined to be "probable jackpot B" or "probable jackpot C," which has fewer rounds. Therefore, for example, in a game state where game balls are likely to enter the second start winning hole formed by the variable winning ball device 6B due to the high opening control associated with the time-saving control, frequent jackpot states with fewer prize balls can be avoided, preventing a decline in game interest.
[0260] In addition, in the example of setting the jackpot type determination table shown in Figure 10-7(A), the allocation of determination values for the "non-probability variable" jackpot type is the same regardless of whether it is the first special chart special chart game or the second special chart, so the probability of a non-probability variable jackpot and the probability of a probability variable jackpot are the same regardless of whether it is the first special chart special chart game or the second special chart game.
[0261] Therefore, as mentioned above, just as the allocation of judgment values for "Special Jackpot B" and "Special Jackpot C" differs depending on whether it is the first special chart game or the second special chart, the allocation of judgment values for "Special Jackpot A" also differs depending on whether it is the first special chart game or the second special chart, and for "Special Jackpot A", which has a larger number of rounds, it is set up so that it is easier to determine in the second special chart game than in the first special chart game.
[0262] In addition, in the case of a special chart game of the second special chart, a predetermined range of judgment values different from that in the case of a special chart game of the first special chart may be assigned to the jackpot types of "probable jackpot B" and "probable jackpot C". For example, in the case of a special chart game of the second special chart, fewer judgment values may be assigned to the jackpot types of "probable jackpot B" and "probable jackpot C" compared to the case of a special chart game of the first special chart. Alternatively, regardless of whether it is a special chart game of the first special chart or the second special chart, the jackpot type may be determined by referring to common table data.
[0263] FIG. 10-8 shows a variation pattern in this feature part 079SG. In this feature part 079SG, among the cases where the variable display result is a "miss", a plurality of variation patterns are prepared in advance corresponding to the cases where the variable display mode of the decorative symbol is "non-reach" and "reach", and also corresponding to the cases where the variable display result is a "jackpot" or a "small hit". Note that the variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbol is "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbol is "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). In addition, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is a "miss". The variation pattern corresponding to the variable display result being "jackpot" is called a jackpot variation pattern.
[0264] The jackpot variation pattern and reach variation pattern include a normal reach variation pattern in which a reach effect of a normal reach is executed, and a super reach variation pattern in which a reach effect of a super reach is executed. Note that, in this feature part 079SG, only one normal reach variation pattern is provided, but the present invention is not limited to this, and multiple normal reach variation patterns may be provided, such as normal reach α, normal reach β, .... Furthermore, even in the super reach variation pattern, multiple super reach variation patterns may be provided, such as super reach α, super reach β, ....
[0265] In addition, the variation pattern in this feature part 079SG also includes a variation pattern (PC1-1) of a special win corresponding to the case where the variable display result is "small win".
[0266] As shown in Figure 10-8, the special chart variable display time of the normal reach variation pattern in which the reach performance of the normal reach in this feature part 079SG is executed is set shorter than that of the super reach variation pattern.
[0267] Furthermore, in this characteristic part 079SG, as will be described later, rather than first determining the type of fluctuation pattern, such as a non-reach type, a normal reach type, a super reach type, etc., and then determining the fluctuation pattern to be executed from the fluctuation patterns belonging to the determined type, these fluctuation patterns are determined using only the random number value MR3 for determining the fluctuation pattern without determining these types, but the present invention is not limited to this, and for example, in addition to the random number value MR3 for determining the fluctuation pattern, a random number value for determining the fluctuation pattern type may be provided, and the type of fluctuation pattern may be first determined from these random number values for determining the fluctuation pattern type, and then the fluctuation pattern to be executed may be determined from the fluctuation patterns belonging to the determined type.
[0268] 10-9 is an explanatory diagram of a method for determining a variation pattern in this characteristic part 079SG. In this characteristic part 079SG, the variation pattern determination table to be selected is changed depending on the display result of the variable display to be executed and the number of reserved memories.
[0269] Specifically, as shown in Figure 10-9, if the variable display result is a non-variable jackpot, the jackpot fluctuation pattern determination table A is selected, and the fluctuation pattern is determined from PB1-1 (variable pattern of normal reach jackpot), PB1-2 (variable pattern of super reach α1 jackpot), PB1-3 (variable pattern of super reach α3 jackpot), PB1-4 (variable pattern of super reach β1 jackpot), and PB1-5 (variable pattern of super reach β3 jackpot). Also, if the variable display result is a variable jackpot A or a variable jackpot B, the jackpot fluctuation pattern determination table B is selected, and the jackpot fluctuation pattern determination table A is used to determine the fluctuation pattern from PB1-1 (variable pattern of normal reach jackpot) and PB1-2 (variable pattern of super reach jackpot).
