gaming machines
By introducing control and performance execution devices into the game console, special events can be displayed as characters, solving the problem of dull character displays in existing game consoles and enhancing the fun of the game and player interest.
Patent Information
- Application Number
- JP2022202764
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-12-20
- Publication Date
- 2025-12-02
- Estimated Expiration
- 2042-12-20
AI Technical Summary
Existing game consoles have shortcomings in character display, resulting in a lack of interest in games.
By introducing control and performance execution devices into the game console, special events can be displayed as characters. By replacing some letters or phrases in the characters, new strings can be formed to enhance the game's interest and appeal.
By combining the display of characters related to and special events, the game's fun and recognizability are enhanced, increasing player attention and interest.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]
[0002] Gaming machines capable of displaying titles in association with video images have been proposed (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-179952 Summary of the Invention [Problem to be solved by the invention]
[0004] The gaming machine described in Patent Document 1 has room for improvement in the presentation of characters displayed.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and aims to provide a gaming machine that increases the interest in gaming by displaying characters. [Means for solving the problem]
[0006] A gaming machine capable of playing games, A control means capable of controlling the progress of a game; and a performance execution means capable of executing a performance in accordance with the progress of the game, the effect execution means is capable of executing a special display corresponding to a special event that can occur in the gaming machine; the special display is a character display corresponding to a third character string that expresses the special event by replacing a part of one of a first character string related to the theme of the gaming machine and a second character string that expresses the special event with the other character string, the number of syllables in one part of the character string is the same as the number of syllables in the other character string, The number of strokes in one part of the character string is different from the number of strokes in the other character string. the law of nature , The pronunciation of one part of the character string is different from the pronunciation of the other part of the character string. Characterized by Another gaming machine according to the present invention is A gaming machine capable of playing games, A control means capable of controlling the progress of a game; and a performance execution means capable of executing a performance in accordance with the progress of the game, the effect execution means is capable of executing a special display corresponding to a special event that can occur in the gaming machine; The special display may be a character display corresponding to a third character string that expresses the special event, in which a part of either a first character string related to the theme of the gaming machine or a second character string that expresses the special event is replaced with the other character string. Here, the gaming machine may be, for example, a pachinko gaming machine 1. The control means may be, for example, the CPU 103 of the game control microcomputer 100. The effect execution means may be, for example, the effect control CPU 120, the display control unit 123, the image display device 5, etc. The special event may be, for example, the execution of a jackpot notification effect during a high base or the payout of prize balls in a jackpot game state. The special display may be, for example, the display of an effect image in a jackpot notification effect corresponding to effect patterns AKU11 to AKU13. The first character string may be, for example, "The rabbit parade begins," "It was the moon that attracted it," "Jack-o'-lanterns are overflowing," etc. The second character string may be, for example, "Trevian," "New Heaven," "Takarabako," etc. The third character string may be, for example, "The Trevian parade begins," "It was the new heaven that attracted it," "Takarabako is overflowing," etc. According to this configuration, when the special display corresponding to a special event that can occur on the gaming machine is a character display, a character string related to the theme of the gaming machine and a character string expressing the special event are combined and displayed as a new word, so that one character display can express the special event together with a word related to the theme of the gaming machine, thereby increasing attention to the humorous character display.Furthermore, when combining, by replacing part of one character string with the other character string, the impression of the simple expression is enhanced, making the character display easier to recognize and increasing interest in the game. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. 2 is a configuration diagram showing various control boards and the like. [Figure 3] FIG. 10 is a diagram showing an example of a random number for gaming. [Figure 4] 10 is a flowchart showing a main process for game control. [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] A diagram showing an example of the configuration of a special pattern process jump table. [Figure 8] 10 is a flowchart showing a main process for performance control. [Figure 9] 10 is a flowchart showing an example of a performance control process. [Figure 10-1] FIG. 10 is a diagram showing an example of judgment, decision, and control settings related to game control. [Figure 10-2] FIG. 10 is a diagram showing an example of a variation pattern configuration. [Figure 10-3] FIG. 10 is a diagram showing an example of determining a fluctuation pattern. [Figure 10-4] FIG. 10 is a diagram showing an example of determining a fluctuation pattern. [Figure 10-5] FIG. 10 is a diagram showing an example of determining a fluctuation pattern. [Figure 10-6] FIG. 10 is a diagram showing an example of determining a fluctuation pattern. [Figure 10-7] This is a flowchart showing an example of the main processing for game control in characteristic section 03AK. [Figure 10-8] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 10-9] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 10-10] FIG. 10 is a diagram showing an example of game state control. [Figure 10-11] A flowchart showing an example of a process for starting the change of a performance pattern. [Figure 10-12] 10A and 10B are diagrams illustrating an example of the configuration of a process table and an example of the execution of control of a performance device. [Figure 10-13] 10 is a flowchart showing an example of a performance determination process. [Figure 10-14] This is a flowchart showing an example of processing during change of the performance pattern. [Figure 10-15] FIG. 10 is a diagram showing timing at which effects can be executed. [Figure 10-16] FIG. 10 is a diagram showing an example of character settings. [Figure 10-17] FIG. 10 is a diagram showing an example of normal performance settings. [Figure 10-18] A figure showing an example of determining whether or not to give a notice, and an example of determining a presentation pattern for the notice. [Figure 10-19] This figure shows an example of determining a presentation pattern for a super reach and an example of determining a presentation pattern for announcing a jackpot. [Figure 10-20] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-21] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-22] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-23] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-24] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-25] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-26] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-27] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-28] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-29] A figure showing an example of performance settings when the base is high. [Figure 10-30] FIG. 1 is an explanatory diagram of moras and syllables. [Figure 10-31] FIG. 10 is a diagram illustrating an example of concatenation of character strings. [Figure 10-32] FIG. 10 is a diagram illustrating an example of concatenation of character strings. [Figure 10-33] FIG. 10 is a diagram illustrating an example of concatenation of character strings. [Figure 10-34] FIG. 10 is a diagram illustrating an example of concatenation of character strings. [Figure 10-35] FIG. 10 is an explanatory diagram regarding the number of syllables. [Figure 10-36] FIG. 10 is a diagram showing an example of determining a preview effect pattern. [Figure 10-37] FIG. 10 is a diagram showing an example of determining a preview effect pattern. [Figure 10-38] FIG. 10 is a diagram illustrating an example of setting reliability and execution frequency. [Figure 10-39] This figure shows an example of determining a presentation pattern for a super reach and an example of determining a presentation pattern for announcing a jackpot. [Figure 10-40] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-41] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-42] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-43] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-44] FIG. 10 is a diagram showing an example of performance execution. [Figure 10-45] FIG. 10 is a diagram illustrating an example of error notification. DETAILED DESCRIPTION OF THE INVENTION
[0008] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 will be described.
[0009] (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.
[0010] A first special symbol display device 4A and a second special symbol display device 4B are provided at predetermined positions on the gaming board 2. In the example shown in FIG. 1, they are provided on the right side of the gaming area. The first special symbol display device 4A and the second special symbol display device 4B can each variably display special symbols as multiple types of special identification information. Special symbols are also called "special symbols." The variable display of special symbols is also called "special symbol game." Both the first special symbol display device 4A and the second special symbol display device 4B are configured using 7-segment LEDs or the like. Special symbols are represented by numbers "0" to "9," symbols indicating "-," or other arbitrary lighting patterns. The special symbols may include a pattern in which all LEDs are turned off.
[0011] The "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols. For other symbols, such as special symbols, small symbols, and regular symbols, "variable display" also refers to the variable display of multiple types of symbols. Special symbols are also called decorative symbols or ornamental symbols. Variable displays are also called variable displays, or simply "variations." Variations include updating multiple symbols, scrolling multiple symbols, and deforming, enlarging, or reducing one or more symbols. Variations may include flashing a symbol. In the variable display of special symbols or regular symbols, multiple types of special symbols or regular symbols are displayed in a variable manner. In the variable display of special symbols, multiple symbols are scrolled or updated, or one or more symbols are deformed, enlarged, or reduced. In the variable display of any symbol, a predetermined symbol is displayed as a static display. A static display is also called a derived display, or simply "derivation." The symbol that finally stops and is displayed in a variable display is also called the final stop symbol or the confirmed symbol. The symbol that finally stops in a special symbol game is also called the confirmed special symbol. The display result of the variable display includes the display result of the special symbol, and is also called the variable display result. The display result of the special symbol is also called the special symbol display result. The execution time of the variable display includes the special symbol change time, which is the change time of the special symbol, and is also called the variable display time. The special symbol change time can be set to a different time corresponding to the change pattern of the special symbol, of which multiple patterns are prepared in advance.