[0270] As shown in Figure 10-9, the jackpot fluctuation pattern determination table A and the jackpot fluctuation pattern determination table have different numbers of determination values assigned to PB1-2 to PB1-5. Specifically, in the jackpot fluctuation pattern determination table A, 45 determination values are assigned to PB1-2, 150 to PB1-3, 300 to PB1-4, and 500 to PB1-5, respectively. In contrast, in the jackpot fluctuation pattern determination table B, 30 determination values are assigned to PB1-2, 135 to PB1-3, 315 to PB1-4, and 515 to PB1-5, respectively. In other words, in this feature part 079SG, when the variable display result is a probability variable jackpot, the Super Reach β type fluctuation patterns PB1-3 and PB1-4 are determined at a higher rate than when the variable display result is a non-probability variable jackpot, making it possible to draw the player's attention to the fluctuation patterns in the variable display.
[0271] Also, if the variable display result is a small win, the special win fluctuation pattern determination table is selected, and the fluctuation pattern is determined to be PC1-1 (special win fluctuation pattern) using the special win fluctuation pattern determination table.
[0272] Also, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is two or less, the miss fluctuation pattern determination table A is selected, and the miss fluctuation pattern determination table A is used to determine the fluctuation pattern from PA1-1 (non-reach miss fluctuation pattern), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (super reach α2 miss fluctuation pattern), PA2-3 (super reach α3 miss fluctuation pattern), PA2-4 (super reach β2 miss fluctuation pattern), and PA2-5 (super reach β3 miss fluctuation pattern).
[0273] Also, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is three, the miss fluctuation pattern determination table B is selected, and the miss fluctuation pattern determination table B is used to determine the fluctuation pattern from PA1-2 (shortened fluctuation pattern of non-reach miss), PA2-1 (fluctuation pattern of normal reach miss), PA2-2 (fluctuation pattern of super reach α2 miss), PA2-3 (fluctuation pattern of super reach α3 miss), PA2-4 (fluctuation pattern of super reach β2 miss), and PA2-5 (fluctuation pattern of super reach β3 miss).
[0274] Also, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is four, the miss fluctuation pattern determination table C is selected, and the miss fluctuation pattern determination table C is used to determine the fluctuation pattern from PA1-3 (shortened fluctuation pattern of non-reach miss), PA2-1 (fluctuation pattern of normal reach miss), PA2-2 (fluctuation pattern of super reach α2 miss), PA2-3 (fluctuation pattern of super reach α3 miss), PA2-4 (fluctuation pattern of super reach β2 miss), and PA2-5 (fluctuation pattern of super reach β3 miss).
[0275] Furthermore, if the variable display result is a "miss" in the time-shortening state (high base state), the miss fluctuation pattern determination table D is selected, and the fluctuation pattern is determined using the miss fluctuation pattern determination table D from PA1-4 (time-shortening fluctuation pattern for non-reach miss), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (super reach α2 miss fluctuation pattern), PA2-3 (super reach α3 miss fluctuation pattern), PA2-4 (super reach β2 miss fluctuation pattern), and PA2-5 (super reach β3 miss fluctuation pattern).
[0276] In other words, when the variable display result in this feature part 079SG is a "miss," the probability that the variable display will be executed using a shortened variable pattern (PA1-2, PA1-3, PA1-4) in which the special chart variable display time is shorter than the normal non-reach miss variable pattern (PA1-1) is higher, based on the number of reserved memories of the variable special chart being 3 or 4, or the time-shortened state, so it is possible to prevent the game from being prolonged while shortening the period until the next variable display result is a jackpot.
[0277] As shown in Figure 10-8, the reach effect of Super Reach α1 (a reach effect executed with the variable display of variation pattern PB1-2) is a reach effect in which the variable display result is a jackpot after the first half of the first reach effect described below is executed, the reach effect of Super Reach α2 (a reach effect executed with the variable display of variation pattern PA2-2) is a reach effect in which the variable display result is a miss after the first and second half of the first reach effect described below is executed, and the reach effect of Super Reach α3 (a reach effect executed with the variable display of variation pattern PA2-3 or PB1-3) is a reach effect in which the first and second half of the first reach effect described below is executed, and then the second reach effect described below is executed, and the variable display result is a jackpot or a miss.
[0278] As shown in Figures 10-8 and 10-9, the variable display of these variable patterns PA2-2, PA2-3, PB1-2, and PB1-3 is set so that the longer the special variable display time, the higher the probability that the variable display result will be a jackpot (expected jackpot). In other words, the variable display of these variable patterns PA2-2, PA2-3, PB1-2, and PB1-3 is set so that the probability that the variable display result will be a jackpot when the second reach performance is performed is higher than the probability that the variable display result will be a jackpot when the first reach performance is performed.
[0279] In addition, the reach effect of Super Reach β1 (a reach effect executed with the variable display of variation pattern PB1-4) is a reach effect in which the variable display result is a jackpot after the first half of the third reach effect described below is executed, the reach effect of Super Reach β2 (a reach effect executed with the variable display of variation pattern PA2-4) is a reach effect in which the variable display result is a miss after the first and second half of the third reach effect described below is executed, and the reach effect of Super Reach β3 (a reach effect executed with the variable display of variation pattern PA2-5 or PB1-5) is a reach effect in which the first and second half of the third reach effect described below is executed, and then the fourth reach effect described below is executed, and the variable display result is a jackpot or a miss.
[0280] As shown in Figures 10-8 and 10-9, the variable display of these variable patterns PA2-4, PA2-5, PB1-4, and PB1-5 is set so that the longer the special variable display time, the higher the probability that the variable display result will be a jackpot (expected jackpot). In other words, the variable display of these variable patterns PA2-4, PA2-5, PB1-4, and PB1-5 is set so that the probability that the variable display result will be a jackpot when the fourth reach performance is performed is higher than the probability that the variable display result will be a jackpot when the third reach performance is performed.
[0281] In this feature part 079SG, an example has been given in which the second reach performance is always executed after the first reach performance, and the fourth reach performance is always executed after the third reach performance, but the present invention is not limited to this, and there may be cases in which the second reach performance and the fourth reach performance are executed alone.
[0282] Furthermore, in this feature part 079SG, during variable display, each reach performance can be executed as a combination of the first reach performance and the second reach performance, and as a combination of the third reach performance and the fourth reach performance, but the present invention is not limited to this, and there may be cases where the reach performance is executed in combinations other than these combinations (for example, a combination of the first reach performance and the fourth reach performance, the second reach performance and the third reach performance, etc.).
[0283] Furthermore, in this feature part 069SG, as shown in Figure 10-9, the Super Reach β system fluctuation patterns (fluctuation patterns PA2-4, PA2-5, PB1-4, PB1-5) are generally set to have a higher probability (expected jackpot) of the variable display result being a jackpot than the Super Reach α system fluctuation patterns (fluctuation patterns PA2-2, PA2-3, PB1-2, PB1-3), but the present invention is not limited to this, and some of the Super Reach β system fluctuation patterns (fluctuation patterns PA2-4, PA2-5, PB1-4, PB1-5) may have a lower expected jackpot than any of the Super Reach α system fluctuation patterns (fluctuation patterns PA2-2, PA2-3, PB1-2, PB1-3).
[0284] The RAM 102 in this characteristic unit 079SG is provided with a game control data holding area 079SG150 as shown in Fig. 10-10, for example, as an area for holding various data used to control the progress of a game in the pachinko gaming machine 1. The game control data holding area 079SG150 shown in Fig. 10-10 includes a first special symbol reserve memory unit 079SG151A, a second special symbol reserve memory unit 079SG151B, a normal symbol reserve memory unit 079SG151C, a game control flag setting unit 079SG152, a game control timer setting unit 079SG153, a game control counter setting unit 079SG154, and a game control buffer setting unit 079SG155.
[0285] The first special symbol reserve memory unit 079SG151A stores reserved data of a special symbol game (a special symbol game using a first special symbol in the first special symbol display device 4A) that has not yet started, but in which a game ball has passed (entered) through the first start winning port formed by the winning ball device 6A, resulting in a start winning (first start winning). As an example, the first special symbol reserve memory unit 079SG151A associates reserved numbers with the order of winning (the order of detection of game balls) into the first start winning port, and stores, as reserved data, numerical data indicating a random number value MR1 for determining a special symbol display result, a random number value MR2 for determining a jackpot type, and a random number value MR3 for determining a fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the first start condition upon the game ball passing (entering), until the number of stored data reaches a predetermined upper limit (for example, "4"). In this way, the reserved data stored in the first special chart reserved memory unit 079SG151A indicates that the execution of the special chart game using the first special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.
[0286] The second special symbol reserve memory unit 079SG151B stores reserved data of a special symbol game (a special symbol game using a second special symbol in the second special symbol display device 4B) that has not yet started even though a start winning (second start winning) has occurred when a gaming ball has passed (entered) the second start winning port formed by the variable winning ball device 6B. As an example, the second special symbol reserve memory unit 079SG151B associates reserved numbers with the order of winning (the order of detection of gaming balls) into the second start winning port, and stores, as reserved data, numerical data indicating a random number value MR1 for determining the special symbol display result, a random number value MR2 for determining the jackpot type, and a random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104 or the like based on the establishment of the second start condition when the gaming ball has passed (entered), until the number reaches a predetermined upper limit (for example, "4"). In this way, the reserved data stored in the second special chart reserved memory unit 079SG151B indicates that the execution of the special chart game using the second special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.
[0287] In addition, the reservation information (first reservation information) based on the establishment of the first start condition by the game ball passing through (entering) the first start winning port, and the reservation information (second reservation information) based on the establishment of the second start winning condition by the game ball passing through (entering) the second start winning port may be stored in a common reservation storage unit in association with the reservation number. In this case, start port data indicating whether the game ball passed through (entered) the first start winning port or the second start winning port may be included in the reservation information and stored in association with the reservation number.
[0288] The normal symbol reserve memory unit 079SG151C stores reserve information for normal symbol games that have not yet been started by the normal symbol display device 20, even though the game ball that has passed through the passing gate 41 has been detected by the gate switch 21. For example, the normal symbol reserve memory unit 079SG151C associates the game balls with reserve numbers in the order in which they passed through the passing gate 41, and stores, as reserve data, numerical data indicating a random number value MR4 for determining the normal symbol display result that is extracted by the CPU 103 from the random number circuit 104 or the like based on the passage of the game ball, until the number reaches a predetermined upper limit value (for example, "4").
[0289] The game control flag setting unit 079SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of a game in the pachinko game machine 1. For example, the game control flag setting unit 079SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.