[0012] The special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern." The special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern." A special pattern game using the first special pattern is also called the "first special pattern game." A special pattern game using the second special pattern is also called the "second special pattern game." There may be only one type of special pattern display device that variably displays special patterns.
[0013] A normal symbol display 20 is provided at a predetermined position on the game board 2. In the example shown in FIG. 1, it is provided on the left side of the play area. The normal symbol display 20 can variably display normal symbols as multiple types of normal identification information different from special symbols. Normal symbols are also called "normal symbols." The variable display of normal symbols is also called "normal symbol game." The normal symbol display 20 is configured using 7-segment LEDs, etc. Normal symbols are represented by numbers "0" to "9," symbols indicating "-," or other arbitrary lighting patterns. Normal symbols may include a pattern in which some or all of the multiple LEDs are lit, or a pattern in which all of the multiple LEDs are turned off. The final stop symbol in a normal symbol game is also called a confirmed normal symbol. The display result of the normal symbol is also called a normal symbol display result. The execution time during which the normal symbol is variably displayed in a normal symbol game is also called a normal symbol fluctuation time. The normal symbol variation time can be set to different times in accordance with the normal symbol variation pattern, of which multiple patterns are prepared in advance.
[0014] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 may be configured using a mechanism capable of forming any image, such as an LCD (liquid crystal display), organic EL (electroluminescence), dot matrix LED, projector and screen, stereoscopic image projection device, or any other device. The image display device 5 is capable of displaying various effect images. Furthermore, the image display device 5 is not limited to effect images, and can display any control-related image such as an inspection image or a setting image.
[0015] For example, on the screen of the image display device 5, variable display of effect symbols can be performed in synchronization with the first special symbol game and the second special symbol game. The effect symbols are display symbols that indicate numbers or the like, and are multiple types of decorative identification information different from special symbols and normal symbols. On the screen of the image display device 5 shown in FIG. 1, "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R are provided, respectively. Variable display of effect symbols is performed, for example, by vertically scrolling or updating the effect symbols in synchronization with the first special symbol game or the second special symbol game. Synchronization of the variable display may be achieved as long as the timing at which the symbol variation begins and the timing at which the variation ends and the symbol is finally displayed are consistent for different types of symbols. The final stopped symbol in the variable display of effect symbols is also referred to as the determined effect symbol, determined decorative symbol, or determined decorative symbol. The variable display of the performance pattern is synchronized with the first special pattern game and the second special pattern game, so the variable display time of the performance pattern is the same as the special pattern change time.
[0016] The screen of the image display device 5 may be provided with a display area capable of displaying effect images corresponding to a pending display and an active display. A pending display is a display corresponding to a variable display that has not yet been executed and is on hold. An active display is a display corresponding to a variable display that is being executed. The pending display and the active display are also collectively referred to as a variable display-compatible display that corresponds to a variable display. A display area that displays a pending display is also referred to as a pending display area. A display area that displays an active display is also referred to as an active display area. The number of variable displays that are on hold is also referred to as the number of pending memories. The number of pending memories corresponding to the first special symbol game is also referred to as the first number of pending memories. The number of pending memories corresponding to the second special symbol game is also referred to as the second number of pending memories. The sum of the first number of pending memories and the second number of pending memories is also referred to as the total number of pending memories.
[0017] Above the first special symbol display device 4A and the second special symbol display device 4B shown in FIG. 1, there are provided a first reserve indicator 25A and a second reserve indicator 25B, each comprising a plurality of LEDs. The first reserve indicator 25A displays the first reserve memory number by the number of lit LEDs. The second reserve indicator 25B displays the second reserve memory number by the number of lit LEDs. Above the normal symbol display device 20 shown in FIG. 1, there is provided a normal symbol reserve indicator 25C, comprising a plurality of LEDs. The normal symbol reserve indicator 25C displays the normal symbol reserve number by the number of lit LEDs. The normal symbol reserve number is the reserve memory number corresponding to the normal symbol game.
[0018] Below the image display device 5 are provided a winning ball device 6A and a variable winning ball device 6B. The winning ball device 6A forms a first starting winning opening that is always kept in a constant open state, allowing game balls to enter, for example, by a predetermined ball receiving member. The variable winning ball device 6B forms a second starting winning opening that can be switched between a closed state and an open state by a normal electric device solenoid 81 shown in FIG. 2 as a normal electric device. The variable winning ball device 6B is equipped with, for example, an electric tulip-type device with a pair of movable wings. When the normal electric device solenoid 81 is in the off state, the movable wings are in a vertical position, causing the second starting winning opening to be in a closed state where game balls cannot enter, or in a normal open state where game balls have difficulty entering. When the normal electric accessory solenoid 81 is on, the variable winning ball device 6B tilts the movable wing piece to an open state in which the second starting winning port can receive game balls or to an expanded open state in which the second starting winning port can easily receive game balls. The open state in which the second starting winning port can receive game balls or the expanded open state in which the second starting winning port can easily receive game balls is also referred to as the first variable state. The closed state in which the second starting winning port cannot receive game balls or the normal open state in which the second starting winning port cannot easily receive game balls is also referred to as the second variable state. Note that the variable winning ball device 6B is not limited to devices equipped with an electric tulip-shaped accessory as long as it can be changed between the first variable state and the second variable state.
[0019] The entry of a gaming ball into the first start entry port formed by the winning ball device 6A is also referred to as a first start entry. The entry of a gaming ball into the second start entry port formed by the variable winning ball device 6B is also referred to as a second start entry. A gaming ball entering the first start entry port is detected by the first start entry port switch 22A shown in FIG. 2. A gaming ball entering the second start entry port is detected by the second start entry port switch 22B shown in FIG. 2. Upon the occurrence of a first start entry, a predetermined number of prize balls, for example, three, are paid out, and the first reserved memory count can be updated to increment by one. However, if the first reserved memory count has reached its upper limit, the first reserved memory count will not be updated even if a first start entry occurs. When the first reserved memory count is incremented by one, the first start condition is met, and a first special symbol game in which special symbols are variably displayed by the first special symbol display device 4A becomes playable. When a second start winning occurs, a predetermined number of prize balls, for example, three balls, are paid out, and the second reserved memory count can be updated to increment by 1. However, if the second reserved memory count has reached its upper limit, the second reserved memory count will not be updated even if a second start winning occurs. When the second reserved memory count is incremented by 1, the second start condition is met, and a second special symbol game can be played in which the second special symbol display device 4B variably displays special symbols.
[0020] General prize openings 10, which are always kept in a constant open state by a predetermined ball receiving member, are provided at predetermined positions on the game board 2. In the example shown in Figure 1, general prize openings 10 are provided in two locations on the lower left of the game area. When a game ball enters one of the general prize openings 10, a predetermined number of prize balls, for example 10, are paid out.
[0021] In the play area formed by the playboard 2, a first path and a second path are provided as paths along which game balls flow down. The first path is mainly provided in the area to the left of the image display device 5 when viewed from the front. The second path is mainly provided in the area to the right of the image display device 5 when viewed from the front. The area to the left of the image display device 5 is also referred to as the left play area or left play area. The area to the right of the image display device 5 is also referred to as the right play area or right play area. The left play area and the right play area may be separated, for example, by the end face of the image display device 5 in the play area or the arrangement of game nails. Firing a game ball toward the left play area to make it flow down the first path is also referred to as a left hit. Firing a game ball toward the right play area to make it flow down the second path is also referred to as a right hit. The first path is also referred to as a left hit path. The second path is also referred to as a right hit path. The first path and the second path may be configured by separate paths, or may be paths that are partially shared.
[0022] In response to the operation of a ball operating handle provided on the ball launching device, a gaming ball is launched from the ball launching device and launched into the gaming area. When the gaming ball launched into the gaming area is guided to the left gaming area and flows down the first path, it is guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the second path in the right gaming area. When the gaming ball launched into the gaming area is guided to the right gaming area and flows down the second path, it is guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the first path in the left gaming area.
[0023] The winning ball device 6A is provided on the first path in the left-side game area, allowing game balls flowing down the first path to enter. The variable winning ball device 6B is provided on the second path in the right-side game area, allowing game balls flowing down the second path to enter. Note that the variable winning ball device 6B may also be configured to allow game balls flowing down the first path in the left-side game area to enter. The variable winning ball device 6B may also be positioned so that game balls flowing down the second path in the right-side game area have an easier time entering than game balls flowing down the first path in the left-side game area.
[0024] The second path in the right-side game area is provided with a passing gate 41 and a special variable winning ball device 50. The passing gate 41 forms a passing area through which game balls can pass. Game balls that pass through the passing gate 41 are detected by the gate switch 21 shown in FIG. 2. Based on the game ball passing through the passing gate 41, the number of normal reserved memories can be added and updated, and variable display of normal symbols by the normal symbol display device 20 can be executed as a normal symbol game. The passing gate 41 can be configured as a normal symbol activation port through which game balls can enter. In this case, the gate switch 21 can be configured as a normal symbol activation port switch that can detect game balls that have entered the normal symbol activation port.
[0025] The special variable prize ball device 50 functions as a special electric device, forming a large prize opening that can be switched between a closed and an open state by a large prize opening solenoid 82. A guide passage with a width in the front-to-back direction sufficient for game balls to pass through is formed at the top of the special variable prize ball device 50. This guide path slopes downward from right to left, with walls provided on both sides of the extended passage, the front and back. A role entrance serving as the large prize opening is formed in the center of the guide passage. In the special variable prize ball device 50, a movable member 52 that can move in the front-to-back direction is provided as a large prize opening opening / closing member at a position where the large prize opening can be opened and closed. In the special variable prize ball device 50, a fixed member 53 that forms a fixed passage is provided in the portion of the guide passage where the large prize opening is not formed.
[0026] The movable member 52 is driven by a large prize opening solenoid 82 and can move back and forth to open and close the special device entrance, which serves as the large prize opening. In the special variable prize ball device 50, game balls that enter the device through the large prize opening are detected by a count switch 23. A V prize area 51, which serves as a specific area, is provided inside the special variable prize ball device 50 as a prize area through which game balls can pass. A normal area different from the V prize area 51 is also provided inside the special variable prize ball device 50. A plate-shaped distribution member is provided above the V prize area 51 as a V prize opening opening / closing member, which can switch the V prize area 51 between an open state and a closed state. The distribution member is driven by a specific area solenoid 83 and can move back and forth to open and close the V prize area 51. When the V prize area 51 is in the open state, game balls can pass through it, and when it is in the closed state, game balls cannot pass through it. A gaming ball that passes through the V winning area 51 is detected by the specific area switch 24. A gaming ball that does not pass through the V winning area 51 passes through the normal area. Both the gaming ball that passes through the V winning area 51 and the gaming ball that does not pass through the V winning area 51 but passes through the normal area are detected by the discharge port switch 26 and then discharged to the outside of the special variable winning ball device 50.
[0027] In addition to the above features, the surface of the gaming board 2 is provided with a windmill that changes the direction and speed of the gaming balls as well as numerous obstacle nails. At the bottom of the gaming area, an outlet is provided for gaming balls that do not enter any of the winning holes. Speakers 8L and 8R for playing and outputting sound effects and the like are provided at the top left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for lighting up the effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs. A movable body 32 that operates according to the effects is provided at a predetermined position on the gaming board 2.
[0028] A ball operation handle is provided at the lower right position of the gaming machine frame 3, which is operated by a player or the like to launch gaming balls toward the playing area using the ball launching device. The ball operation handle is also called an operation knob. At a predetermined position on the gaming machine frame 3 below the playing area, a ball supply tray is provided that holds gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball lending machine so that they can be supplied to the ball launching device. The ball supply tray is also called the upper tray. Below the upper tray is a prize ball storage tray into which prize balls dispensed when the upper tray is full flow down and are stored. The prize ball storage tray is also called the lower tray.
[0029] A stick controller 31A and a push button 31B are provided at predetermined positions on the gaming machine frame 3 below the gaming area. The stick controller 31A can be held by a player and tilted, and is provided with a trigger button that the player can push and pull. Operations on the stick controller 31A are detected by a controller sensor unit 35A shown in FIG. 2. The push button 31B can be pressed by a player. Operations on the push button 31B are detected by a push sensor 35B shown in FIG. 2. In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are used as detection means for detecting actions such as player operations, but other detection means may also be used.
[0030] (Outline of game progress) The game ball is launched toward the game area by the player's rotation of the ball-hitting control handle provided on the pachinko game machine 1. When the game ball passes through the passage gate 41, a normal game is initiated by the normal symbol display device 20. Note that if the previous normal game is still being played, the normal game based on the passage of the game ball through the passage gate 41 cannot be immediately played. Therefore, the normal game based on the passage is suspended up to a predetermined upper limit, such as "4." In the normal game, if a specific normal symbol, such as a normal winning symbol, is displayed as a fixed normal symbol, the display result of the normal symbol is "normal winning." In contrast, if a normal symbol other than a normal winning symbol, such as a normal losing symbol, is displayed as a fixed normal symbol, the display result of the normal symbol is "normal losing." In the case of a "normal winning," opening control is performed to place the variable winning ball device 6B in an open state or an expanded open state for a predetermined period of time. At this time, the second starting winning port is in an open state or an expanded open state.
[0031] When a gaming ball passes through and enters the first start entry opening formed in the winning ball device 6A, the first special symbol game can be initiated by the first special symbol display device 4A. When a gaming ball passes through and enters the second start entry opening formed in the variable winning ball device 6B, the second special symbol game can be initiated by the second special symbol display device 4B. Note that even if a gaming ball enters the start entry opening and a start entry occurs during a period when a special symbol game is being played or during a period when the game is controlled to a jackpot game state or a small jackpot game state, the special symbol game based on the start entry cannot be immediately executed. Therefore, the special symbol game based on the start entry is suspended up to a predetermined upper limit, such as "4." In the special symbol game, when a specific special symbol, such as a jackpot symbol, is displayed as a fixed special symbol, the display result of the special symbol is a "jackpot." In contrast, when a predetermined special pattern, such as a small win pattern, different from a jackpot pattern, is stopped and displayed as the confirmed special pattern, the display result of the special pattern will be "small win." Also, when a special pattern, such as a loss pattern, different from a jackpot pattern or a small win pattern, is stopped and displayed as the confirmed special pattern, the display result of the special pattern will be "miss." Furthermore, when a special pattern, such as a time-saving pattern, different from a jackpot pattern, a small win pattern, or a loss pattern, is stopped and displayed as the confirmed special pattern, the display result of the special pattern may be "time-saving." The special pattern may not include a time-saving pattern. In other words, the display result of the special pattern may not include "time-saving."
[0032] In a special game, once the special symbol display results in a "jackpot," the game enters a jackpot gaming state, which is advantageous to the player. In the jackpot gaming state, the special variable prize ball device 50 can open in a predetermined manner. This open state continues until either a predetermined period of time, such as 29 seconds or 1.8 seconds, has elapsed, or until the number of game balls entering the jackpot reaches a predetermined number, whichever comes first. The predetermined period during which the jackpot opening can be controlled to an open state is the maximum period during which the jackpot opening can be opened in one round, also referred to as the maximum opening period. In the jackpot gaming state, one cycle in which the jackpot opening is open is called a round or round play. In the jackpot gaming state, such rounds can be repeated until a predetermined maximum number of times, such as 15 or 2 times, is reached. In the jackpot gaming state, the player can win prize balls by entering game balls into the jackpot opening. Therefore, the jackpot gaming state is an advantageous state for the player. The more rounds there are in the jackpot gaming state, and the longer the upper limit open period, the more advantageous it is for the player.
[0033] When the display result of a special symbol indicates a "jackpot," multiple jackpot types are included. For example, the opening mode of the jackpot slot, such as the number of rounds or the maximum opening period, and the game state after the jackpot game state ends, such as normal mode, time-saving mode, or probability variable mode, are set to multiple different settings, and a jackpot type is specified corresponding to each setting. The multiple jackpot types may include some or all of the jackpot types that offer many prize balls, jackpot types that offer few prize balls, or jackpot types that offer almost no prize balls, or may include jackpot types with similar numbers of prize balls that can be obtained. Controlling the jackpot game state based on the display result of a special symbol indicating a "jackpot" is also called a pattern jackpot, a special symbol jackpot, a variable display jackpot, or a direct hit jackpot.
[0034] In a special game, once the display result of the special symbol indicates a "small win," the game is controlled to a small win gaming state. In the small win gaming state, the large prize opening formed in the special variable prize ball device 50 can be opened in a predetermined opening mode. For example, in the small win gaming state, the large prize opening may be opened in the same opening mode as in the large prize gaming state for certain jackpot types. The large prize opening may be opened in the same opening mode by sharing the same number of openings and opening period. Alternatively, in the small win gaming state, the large prize opening may be opened in a different opening mode from the large prize opening in the jackpot gaming state. As with the jackpot type, multiple small win types may be included when the display result of the special symbol indicates a "small win." The jackpot type and small win type are also collectively referred to as the win type. The operation of opening and closing the large prize opening in the small win gaming state is also referred to as the start operation. When in the small win gaming state, the special variable winning ball device 50's role entrance, which serves as the large winning opening, is opened, and when the gaming ball passes through the V winning area 51 and is detected by the specific area switch 24, the conditions for a big win are met, and control becomes possible to the big win gaming state. When in the small win gaming state, the gaming ball passes through the V winning area 51, causing a V winning, and the game is controlled to the big win gaming state, this is also called a small win via big win.