[0290] The game control timer setting unit 079SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 079SG153 stores data indicating timer values of each of a plurality of types of timers.
[0291] The game control counter setting unit 079SG154 is provided with a plurality of types of counters for calculating count values used to control the progress of a game in the pachinko game machine 1. For example, data indicating the count values of each of the plurality of types of counters is stored in the game control counter setting unit 079SG154. Here, the game control counter setting unit 079SG154 may be provided with a random counter for counting some or all of the game random numbers in an updatable manner by the CPU 103 using software.
[0292] The random counter of the game control counter setting unit 079SG154 stores, as a random count value, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR2 to MR4, and the numerical data indicating each random number is updated periodically or irregularly in accordance with the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be software for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be software for updating the random count value by performing predetermined processing such as scrambling or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.
[0293] The game control buffer setting unit 079SG155 is provided with various buffers that temporarily store data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 079SG155 stores data indicating buffer values for each of a plurality of types of buffers.
[0294] The RAM 122 mounted on the performance control board 12 shown in Fig. 3 is provided with a performance control data holding area 079SG190 as shown in Fig. 10-11(A) as an area for holding various data used to control performance operations. The performance control data holding area 079SG190 shown in Fig. 10-11(A) includes a performance control flag setting unit 079SG191, a performance control timer setting unit 079SG192, a performance control counter setting unit 079SG193, and a performance control buffer setting unit 079SG194.
[0295] The performance control flag setting unit 079SG191 is provided with a plurality of types of flags whose states can be updated in accordance with the performance operation state, such as the display state of the performance image on the screen of the image display device 5, and the performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 079SG191 stores data indicating the value of the flag and data indicating the on or off state for each of the plurality of types of flags.
[0296] The performance control timer setting unit 079SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 079SG192 stores data indicating the timer values of each of the plurality of types of timers.
[0297] The performance control counter setting unit 079SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 079SG193 stores data indicating the count values of each of the plurality of types of counters.
[0298] The performance control buffer setting unit 079SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, the performance control buffer setting unit 079SG194 stores data indicating buffer values for each of multiple types of buffers.
[0299] In this feature unit 079SG, data constituting the start winning time receiving command buffer 079SG194A as shown in FIG. 10-11(B) is stored in a predetermined area of the performance control buffer setting unit 079SG194. The start winning time receiving command buffer 079SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol being variably displayed. In addition, the start winning time receiving command buffer 079SG194A has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol being variably displayed. When a start winning occurs at the first start winning port or the second start winning port, two commands, a start port winning designation command (first start port winning designation command or second start port winning designation command) and a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), are sent as a set from the main board 11 to the performance control board 12. The storage area corresponding to the first special symbol reserved memory and the storage area corresponding to the second special symbol reserved memory in the start winning reception command buffer 079SG194A have storage areas (entries) reserved for associating these start port winning designation commands and reserved memory number notification commands and storing them separately as the first special symbol reserved memory and the second special symbol reserved memory.
[0300] When the start condition is met and the variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") is started, the contents of these storage areas (entries) are shifted up one by one as described below, and the contents of buffer number "1-0" or buffer number "2-0", which stores the contents of the reserved memory for which the start condition is met, are cleared in the special drawing hit waiting process executed when the variable display is ended.
[0301] When a start win occurs in the first start win slot, the performance control CPU 120 stores the command from the top (the entry with the lowest buffer number) of the empty entry corresponding to the first special symbol reserved memory in the start win reception command buffer 079SG194A, and when a start win occurs in the second start win slot, the CPU 120 stores the command from the top (the entry with the lowest buffer number) of the empty entry corresponding to the second special symbol reserved memory in the start win reception command buffer 079SG194A. When a start win occurs, commands from the start win slot designation command to the reserved memory number notification command are transmitted sequentially. Therefore, when commands are received, the start win slot designation command and the reserved memory number notification command are stored in the storage areas corresponding to the last "1" to "4" of the buffer numbers corresponding to the first special symbol reserved memory or the second special symbol reserved memory, in that order.
[0302] The commands stored in the start winning reception command buffer 079SG194A shown in Figure 10-11 (B) are deleted from the entry corresponding to the reserved memory of the variable display that was just completed (the entry for buffer number "1-0" or "2-0") each time the variable display of the decorative symbol is started, and the entry corresponding to the reserved memory of the variable display that is just started (the entry corresponding to buffer number "1-1" or "2-1") and the contents of the reserved memory of the entry after the variable display that is just started are shifted. For example, when the variable display of the decorative symbol of the first special symbol reserved memory is completed in the storage state shown in Figure 10-11 (B), the commands stored in buffer number "0" are deleted, the commands stored in buffer number "1" are shifted to buffer number "0", and the commands stored in the area corresponding to buffer number "2" are shifted to the area corresponding to buffer number "1", and the commands stored in the areas corresponding to buffer numbers "3" and "4" are shifted to the areas corresponding to buffer numbers "2" and "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to the reserved memory that is variably displayed at that time.