[0035] After the jackpot game state ends, the game state can be controlled to a time-saving state or a probability variable state depending on the type of jackpot. Furthermore, in a special symbol game, after the display result of the special symbol becomes "time-saving," the game state is not controlled to the jackpot game state but is controlled to a time-saving state. The time-saving state is a game state in which the second special symbol game by the second special symbol display device 4B is more likely to be executed than in the normal state. A game state in which the second special symbol game is more likely to be executed than in the normal state is a game state in which the game ball is more likely to pass through and enter the second start winning hole than in the normal state. Control of whether the game ball is more likely to pass through the second start winning hole is also called base control. Base control in the normal state is also called normal base control or low base control. Base control in the time-saving state includes high base control. In addition to high base control, the time-saving state may also include medium base control. The medium base control is a base control that makes it easier for the game ball to pass through the second start winning hole than the low base control, but makes it harder for the game ball to pass through the second start winning hole than the high base control. The game state in which the medium base control is performed is also called the medium base state. The game state in which the high base control is performed is also called the high base state. The high base control is also called the high opening control.
[0036] In the normal state, the medium base state, and the high base state, it is possible to display a time-saving symbol as a result of displaying a special symbol. However, in the medium base state and the high base state, even if a time-saving symbol is displayed as a result of displaying a special symbol, base control based on the time-saving symbol is not performed, and new control to transition to the medium base state or the high base state is not initiated. In the time-saving state, it is possible to perform time-saving control that shortens the average variable display time more than in the normal state. For this reason, the time-saving state is also called the time-shortening state.
[0037] The time-saving state, which increases the fluctuation efficiency of special symbols, especially the second special symbol, is considered a special state that is advantageous to players and distinct from the jackpot gaming state. When the gaming state is a probability variable state, in addition to time-saving control, probability variable control is possible, which increases the probability that the display result of the special symbol will be a "jackpot" compared to the normal state. As a result, the probability variable state is also referred to as a probability variable state. The probability variable state not only increases the fluctuation efficiency of special symbols but also makes it easier to achieve a "jackpot," so it is considered a special state that is advantageous to players and distinct from the jackpot gaming state. The time-saving state and probability variable state continue until one of the predetermined termination conditions is met first, such as the execution of a predetermined number of special symbol games or the transition to the next jackpot gaming state. The termination condition, which is the execution of a predetermined number of special symbol games, is also referred to as a count-cut state. A count-cut time-saving state is also referred to as a count-cut time-cut state. A count-cut probability variable state is also referred to as a count-cut probability variable state.
[0038] The normal game state is a game state that is not included in advantageous states such as a jackpot game state that are advantageous to the player, predetermined states such as a small jackpot game state, or special states such as a time-saving state or a probability variable state. The normal state is a game state in which 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" are controlled to be the same as the initial setting state of the pachinko game machine 1. The initial setting state of the pachinko game machine 1 is the control state after the initial setting process is performed without performing the predetermined recovery process after power-on, such as when a system reset is performed.
[0039] 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. Note that the pachinko gaming machine 1 may not include a probability variable state as a gaming state.
[0040] After the small win gaming state ends, there are cases where the game state is controlled to a big win gaming state based on the occurrence of a V win, and cases where a V win does not occur and the gaming state before the small win gaming state is changed remains unchanged. However, if the display result of the special game is a "small win" and a predetermined number of special games are executed in the count cutoff, the control of the time-saving state and the probability variable state may end and the game returns to the normal state. Note that the pachinko gaming machine 1 may not include a small win gaming state as a gaming state. In other words, the display result of the special pattern may not include a "small win."
[0041] The game state may be controlled to the time-saving state when a time-saving condition based on the number of times the variable display is executed is established. Such a time-saving state is also called a rescue time-saving state. The time-saving condition may be established when, after the power to the pachinko game machine 1 is turned on, after a jackpot occurs, or after the display result of the special game becomes "time-saving," a new jackpot game state or control to the time-saving state is not performed even if the variable display is executed a specific number of times.
[0042] (Progress of the production, etc.) The pachinko gaming machine 1 can execute various effects in accordance with the progress of the game. These effects include effects that notify the progress of the game and effects that add excitement to the game. These effects may include displaying various effect images on the image display device 5, outputting sound effects from the speakers 8L and 8R, turning on the game effect lamp 9, operating the movable body 32, vibrating the stick controller 31A or the push button 31B, or a combination of some or all of these, and may be executed using any effect device.
[0043] Effects that can be executed in accordance with the progress of the game include variable display of effect symbols. In response to the start of the first or second special symbol game, variable display of effect symbols begins in the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R on the screen of the image display device 5. When the determined special symbol that will be the display result in the first or second special symbol game is displayed in a static state, the determined effect symbol that will be the display result is displayed in a static state in the variable display of effect symbols. The determined effect symbol is composed of a combination of three effect symbols corresponding to the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R. During the period from the start to the end of the variable display of effect symbols, the display mode of the variable display of effect symbols may become a "reach" mode. A "reach" mode refers to a mode in which the effect symbols that have stopped on the screen of the image display device 5 constitute part of a jackpot combination, and the effect symbols that have not yet stopped continue to change. When the display mode of the variable display of the performance pattern becomes a reach mode, it is also said that a reach has been achieved.
[0044] A reach effect can be executed in response to the variable display of the effect symbols becoming a reach state. The pachinko gaming machine 1 can execute multiple types of reach effects so that the probability that the display result of the variable display will be a "jackpot" varies when the effect state differs. The "jackpot" probability corresponding to the effect state is also called the jackpot reliability or jackpot expectation. Reach effects include, for example, normal reach and super reach, which has a higher jackpot reliability than normal reach. In addition, depending on the execution time of the reach effect, it may also include short reach and long reach, which has a longer execution time than short reach.
[0045] When the display result of the special symbols is a "jackpot," a fixed effect symbol that corresponds to a predetermined jackpot combination is displayed as a static effect symbol on the screen of the image display device 5. As an example, the same effect symbols, such as a symbol showing the number "7," are displayed statically on a predetermined active line in the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R. In the case of a "probability jackpot" in which the game is controlled to a probability variable state after the jackpot gaming state ends, odd-numbered effect symbols, such as a symbol showing the number "7," may be displayed statically. In the case of a "non-probability jackpot" in which the game is not controlled to a probability variable state after the jackpot gaming state ends, even-numbered effect symbols, such as a symbol showing the number "6," may be displayed statically. A "non-probability jackpot" is also called a "normal jackpot." In this case, odd-numbered effect symbols are also called probability variable symbols. Even-numbered effect symbols are also called non-probability variable symbols or normal symbols. After a non-variable symbol has reached a reach state, an advancement effect may be executed that ultimately results in a "variable big win."
[0046] When the display result of the special pattern is a "small win," a fixed effect pattern that is a predetermined small win combination is displayed as a stopped effect pattern display result on the screen of the image display device 5. As an example, the same effect pattern, such as an effect pattern showing a number other than "7," may be displayed stopped on a predetermined effective line in the "left," "center," and "right" effect pattern display areas 5L, 5C, and 5R. A common fixed effect pattern may be displayed stopped when the display result of the special pattern is a "big win" and when it is a "small win."
[0047] When the display result of the special pattern is a "miss," there are cases where the display result is a static display without the variable display of the effect pattern becoming a reach state. In this case, the display result of the effect pattern is a static display of the confirmed effect pattern of a non-reach combination. A display result in which the confirmed effect pattern of a non-reach combination is stopped without becoming a reach state is also called a non-reach miss. When the display result of the special pattern is a "miss," there are cases where the variable display of the effect pattern becomes a reach state, and the display result is stopped after the reach effect is executed. In this case, the display result of the effect pattern is a static display of the confirmed effect pattern of a reach combination that is not a big win combination or a small win combination. A display result in which the confirmed effect pattern of a reach combination is stopped after becoming a reach state is also called a reach miss.
[0048] The effects that the pachinko gaming machine 1 can execute include variable display compatible displays such as reserved displays and active displays. In addition, for example, a preview effect that predicts the jackpot reliability can be executed during the variable display of the effect pattern. The preview effect may include a variable preview effect that predicts the jackpot reliability corresponding to the currently executed variable display, and a pre-read preview effect that predicts the jackpot reliability corresponding to the pre-execution variable display whose execution is on hold. The pre-read preview effect may be capable of executing a change effect that changes the display mode of a variable display compatible display such as a reserved display or active display to a mode that is different from the normal mode.