[0303] Next, the start winning determination process of this characteristic unit 079SG executed in step S101 of FIG. 6 will be described with reference to FIGS. 10-12. In the start winning determination process, the CPU 103 first determines whether the first start opening switch 22A, which is provided corresponding to the first start winning opening formed by the winning ball device 6A, is in the ON state based on a detection signal from the first start opening switch 22A (step 079SGS101). If the first start opening switch 22A is in the ON state (step 079SGS101; Y), the CPU 103 determines whether the first special symbol reserved memory number, which is the number of reserved memories for the special symbol game using the first special symbol, has reached a predetermined upper limit (e.g., "4" as the upper limit memory number) (step 079SGS102). The CPU 103 may identify the first special symbol reserved memory number by, for example, reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit 079SG154. When the number of reserved memories of the first special chart is not the upper limit value in step 079SGS102 (step 079SGS102; N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 079SG155 is set to "1" (step 079SGS103).
[0304] When the first start opening switch 22A is off in step 079SGS101 (step 079SGS101; N), or when the number of first special symbol reserved memories reaches the upper limit in step 079SGS102 (step 079SGS102; Y), it is determined whether the second start opening switch 22B, which is provided corresponding to the second start opening formed by the variable winning ball device 6B, is in the on state (step 079SGS104) based on a detection signal from the second start opening switch 22B. At this time, if the second start opening switch 22B is in the on state (step 079SGS104; Y), it is determined whether the second special symbol reserved memory number, which is the number of reserved memories for the special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit memory number) (step 079SGS105). The CPU 103 can specify the number of reserved second special symbols by reading the second reserved memory count value, which is the stored value of the second reserved memory count counter provided in the game control counter setting unit 079SG154. When the second reserved memory count is not the upper limit value in step 079SGS105 (step 079SGS105; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 079SG155 is set to "2" (step 079SGS106).
[0305] After executing either the process of step 079SGS103 or step 079SGS106, the number of reserved special symbols corresponding to the start port buffer value, which is the value stored in the start port buffer, is updated by adding 1 (step 079SGS107). For example, when the start port buffer value is "1," the first reserved symbol count value is added by 1, while when the start port buffer value is "2," the second reserved symbol count value is added by 1. Thus, the first reserved symbol count value is updated to increase by 1 when the gaming ball passes (enters) the first start port and the first start condition corresponding to the special symbol game using the first special symbol is established. Furthermore, the second reserved symbol count value is updated to increase by 1 when the gaming ball passes (enters) the second start port and the second start condition corresponding to the special symbol game using the second special symbol is established. At this time, the total reserved symbol count is also updated to increase by 1 (step 079SGS108). For example, the total reserved memory count value, which is the stored value of the total reserved memory count counter provided in the game control counter setting unit 079SG154, may be updated to add one.
[0306] After executing the process of step 079SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the jackpot type, and the random number value MR3 for determining the variation pattern from the numerical data updated by the random number circuit 104 and the random counter of the game control counter setting unit 079SG154 (step 079SGS109). The numerical data indicating each extracted random number value is stored by being set as reserved information at the beginning of an empty entry in the special symbol reserved memory unit corresponding to the start port buffer value (step 079SGS110). For example, when the start port buffer value is "1", the numerical data indicating the random number values MR1 to MR3 are stored in the first special symbol reserved memory unit 079SG151A, while when the start port buffer value is "2", the numerical data indicating the random number values MR1 to MR3 are stored in the second special symbol reserved memory unit 079SG151B.
[0307] The numerical data indicating the random number value MR1 for determining the special symbol display result and the random number value MR2 for determining the type of jackpot are used to determine whether the variable display result of the special symbol or decorative symbol is a "jackpot" or not, and further to determine the type of jackpot if the variable display result is a "jackpot." The random number value MR3 for determining the variation pattern is used to determine the variation pattern including the variable display time of the special symbol or decorative symbol. By executing the processing of step 079SGS109, the CPU 103 extracts numerical data indicating all of the random number values used to determine the variable display mode including the variable display result and variable display time of the special symbol or decorative symbol.
[0308] Following the processing of step 079SGS110, a setting for sending a start port winning designation command according to the start port buffer value is made (step 079SGS111). For example, when the start port buffer value is "1," a setting for sending a first start port winning designation command to the performance control board 12 is made by storing the storage address of the first start port winning designation command table in ROM 101 in the buffer area designated by the transmission command pointer in the transmission command buffer. On the other hand, when the start port buffer value is "2," a setting for sending a second start port winning designation command to the performance control board 12 is made by storing the storage address of the second start port winning designation command table in ROM 101 in the buffer area of the transmission command buffer. The start port winning designation command set in this way is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 5.
[0309] Following the processing of step 079SGS111, for example, by storing the storage address of the reserved memory number notification command table in ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer, settings are made to send the reserved memory number notification command to the performance control board 12 (step 079SGS113). The reserved memory number notification command set in this way is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control processing of step S27 shown in Figure 5 after the special symbol process processing has ended.