[0049] On the screen of the image display device 5, it may be possible to temporarily stop the effect symbols during the variable display of the effect symbols, and then resume the variable display, thereby executing a pseudo consecutive effect that makes one variable display appear as if it were multiple variable displays. The pseudo consecutive effect may be set so that the reliability of a jackpot is higher when the effect symbols are temporarily stopped and then the variable display is resumed many times than when the number of times is small. In the variable display of the effect symbols, there may be cases where the pseudo consecutive effect is executed before the reach state is reached, and cases where the pseudo consecutive effect is executed after the reach state is reached. In addition, in the variable display of the effect symbols, it may be possible to execute pseudo consecutive effects at multiple times.
[0050] During control of the jackpot gaming state, a jackpot effect can be executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds and an upgrade effect that suggests or notifies the player that the advantage of the jackpot gaming state will improve. During control of the small win gaming state, a small win effect can be executed to notify the player of the small win gaming state. By executing a common effect during control of the jackpot gaming state and during control of the small win gaming state, it may be possible to make it impossible or difficult for the player to recognize whether the current gaming state is a jackpot gaming state or a small win gaming state.
[0051] In a non-play state where a special game or the like is not being executed and a game is not in progress, a demonstration effect image can be displayed on the screen of the image display device 5. A demonstration effect image is also called a demo image. The display of a demo image is also called a demo display. The effect produced by the demo display is also called a customer waiting demo effect.
[0052] (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, a power supply board 17, and the like, as shown in Fig. 2. In addition, various other boards are arranged on the back of the pachinko gaming machine 1, such as a payout control board, an information terminal board, and a firing control board.
[0053] The main board 11 is the main control board and has the function of controlling the progress of the game in the pachinko gaming machine 1. The progress of the game includes the execution of various games and transitions between game states, such as the execution of special games with reserved game management, the execution of regular games with reserved game management, big win game state, small win game state, time-saving state, and probability variable state. The main board 11 is equipped with a game control microcomputer 100, a switch circuit 110, and a solenoid circuit 111.
[0054] The game control microcomputer 100 provided on the main board 11 is, for example, a one-chip microcomputer and can be configured 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. Some or all of the ROM 101, RAM 102, and random number circuit 104 may be external to the game control microcomputer 100, or may be built into the game control microcomputer 100. The switch circuit 110 receives detection signals from various switches for game ball detection and transmits them to the game control microcomputer 100. The various switches for game ball detection include, for example, a gate switch 21, start port switches such as a first start port switch 22A and a second start port switch 22B, a count switch 23, a specific area switch 24, and an outlet switch 26. The detection signal indicates that a gaming ball has passed or entered and the switch has been turned on. The transmission of the detection signal indicates that the gaming ball has passed or entered. The solenoid circuit 111 can supply solenoid drive signals from the game control microcomputer 100 to the normal electric role solenoid 81, the big prize opening solenoid 82, and the specific area solenoid 83. The solenoid drive signal may be any signal that turns on each solenoid.
[0055] The ROM 101 included in the game control microcomputer 100 is a non-volatile storage device that stores computer programs and data used for game control. The data stored in the ROM 101 includes table data constituting tables used for variable patterns, presentation control commands, and various other settings, judgments, and decisions. The RAM 102 included in the game control microcomputer 100 is a temporary storage device that provides a work area used for game control and a stack for saving data. The RAM 102 may be a backup RAM that stores data so that some or all of the memory contents can be restored within a predetermined period of time even if the power supply to the pachinko gaming machine 1 is interrupted. The RAM 102 is also referred to as RWM (Read / Write Memory). The work area of the RAM 102 includes memory areas for storing various data used for game control, such as counters, timers, buffers, and storage areas for various codes and numerical values. The CPU 103 included in the game control microcomputer 100 can control the progress of the game in the pachinko game machine 1 by executing processing corresponding to the program stored in the ROM 101.
[0056] The random number circuit 104 provided in the game control microcomputer 100 counts updatable numerical data indicating various random number values used when controlling the progress of a game. The random numbers used when controlling the progress of a game are also called game random numbers. Some or all of the game random numbers may be updated by hardware using a dedicated circuit, or may be updated by software such as a computer program executed by the CPU 103.
[0057] 3 shows an example of a gaming random number. The gaming random number includes a random number MR1-1 for determining a special symbol, a random number MR1-2 for a winning symbol, a random number MR1-3 that is the initial value for the winning symbol, a random number MR2-1 for a winning normal symbol, a random number MR2-2 that is the initial value for the winning normal symbol, a random number MR3-1 for a normal symbol variation pattern, a random number MR3-2 for selecting a losing effect, a random number MR3-3 for selecting a variation pattern type, and a random number MR3-4 for a variation pattern.
[0058] The random number MR1-1 for determining special symbols is used to determine the display result of the special symbol, such as whether the display result of the special symbol is a "jackpot" or a "small jackpot." The random number MR1-2 for the winning symbol is used to select a confirmed special symbol from multiple special symbols, such as a jackpot symbol when the display result of the special symbol is a "jackpot," or a small jackpot symbol when the display result of the special symbol is a "small jackpot." The random number MR1-3, which serves as the initial value for the winning symbol, is used to set the initial value of the random number MR1-2. The random number MR2-1 for the normal winning symbol is used to select a confirmed normal symbol from multiple normal symbols to be displayed when the display result of the variable display of normal symbols is a "normal jackpot." The random number MR2-2, which serves as the initial value for the normal winning symbol, is used to set the initial value of the random number MR2-1. The random number MR3-1 for the normal symbol variation pattern is used to determine the normal symbol variation pattern as one of several patterns prepared in advance. The random number MR3-2 for selecting a miss effect is used to select whether or not the variable display of the effect pattern will be in a reach mode when the display result of the special symbol is a "miss." The random number MR3-3 for selecting the variation pattern type is used to select the variation pattern type of the special symbol. The variation pattern type of the special symbol is a group that pre-classifies the variation patterns of the special symbol based on, for example, the presentation mode during the variable display of the effect pattern, and may be configured to include one or more variation patterns. The random number MR3-4 for the variation pattern is used to select the variation pattern of the special symbol.
[0059] When making various judgments and decisions based on random number values, such as numerical data indicating the value of a gaming random number, the CPU 103 reads and refers to various tables from the ROM 101. Even when random number values are not used, the CPU 103 may read and refer to necessary tables from the ROM 101 to make various judgments, decisions, settings, and the like.
[0060] The I / O 105 provided in the game control microcomputer 100 includes an input port to which various signals are input and an output port to which various signals are output. The various signals input to the input port of the I / O 105 may include detection signals from various switches transmitted via the switch circuit 110. The various signals output from the output port of the I / O 105 may include signals for controlling the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first reserve indicator 25A, the second reserve indicator 25B, the normal reserve indicator 25C, etc., and solenoid drive signals for driving the normal electric role solenoid 81, the large prize opening solenoid 82, the specific area solenoid 83, etc.
[0061] The main board 11 transmits presentation control commands corresponding to the progress of the game to the presentation control board 12 as part of the operation of controlling the progress of the game by the game control microcomputer 100. The presentation control commands are commands that specify or notify 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 may include commands that specify various determination results on the main board 11, such as the display result of the special game, the type of win, and the variation pattern; commands that specify the status of the game, such as the start and end of the variable display, the opening status of the big prize slot, the occurrence of a win, the number of reserved memories, and the game status; and commands that specify the occurrence of an error.
[0062] 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 controlling performances based on the received performance control commands. The performances that can be controlled by the performance control board 12 include various performances according to the progress of the game, such as driving the movable body 32, as well as various notifications such as error notifications and notifications of power outage recovery. The performance control board 12 includes 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.
[0063] The performance control CPU 120 executes a program stored in ROM 121 to perform processing for controlling the execution of performance together with the display control unit 123. This processing is for realizing the various functions of the performance control board 12, and includes determining the performance to be executed. The performance control CPU 120 uses various data stored in ROM 121, such as data from various tables, and also uses RAM 122 as its main memory. The performance control CPU 120 may instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A and the push sensor 35B. The detection signal here is a signal that is output when an operation by a player is detected, and may be a signal that appropriately indicates the content of the operation.
[0064] The display control unit 123 includes a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and controls the execution of mainly display-related effects based on instructions to execute effects from the effect control CPU 120. The display control unit 123 displays effect images on the screen of the image display device 5 by supplying a video signal corresponding to the effect to be executed to the image display device 5. The display control unit 123 also supplies a sound designation signal to the audio control board 13 and a lamp signal to the lamp control board 14. The sound designation signal designates the sound to be output from the speakers 8L and 8R. The lamp signal designates the on / off state of the game effect lamp 9. The supply of the sound designation signal and the lamp signal enables the audio output from the speakers 8L and 8R and the on / off state of the game effect lamp 9 in synchronization with the display of the effect image. The display control unit 123 may be capable of supplying a signal for operating the movable body 32 to a motor or solenoid of the movable body 32, or to a driver circuit that drives the movable body 32. A driver board for driving the movable body 32 may be provided separately from the performance control board 12.
[0065] The random number circuit 124 counts updatable numerical data indicating various random number values used when controlling the execution of various performances. Random numbers used when controlling the execution of performances are also called performance random numbers. The performance random numbers may be updated by software such as a computer program executed by the performance control CPU 120. When making various judgments and decisions based on random number values, such as numerical data indicating the values of performance random numbers, the performance control CPU 120 reads and references various tables from ROM 121. Even when random number values are not used, the performance control CPU 120 may read and reference the necessary tables from ROM 121 to make various judgments, decisions, settings, etc.
[0066] The I / O 125 includes an input port for receiving, for example, performance control commands transmitted from the main board 11, and an output port for transmitting various signals. The input port of the I / O 125 may include an input terminal for a detection signal supplied from the controller sensor unit 35A and an input terminal for a detection signal supplied from the push sensor 35B. The output port of the I / O 125 may include an output terminal for a video signal supplied to the image display device 5, an output terminal for a sound designation signal supplied to the audio control board 13, and an output terminal for a lamp signal supplied to the lamp control board 14.
[0067] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, and drives the speakers 8L and 8R based on a sound designation signal from the display control unit 123, causing the speakers 8L and 8R to output the sound designated by the sound designation signal. The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on a lamp signal from the display control unit 123, turning the game effect lamps 9 on or off in the manner designated by the lamp signal. In this way, the sound output from the speakers 8L and 8R and the turning on and off of the game effect lamps 9 can be controlled based on signals from the display control unit 123. Note that the performance control CPU 120 may perform some or all of the control of the sound output and the turning on and off of the lamps, such as supplying the sound designation signal and lamp signal, and the control of the movable body 32, such as supplying a signal to operate the movable body 32. Boards other than the main board 11, such as the performance control board 12, the audio control board 13, and the lamp control board 14, are also called sub-boards. As in the configuration example shown in Fig. 2, multiple sub-boards may be provided for different functions, or, unlike the configuration example shown in Fig. 2, one sub-board may be configured to have multiple functions.
[0068] The power supply board 17 can supply power from an AC power source, such as an external power source of 100V AC, such as a commercial power source, to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting AC to DC, and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (e.g., 12V DC or 5V DC). The pachinko gaming machine 1 can switch between power-on and power-off by operating the power switch 91. The switch circuit 110 of the main board 11 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 control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, pressing the clear switch 92 provided on the power supply board 17.
[0069] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0070] (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 CPU 103 executes main processing for game control.
[0071] FIG. 4 is a flowchart showing the game control main process P_MAIN executed by the CPU 103 on the main board 11. When the game control main process P_MAIN shown in FIG. 4 starts, the CPU 103 executes a power supply start response process P_POWER_ON (step S1) and then executes an RWM check process P_RWM_CHK (step S2). The power supply start response process P_POWER_ON in step S1 can execute initial settings of the game control microcomputer 100 in response to the start of power supply to the pachinko gaming machine 1. The initial settings of the game control microcomputer 100 may include initialization of output ports, setting of interrupt vectors, setting of internal device registers, and setting of specific registers. The RWM check process P_RWM_CHK in step S2 includes a checksum calculation process. The checksum data obtained as a result of the process is compared with the data stored in the checksum buffer. If the two data match, the contents stored in the RAM 102 are determined to be normal.
[0072] Next, it is determined whether a predetermined recovery condition is met (step S3). The recovery condition can be met when the clear signal corresponding to the operation of the clear switch 92 is in the OFF state, normal stored data is present in the checksum buffer, and the stored contents of the RAM 102 serving as the backup RAM are normal. When the power to the pachinko gaming machine 1 is turned on, if the clear switch 92 provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the gaming 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 checksum buffer stores checksum data calculated in the checksum calculation process when the backup monitoring timer measures the backup judgment time during the previous power outage. If the time value of the backup monitoring timer does not match a specific value corresponding to the backup judgment time, it is determined in step S3 that the recovery condition is not met. The backup data may be data stored in the gaming work area of the RAM 102 serving as the backup RAM for gaming control. In step S3, it is determined whether or not the recovery conditions can be met based on the results of checking or inspecting the presence or absence of backup data and data errors by the RWM check process P_RWM_CHK in step S2.
[0073] If the recovery condition is met (Step S3; Yes), the backup setting process P_BACKUP_SET is executed (Step S4). The backup setting process P_BACKUP_SET uses a backup command transmission table to enable the performance control commands corresponding to the time of backup to be sent from the main board 11 to the performance control board 12. The backup setting process P_BACKUP_SET also clears the process codes, timers, counters, and flags specified by the backup setting table, making them initializeable.
[0074] If the recovery condition is not met (step S3; No), the initialization setting process P_INIT_SET is executed (step S5). The initialization setting process P_INIT_SET enables clear data to be transferred to the game work area, which is the work area in RAM 102. This initializes the game work area in RAM 102. Then, the initialization setting process P_INIT_SET uses the initialization command transmission table to enable transmission of the corresponding performance control command at the time of initialization from the main board 11 to the performance control board 12. The initialization setting process P_INIT_SET also clears the buffers, timers, pointers, and counters specified by the initialization setting table, thereby enabling them to be initialized.
[0075] Then, the control start setting process P_STACON is executed (step S6). The control start setting process P_STACON may include a wait process. The wait process executes a loop process and waits until a set waiting time has elapsed, thereby ensuring that sub-boards such as the performance control board 12 can be started. The control start setting process P_STACON may also include a specific count command transmission process or a command transmission process for chip individual number information. The specific count command transmission process enables a performance control command specifying the count value of a specific count counter to be transmitted from the main board 11 to the performance control board 12 when the power is turned on. The specific count counter is provided at a predetermined address in RAM 102 and is sufficient as long as it can count the remaining number of times until the number of executions of the variable display reaches a specific number corresponding to the time-saving condition. The command transmission process for chip individual number information enables a performance control command specifying the stored value of a chip individual number register to be transmitted from the main board 11 to the performance control board 12. The chip individual number register is included in the built-in register of the game control microcomputer 100, and may be any register capable of storing a different value assigned to each chip as the chip individual number.
[0076] The control start setting process P_STACON may include a startup out-of-area process. The startup out-of-area process is executed by reading a program stored in the non-game program area of the ROM 101 in response to startup due to the start of power supply to the pachinko gaming machine 1. The startup out-of-area process may be, for example, a performance display RWM initial value setting process. The performance display RWM initial value setting process enables setting of an initial value for initial display by a 7-segment LED constituting the performance display monitor. The performance display monitor may be mounted on, for example, the main board 11 and may be capable of displaying information related to the setting value and the base. The setting value can be changed to one of multiple levels, such as six levels, when the pachinko gaming machine 1 is in a setting change state in which the settings can be changed, enabling setting of the probability that the display result of the special pattern will be a "jackpot." The base is calculated by dividing the number of prize balls paid out when a game ball passes through each prize slot, such as the starting prize slot, the general prize slot, and the large prize slot, by the number of game balls launched into the game area.
[0077] Following the control start setting process P_STACON in step S6, a timer interrupt counter is set (step S7). In step S7, a PTC counter output value is set so that a periodic timer interrupt occurs at predetermined intervals, such as every 4 ms (milliseconds). The game control main process P_MAIN then enters a loop. In this loop, interrupt prohibition is set (step S8), a random number update process P_TFINIT for initial value determination is executed (step S9), and an out-of-loop region process P_REGOUT is executed (step S10). Then, interrupt permission is set (step S11), and the process returns to step S8. Then, when the interrupt permission state is enabled, the CPU 103 is enabled to execute timer interrupt processing each time an interrupt request signal is input from the PTC to the CPU 103. This allows the CPU 103 to execute timer interrupt processing each time a predetermined time, such as every 4 ms, has elapsed.
[0078] Fig. 5 is a flowchart showing an example of the timer interrupt process P_PCT for game control. In the timer interrupt process P_PCT shown in Fig. 5, the power-off process P_POWER_OFF is executed (step S51). Next, it is determined whether the misconduct monitoring flag is "0" (step S52). When a magnetism is detected by the magnet sensor or when a radio wave is detected by the frame radio wave sensor, the misconduct monitoring flag is set to "1" corresponding to the ON state. In all other cases, the misconduct monitoring flag is set to "0" corresponding to the OFF state.
[0079] If the fraudulent activity monitoring flag is "1" (step S52; No), the game stop process P_GAME_STOP is executed (step S53). The game stop process P_GAME_STOP is simply a process that initializes the output port and turns off the output of the connection confirmation signal. The connection confirmation signal is transmitted from the main board 11 to the payout control board, and if it is in the off state, the execution of the payout process in the payout control board is stopped.