[0310] After executing the processing of step 079SGS113, it is determined whether the start port buffer value is "1" (step 079SGS114). At this time, if the start port buffer value is "1" (step 079SGS114; Y), the start port buffer is cleared and its stored value is initialized to "0" (step 079SGS115), and then the processing proceeds to step 079SGS104. On the other hand, if the start port buffer value is "2" (step 079SGS114; N), the start port buffer is cleared and its stored value is initialized to "0" (step 079SGS116), and then the start winning processing is terminated. As a result, even if both the first start port switch 22A and the second start port switch 22B simultaneously detect a start winning of a valid game ball, it is possible to reliably complete the processing based on the detection of both valid start winnings.
[0311] 10-13 is a part of a flowchart showing the effect control process in this characteristic part 079SG. In the effect control process, the effect control CPU 120 executes a pre-reading notice setting process (step S161), then updates the hold display in the first hold memory display area 079SHSG005D and the second hold memory display area 079SG005U, executes a hold display operation process (step 079SG162) for operating (rotating display) the hold display displayed in the first hold memory display area 079SHSG005D and the second hold memory display area 079SG005U, executes a telop operation process (step 079SGS163) for operating and displaying the telop in the telop display area 079SG005T, and executes a fourth symbol display process (step 079SG164) for performing variable display of the fourth symbol 079SG005J, and then executes one of the processes of steps S170 to S177 according to the value of the effect control process flag.
[0312] 10-14 is a flowchart showing the variable display start setting process (step S171) in the performance control process shown in FIG. 9. In the variable display start setting process, the performance control CPU 120 first determines whether the first variable start command reception flag is on (step 079SGS271). If the first variable start command reception flag is on (step 079SGS271; Y), the various command data and various flags stored in association with buffer numbers "1-0" to "1-4" of the first special chart reserve memory in the start winning time reception command buffer 079SG194A are shifted up by one buffer number (step 079SGS272). Note that the contents of buffer number "1-0" cannot be shifted because there is no destination to shift to, so they are erased.
[0313] Specifically, the various command data and flags stored in association with buffer number "1-1" of the first special chart reserve memory are shifted to be stored in association with buffer number "1-0", the various command data and flags stored in association with buffer number "1-2" of the first special chart reserve memory are shifted to be stored in association with buffer number "1-1", the various command data and flags stored in association with buffer number "1-3" of the first special chart reserve memory are shifted to be stored in association with buffer number "1-2", and the various command data and flags stored in association with buffer number "1-4" of the first special chart reserve memory are shifted to be stored in association with buffer number "1-3".
[0314] Also, if the first variable start command reception flag is off in step 079SGS271 (step 079SGS271; N), it is determined whether the second variable start command reception flag is on (step 079SGS273). If the second variable start command reception flag is off (step 079SGS273; N), the variable display start setting process is terminated. If the second variable start command reception flag is on (step 079SGS273; Y), the various command data and various flags stored in association with buffer numbers "2-0" to "2-4" of the second special chart reserve memory in the start winning time reception command buffer 079SG194A are shifted up by one buffer number (step 079SGS274). Note that the contents of buffer number "2-0" cannot be shifted because there is no destination to shift to, so it is erased.
[0315] Specifically, the various command data and flags stored in association with buffer number "2-1" of the second special chart reserve memory are shifted to be stored in association with buffer number "2-0", the various command data and flags stored in association with buffer number "2-2" of the second special chart reserve memory are shifted to be stored in association with buffer number "2-1", the various command data and flags stored in association with buffer number "2-3" of the second special chart reserve memory are shifted to be stored in association with buffer number "2-2", and the various command data and flags stored in association with buffer number "2-4" of the second special chart reserve memory are shifted to be stored in association with buffer number "2-3".
[0316] After executing step 079SGS272 or step 079SGS274, the performance control CPU 120 reads out a variation pattern designation command from the variation pattern designation command storage area (step 079SGS275).
[0317] Next, the display result (stopping pattern) of the decorative pattern is determined according to the data stored in the display result designation command storage area (i.e., the received display result designation command) (step 079SGS276). In this case, the performance control CPU 120 determines the stopping pattern of the decorative pattern according to the display result designated by the display result designation command, and stores data indicating the determined stopping pattern of the decorative pattern in the decorative pattern display result storage area.
[0318] In this characteristic part 079SG, when the received variable display result designation command is the second variable display result designation command corresponding to the probability variable jackpot A, the performance control CPU 120 determines, for example, a decorative pattern combination (jackpot pattern) in which three symbols are aligned to form "7" as the stopping symbol. Also, when the received variable display result designation command is the third variable display result designation command or the fourth variable display result designation command corresponding to the probability variable jackpot B or the probability variable jackpot C, the stopping symbol is determined from a plurality of combinations of odd symbols other than "7" (for example, decorative symbol combinations such as "111," "333," "555," and "999"). Also, when the received variable display result designation command is the fifth variable display result designation command corresponding to a non-probability variable jackpot, the performance control CPU 120 determines, for example, a decorative pattern combination (jackpot pattern) in which three symbols are aligned to form even symbols as the stopping symbol. Also, if the received variable display result designation command is the sixth variable display result designation command corresponding to a small win, the stopping pattern is determined from among chance numbers such as "334" and "778." Also, if the received variable display result designation command is the first variable display result designation command corresponding to a loss, the stopping pattern is determined to be a decorative pattern in which three patterns are not aligned, and is a combination other than the chance numbers described above (a loss pattern).