[0080] If the fraudulent activity monitoring flag is "0" (step S52; Yes), the switch processing P_SW is executed (step S54), the switch error notification processing P_CON_CHK is executed (step S55), the random number update processing P_RANDOM is executed (step S56), and the initial value determination random number update processing P_TFINIT is executed (step S57). In addition, the special symbol process processing P_TPROC is executed (step S58), the normal symbol process processing P_FPROC is executed (step S59), the information output processing P_JYOUHOU is executed (step S60), the prize ball processing P_PAY is executed (step S61), and the display processing P_HYOUZI is executed (step S62). Furthermore, other timer interrupt corresponding processing is executed (step S63). After that, the interrupt permission is set (step S64), and then the timer interrupt processing P_PCT is terminated.
[0081] The power-off processing P_POWER_OFF in step S51 judges the power confirmation signal transmitted from the power supply board 17, enabling checksum calculation processing and the like to be executed when power is turned off. The switch processing P_SW in step S54 judges the state of the input port, enabling updating of the switch-on buffer and the like. The switch error notification processing P_CON_CHK in step S55 can update the count value of a sensor-on counter specified, for example, by a switch error notification judgment table, and when the count value reaches a sensor abnormality error judgment value, enables error notification display. The random number update processing P_RANDOM in step S56 enables software random numbers among the game random numbers to be updated by software. The random number update processing P_TFINIT for initial value determination in step S57 enables software to update the game random numbers used as random number initial values.
[0082] The special symbol process P_TPROC in step S58 includes processes related to the variable display of special symbols and game states, such as managing the execution and reservation of special symbol games, controlling the jackpot and small jackpot game states, and controlling game states. The normal symbol process P_FPROC in step S59 includes processes related to the variable display of normal symbols and the state control of the second start winning slot, such as managing the execution and reservation of normal symbol games based on the detection signal from the gate switch 21 and controlling the opening and closing of the variable winning ball device 6B based on a "normal symbol win." The information output process P_JYOUHOU in step S60 sets an information output signal. The information output signal is a signal corresponding to information such as jackpot information, start information, and probability fluctuation information supplied to, for example, a hall management computer installed outside the pachinko gaming machine 1. The jackpot information indicates the number of jackpots that have occurred. The start information indicates the number of start wins. The probability fluctuation information indicates the number of times the game has entered the probability variable state. The prize ball processing P_PAY in step S61 includes a prize ball command output counter addition process and a prize ball control process. The prize ball command output counter addition process uses a prize ball number table to determine whether a switch is on, and when on is detected, updates the prize ball command output counter and the winning information output counter. The prize ball control process selects a process corresponding to the prize ball process code and controls the payout of prize balls based on the detection of game balls. The display process P_HYOUZI in step S62 sets the display for the first reserve indicator 25A, second reserve indicator 25B, regular reserve indicator 25C, and various other status indicator lights.
[0083] FIG. 6 is a flowchart showing an example of processing that can be executed in step S58 of FIG. 5 as the special symbol process P_TPROC. In the special symbol process P_TPROC, the CPU 103 sets a first start winning corresponding flag (step S101). The first start winning corresponding flag is set by executing a logical operation instruction or the like to reflect the state of the first start winning port switch 22A contained in the switch-on buffer in the flag register of the CPU 103. At this time, a zero flag in the flag register being in the on state indicates that the first start winning corresponding flag is in the off state. Conversely, a zero flag being in the off state indicates that the first start winning corresponding flag is in the on state. Next, a transfer instruction for setting a table pointer is issued to set the first start winning corresponding table (step S102). Then, it is determined whether the first start winning corresponding flag is on (step S103). When the first start winning corresponding flag is on (step S103; Yes), the start port switch passing process P_TZU_ON is executed (step S104).
[0084] If the first start winning corresponding flag is off in response to step S103 (step S103; No), or after the start winning switch passing process P_TZU_ON in step S104, the second start winning corresponding flag is set (step S105). The second start winning corresponding flag is set by executing a logical operation instruction or the like to reflect the state of the second start winning switch 22B contained in the switch-on buffer in the flag register of the CPU 103. At this time, the zero flag in the flag register being on indicates that the second start winning corresponding flag is off. Conversely, the zero flag being off indicates that the second start winning corresponding flag is on. Next, the second start winning corresponding table is set by a transfer instruction for setting the table pointer (step S106). After that, it is determined whether the second start winning corresponding flag is on (step S107). When the second start winning corresponding flag is on (step S107; Yes), the start port switch passing process P_TZU_ON is executed (step S108).
[0085] The start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102 to update the first reserved memory number and the total reserved memory number by adding 1 if the first reserved memory number is less than the upper limit, extracts a random number MR1-1 for determining a special symbol, a random number MR3-2 for selecting a miss effect, a random number MR3-3 for selecting a variation pattern type, and a random number MR3-4 for a variation pattern, stores them in their respective random number buffers, and then transfers them to the first special symbol reserved buffer. Also, using the first reserved memory information designation command transmission table, a first reserved memory information designation command that specifies the first reserved memory number can be transmitted from the main board 11 to the performance control board 12. Then, a value indicating "1" is stored in the start port winning buffer as the start port winning designation value.
[0086] The start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106 to update the second reserved memory number and the total reserved memory number by adding 1 if the second reserved memory number is less than the upper limit, extracts the random number MR1-1 for determining the special symbol, the random number MR3-2 for selecting a miss effect, the random number MR3-3 for selecting a variation pattern type, and the random number MR3-4 for the variation pattern, stores them in their respective random number buffers, and then transfers them to the second special symbol reserve buffer. Also, using the second reserved memory information designation command transmission table, the second reserved memory information designation command that specifies the second reserved memory number can be transmitted from the main board 11 to the performance control board 12. Then, a value indicating "2" is stored in the start port winning buffer as the start port winning designation value.
[0087] A common start port switch passing process P_TZU_ON can be executed in steps S104 and S108. Meanwhile, the start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102, while the start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106. In this way, the common start port switch passing process P_TZU_ON is executed using different start port winning tables. Therefore, different data settings and controls are possible when the gaming ball enters the first start port and when it enters the second start port, using the common process. Note that the start port switch passing process P_TZU_ON may include a winning performance process using the extracted gaming random number.
[0088] If the second start winning flag is off in step S107 (step S107; No), or after the start gate switch passing process P_TZU_ON in step S108, a transfer command for setting a pointer sets a special symbol process processing jump table (step S109). The special symbol process processing jump table is an address management table that selects and executes processing corresponding to the read value of the special symbol process code. The special symbol process code can be updated to any of 00[H] to 0B[H] in accordance with the progress of game control in the pachinko gaming machine 1, and is also called a special symbol process code. Here, [H] indicates a hexadecimal number. Note that [B] can also indicate a binary number.
[0089] Following step S109, a transfer command for reading stored data is used to load the special symbol process code (step S110). Next, the 2-byte data selection process P_ABXEXEC is executed (step S111) to obtain the address of the process selected corresponding to the special symbol process code. The obtained address is set in a pointer. After this, a subroutine call command is issued to execute the process pointed to by the pointer (step S112), making it possible to execute the process selected corresponding to the special symbol process code. When the selected process is completed and a return command is issued to return to the special symbol process process P_TPROC, the special symbol process process P_TPROC is also completed, and a return command is issued to return to the timer interrupt process P_PCT for game control.
[0090] FIG. 7 shows a configuration example TT01 of a special symbol process processing jump table used in the special symbol process processing P_TPROC. The special symbol process processing jump table is configured by including table data that can set the address of the process selected corresponding to the special symbol process code in an internal register of the CPU 103 used as a pointer. The special symbol process processing jump table of the configuration example TT01 includes special symbol normal processing P_TNORMAL when the special symbol process code is 00 [H], special symbol fluctuation processing P_TSTART when the special symbol process code is 01 [H], special symbol stop processing P_TSTOP when the special symbol process code is 02 [H], small win opening pre-processing P_TLFAN when the special symbol process code is 03 [H], small win opening mid-processing P_TLOPEN when the special symbol process code is 04 [H], small win opening post-processing P_TLCLSF when the special symbol process code is 05 [H], and ... It includes table data that can set address values corresponding to the small win discharge ball waiting process P_TLOUT when the other pattern process code is 06 [H], the small win end process P_TLEND when the special pattern process code is 07 [H], the pre-opening process P_TINT for the large prize opening when the special pattern process code is 08 [H], the opening process P_TOPEN for the large prize opening when the special pattern process code is 09 [H], the post-opening process P_TCLSF for the large prize opening when the special pattern process code is 0A [H], and the big win end process P_TEND when the special pattern process code is 0B [H] in the pointer.