[0319] In determining these stopping symbols, the performance control CPU 120 may, for example, extract a random number for determining the stopping symbols, and determine the stopping symbols of the decorative symbols using a stopping symbol determination table in which data indicating the combination of decorative symbols is associated with a numerical value. In other words, the stopping symbols may be determined by selecting data indicating the combination of decorative symbols corresponding to the numerical value that matches the extracted random number.
[0320] Then, the effect control CPU 120 judges whether or not the change pattern of the variable display is a change pattern of a super reach (step 079SGS277). If the change pattern of the variable display is a change pattern of a non-reach or a normal reach (step 079SGS277; N), the process proceeds to step 079SGS283, and if the change pattern of the variable display is a change pattern of a super reach (step 079SGS277; Y), the process executes a chance-up effect determination process (step 079SGS278) to determine whether or not to execute a chance-up effect in the latter half of the first reach effect or the latter half of the third reach effect.
[0321] Specifically, as shown in FIG. 10-15, when the variable display result is a miss, the execution of the chance up effect is determined at a rate of 20%, and the non-execution of the chance up effect is determined at a rate of 80%. Also, when the variable display result is a jackpot, the execution of the chance up effect is determined at a rate of 80%, and the non-execution of the chance up effect is determined at a rate of 20%. In other words, in the variable display of reach of this feature part 079SG, when the chance up effect is executed, the jackpot expectation rate is set higher than when the chance up effect is not executed.
[0322] In addition, in this feature section 079SG, as shown in Figures 10-27 and 10-32, only one presentation pattern is provided as the presentation mode of the chance up presentation, but the present invention is not limited to this, and multiple presentation patterns may be provided as the presentation mode of the chance up presentation, and the expected probability of a jackpot may differ depending on which presentation pattern the chance up presentation is executed with.
[0323] Furthermore, in this feature part 079SG, as shown in Figures 10-27 and 10-32, there is only one start timing for the chance up effect, but the present invention is not limited to this, and multiple start timings for the chance up effect may be provided, and the expected probability of a jackpot may differ depending on which start timing the chance up effect starts from.
[0324] Furthermore, after determining whether or not to execute the chance-up effect in step 079SGS278, the effect control CPU 120 determines whether the change pattern of the variable display is the change pattern of super reach α3 (PA2-3 or PB1-3) (step 079SGS279). If the change pattern of the variable display is the change pattern of super reach α3 (PA2-3 or PB1-3) (step 079SGS279; Y), still image display effect determination processing (step 079SGS280) is executed to determine the effect pattern of a still image display effect that displays the still image that was displayed at the end of the second reach effect on the image display device 5 during the period from the end of the second reach effect to the start of the notification effect (jackpot notification effect or loss notification effect), and then proceeds to step 079SGS283.
[0325] In the still image display effect determination process, as shown in Figure 10-16(A), if the variable display result is a miss, the effect control CPU 120 determines the effect pattern of the still image display effect to be pattern SG-1 with a probability of 100%, and if the variable display result is a jackpot, determines the effect pattern of the still image display effect to be pattern SG-1 with a probability of 80%, and to be pattern SG-2 with a probability of 20%.
[0326] As shown in Figure 10-16 (B), still image display pattern SG-1 is a presentation pattern in which the image displayed in the first display area 079SG005F of the image display device 5 at the end of the second reach presentation is displayed as a still image, and still image display pattern SG-2 is a presentation pattern in which the image displayed in the first display area 079SG005F of the image display device 5 at the end of the second reach presentation is displayed as a still image, and then the color of the still image is changed.
[0327] In particular, pattern SG-2 is a presentation pattern that is executed only when the variable display result is a jackpot, so when the second reach presentation is executed, it is possible to draw the player's attention to whether the still image display presentation is executed in pattern SG-2 (whether the color of the still image changes or not).
[0328] Furthermore, if the variation pattern of the variable display is not a Super Reach α3 variation pattern in step S079SGS281 (step S079SGS281; N), it is further determined whether or not the variation pattern of the variable display is a Super Reach β3 (PA2-5 or PB1-5) (step S079SGS282). If the variation pattern of the variable display is a variation pattern other than a Super Reach β3 (step S079SGS282; N), the process proceeds to step S079SGS283. If the variation pattern of the variable display is a Super Reach β3 variation pattern (step S079SGS281; Y), an operation prompt effect determination process (step S079SGS282) is executed to determine the effect pattern of an operation prompt effect that prompts the player to operate the push button 31B during the execution of the fourth Reach effect, and the process proceeds to step S079SGS283.
[0329] In the operation prompt effect determination process, as shown in Fig. 10-17(A), when the variable display result is a miss, the effect control CPU 120 determines the effect pattern of the operation prompt effect to be pattern SS-1 at a rate of 80% and pattern SS-2 at a rate of 20%. Also, when the variable display result is a jackpot, the effect pattern of the operation prompt effect to be pattern SS-1 at a rate of 20% and pattern SS-2 at a rate of 80%.
[0330] As shown in Figure 10-17 (B), operation promotion presentation pattern SS-1 is a presentation pattern in which an image of push button 31B is displayed in the first display area 079SG005F of the image display device 5, and operation promotion presentation pattern SS-2 is a presentation pattern in which an image of push button 31B is displayed in the first display area 079SG005F of the image display device 5 at a larger size than pattern SS-1.
[0331] In other words, as for the operation promotion effect in this characteristic part 079SG, when a large-sized image of the push button 31B is displayed in the first display area 079SG005F of the image display device 5 (when the operation promotion effect is executed in pattern SS-2), there is a higher probability that the variable display result will be a jackpot (the jackpot notification effect will be executed) than when a normal-sized image of the push button 31B is displayed in the first display area 079SG005F of the image display device 5 (when the operation promotion effect is executed in pattern SS-1), so it is possible to draw the player's attention to the size of the image of the push button 31B displayed on the image display device 5 when the operation promotion effect is executed, thereby increasing the player's interest in the game.
[0332] In step 079SGS283, the effect control CPU 120 selects whether or not to execute each effect, such as the chance-up effect, still image display effect, or operation prompt effect, and selects an effect control pattern (process table) according to the effect pattern and the variable pattern designation command. Then, the process timer for process data 1 of the selected process table is started (step 079SGS284).
[0333] In addition, the process table includes display control execution data for controlling the display of the image display device 5, lamp control execution data for controlling the lighting of each LED, sound control execution data for controlling the sound output from the speakers 8L and 8R, and operation unit control execution data for controlling the operation of the push button 31B and stick controller 31A, which are arranged in chronological order in correspondence with each process data n (numbered 1 to N).
[0334] Next, the performance control CPU 120 executes control of the performance devices (image display device 5 as a performance component, various lamps as performance components, speakers 8L, 8R as performance components, and operation unit (push button 31B, stick controller 31A, etc.)) in accordance with the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound control execution data 1, operation unit control execution data 1) (step 079SGS285). For example, to display an image corresponding 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 sound control board 13 to output sound from the speakers 8L, 8R.
[0335] In this feature section 079SG, the performance control CPU 120 controls the display of decorative patterns to be variable according to a variation pattern that corresponds one-to-one to the variation pattern designation command, but the performance control CPU 120 may also select a variation pattern to be used from multiple types of variation patterns that correspond to the variation pattern designation command.
[0336] Then, the variable display time timer is set to a value corresponding to the variable display time specified by the variation pattern designation command (step 079SGS286). A predetermined time is set to the variable display control timer (step 079SGS287). The predetermined time is, for example, 30 ms. The performance control CPU 120 writes image data indicating the display status of the left, center, and right decorative patterns to the VRAM every time the predetermined time elapses. The display control unit 123 outputs a signal corresponding to the image data written to the VRAM to the image display device 5, and the image display device 5 displays an image corresponding to the signal, thereby realizing the variable display (variation) of the decorative patterns. Next, the value of the performance control process flag is set to a value corresponding to the performance processing during variable display (step S172) (step 079SGS288).
[0337] In the variable display performance processing, the performance control CPU 120 subtracts (-1) from the value of the process timer each time the variable display performance processing is executed, and determines whether the process timer after the subtraction has timed out. If the process timer after the subtraction has not timed out, the performance device is controlled in accordance with the content of the process data corresponding to that process timer, and if the process timer after the subtraction has timed out, the process data is switched and the next process timer is started, and the performance device is controlled in accordance with the content of the next process data.
[0338] Next, the presentation mode of the variable display of the super reaches α1 to α3 and the super reaches β1 to β3 in this feature part 079SG will be described with reference to Figs. 10-18 to 10-35.
[0339] First, with regard to the variable display of Super Reach α1 to α3 shown in Figures 10-18, 10-19, and 10-26(A) to 10-26(G), when the variable display starts, an effect vid...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a sound output means; A display means; Light emitting means; a performance execution means capable of executing a performance; Equipped with The effect execution means is capable of executing a specific effect that suggests that the game will be controlled to the advantageous state, The specific performance is: the display means displays a visual effect, the sound output means outputs a visual effect, and the light emitting means emits light; A first specific effect and a second specific effect having a higher expectation level that is controlled to the advantageous state than the first specific effect, a first period, a second period after the first period, and a third period after the second period in which either an advantageous aspect or an unfavorable aspect is notified as a performance result; The performance execution means During the first period, the effected moving image can be displayed in an effect mode progressing at a first speed, During the second period, the effected moving image can be displayed in an effect mode that progresses at a second speed that is slower than the first speed, The light emitting mode of the light emitting means can be changed in both the first period and the second period, When the first specific performance is executed, in the second period, it is possible to change the light emitting state of the light emitting means at the same interval as the cycle of change of the light emitting state of the light emitting means in the first period, When the second specific performance is executed, it is possible to change the light emitting state of the light emitting means at intervals shorter than the cycle of change of the light emitting state of the light emitting means in the first period, During the second period, an effect production that enhances the production effect can be executed, The effect rendering mode includes a first mode and a second mode having a higher effect level that enhances the rendering effect than the first mode, the effect execution means is capable of executing the effect of the second aspect after executing the effect of the first aspect during the second period; A gaming machine characterized by:
Citation Information
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Game machine
JP2017093544A
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JP2017099801A
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