[0091] The normal special symbol processing P_TNORMAL determines whether to start a special symbol game based on the presence or absence of stored reserved information, determines the special symbol display result using the random number MR1-1 for special symbol determination, determines the fixed special symbol to be displayed in the variable special symbol display, and determines the special symbol variation pattern. The special symbol display result includes "jackpot," "minor jackpot," "miss," etc., and if it is determined to be a "jackpot," it determines to control the game to a jackpot game state that is advantageous to the player. Furthermore, if the special symbol display result is a "jackpot," it determines which of several jackpot game states with different degrees of advantage to the player will be controlled to, depending on the jackpot symbol that becomes the fixed special symbol. Therefore, by executing the special symbol normal processing P_TNORMAL, the CPU 103 can determine whether to control to an advantageous state that is advantageous to the player, and can determine which of a plurality of types of advantageous states with different degrees of advantage to the player to control to. Furthermore, by executing the special symbol normal processing P_TNORMAL, the CPU 103 can determine to one of a plurality of types of variation patterns.
[0092] The special symbol change process P_TSTART measures the elapsed time since the special symbol began to change on the first special symbol display device 4A or the second special symbol display device 4B, and makes it possible to determine whether the special symbol change time corresponding to the change pattern has elapsed. The special symbol stop process P_TSTOP measures the elapsed time since the special symbol stopped changing on the first special symbol display device 4A or the second special symbol display device 4B, and makes it possible to determine whether the symbol stop time has elapsed. The symbol stop time may be set as the time for stopping the display of the special symbol when it is determined that the special symbol change time has elapsed in the special symbol change process P_TSTART. When the symbol stop time has elapsed, the special symbol process code is updated and various settings are made according to the special symbol display result. For example, if the special pattern display result is a "big hit", the special pattern process code can be updated to 08 [H], if the special pattern display result is a "small hit", the special pattern process code can be updated to 03 [H], and if the special pattern display result is a "miss", the special pattern process code can be updated to 00 [H].
[0093] The small win opening pre-processing P_TLFAN, small win opening mid-processing P_TLOPEN, small win opening post-processing P_TLCLSF, small win discharge ball waiting process P_TLOUT, and small win end process P_TLEND are processes for controlling the progress of the game in the small win game state. The large prize opening pre-processing P_TINT, large prize opening mid-processing P_TOPEN, large prize opening post-processing P_TCLSF, and big win end process P_TEND are processes for controlling the progress of the game in the big win game state.
[0094] (Major operations of the performance control board 12) Next, we will explain the main operations of the performance control board 12. When the performance control board 12 receives a supply of power supply voltage from the power supply board 17 or the like, the performance control CPU 120 starts up and executes the performance control main process.
[0095] FIG. 8 is a flowchart showing the performance control main process S_MAIN executed by the performance control CPU 120 in the performance control board 12. When the performance control main process S_MAIN shown in FIG. 8 starts, the performance control CPU 120 executes a performance control initialization process S_INIT (step S71). The performance control initialization process S_INIT includes clearing RAM 122, setting various initial values, and setting registers for the timer circuit mounted on the performance control board 12. Next, an initial operation control process S_SYOKI is executed (step S72). The initial operation control process S_SYOKI enables control of the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform predetermined operation checks. Then, it is determined whether a timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time, such as 2 ms (milliseconds), elapses based on the register setting for the timer circuit. Since the timer interrupt flag is off (step S73; No), step S73 is repeated and the process waits.
[0096] When the timer interrupt flag is on (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and a command analysis process S_COMMAND is executed (step S75), a performance control process S_CPROC is executed (step S76), a performance random number update process S_RANDOM is executed (step S77), and a performance output process S_OUT is executed (step S78). Then, other timer interrupt response processes are executed (step S79), and the process returns to step S73.
[0097] The command analysis process S_COMMAND in step S75 enables the reading of the performance control commands stored in the performance control command receiving buffer and the setting and control corresponding to the read performance control commands. By executing the command analysis process S_COMMAND, the performance control CPU 120 can update the stored data indicating the flag status, the stored data in the register, and other stored data in the work area of the RAM 122 in response to the performance control commands transmitted from the main board 11. The performance control process S_CPROC in step S76 enables the control of the execution of performances using various performance devices, including, for example, the display of performance images on the screen of the image display device 5, the audio output from the speakers 8L and 8R, the lighting or extinguishing of decorative light sources such as the game effect lamp 9 and decorative LEDs, and the drive control of the movable body 32. The control content of the performances using various performance devices only needs to be judged, determined, and set based on the performance control commands transmitted from the main board 11 and the results of processing by the performance control CPU 120. The random number updating process S_RANDOM for performance in step S77 enables at least a part of the random numbers for performance used on the performance control board 12 side to be updated by executing a program as software.
[0098] Fig. 9(A) is a flowchart showing an example of processing that can be executed in step S76 shown in Fig. 8 as the performance control process processing S_CPROC. The performance control CPU 120 executes the look-ahead performance setting processing S_SAKI_SET in the performance control process processing (step S151). The look-ahead performance setting processing S_SAKI_SET enables judgment, decision, and setting regarding the execution of the look-ahead preview performance, for example, based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, the look-ahead performance setting processing S_SAKI_SET makes it possible to update the hold display based on the number of hold memories specified from the performance control command.
[0099] After the look-ahead effect setting process S_SAKI_SET in step S151, a effect control process jump table is set by a transfer command that sets a pointer (step S152). The effect control process jump table is an address management table that selects and makes executable a process corresponding to the read value of the effect control process code. The effect control process code can be updated and set to any of 00[H] to 0A[H] in accordance with the progress of effect control in the pachinko gaming machine 1, and is also called the effect process code. The effect control process code is loaded by a transfer command that reads out stored data (step S153). The address of the process to be selected corresponding to the effect control process code thus acquired is set in the effect control pointer (step S154). Therefore, by executing the process pointed to by the effect control pointer (step S155), the process selected corresponding to the effect control process code becomes executable.
[0100] 9(B) shows an example of the configuration TT02 of the performance control process jump table used in the performance control process S_CPROC. The performance control process jump table includes table data that can set the address of the process selected corresponding to the performance control process code in a register used as a performance control pointer. The effect control process processing jump table of configuration example TT02 includes table data that can set address values corresponding to the following in the effect control pointer: waiting for a change pattern command when the effect control process code is 00 [H], effect pattern change start processing when the effect control process code is 01 [H], effect pattern change in progress processing when the effect control process code is 02 [H], effect pattern change stop processing when the effect control process code is 03 [H], small win display processing when the effect control process code is 04 [H], small win open processing when the effect control process code is 05 [H], small win end effect processing when the effect control process code is 06 [H], big win display processing when the effect control process code is 07 [H], round processing when the effect control process code is 08 [H], post-round processing when the effect control process code is 09 [H], and big win end effect processing when the effect control process code is 0A [H].
[0101] The waiting-for-reception process for a variation pattern command determines whether a variation pattern designation command transmitted from the game control microcomputer 100 on the main board 11 has been received. If it is determined that a variation pattern designation command has been received, the presentation control process code is updated to 01 [H], which corresponds to the presentation pattern variation start process. If it is determined that a variation pattern designation command has not been received, the demo display can be controlled. The presentation pattern variation start process enables the start of a variation-time presentation corresponding to a special game. For example, in response to the variation pattern command transmitted from the main board 11, it enables the selection of a presentation pattern to be used to control the variation-time presentation and the start of updating the presentation process timer that measures the presentation execution time. The presentation pattern variation process controls the switching timing of each presentation element that constitutes the presentation pattern and determines whether the presentation execution time has elapsed based on the timing value of the presentation process timer. If it is determined that the presentation execution time has elapsed, the presentation control process code is updated to 03 [H], which corresponds to the presentation pattern variation stop process. The effect pattern change stop process enables control of the end of the effect during change and control of the display of the effect result corresponding to the determined special pattern based on the establishment of the end condition of the effect during change, such as the elapse of the effect execution time or the reception of a effect pattern determination command. At this time, the effect control process code is updated and various settings are made according to the display result of the variable display. For example, if the display result of the variable display is a "big hit," the effect control process code can be updated to 07 [H], if the display result of the variable display is a "small hit," the effect control process code can be updated to 04 [H], and if the display result of the variable display is a "miss," the effect control process code can be updated to 00 [H].
[0102] The small win display process, small win opening process, and small win end effect process are processes for controlling the progress of effects corresponding to the small win game state. The big win display process, round process, post-round process, and big win end effect process are processes for controlling the progress of effects corresponding to the big win game state.
[0103] (Variations of basic explanations, etc.) The pachinko gaming machine 1 is not limited to the configuration, functions, processing, and operation described in the basic description and other explanations, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not need to have all the technical features described in the embodiments, but may have some of the configuration described in the embodiments so as to solve at least one problem in the prior art. When a subordinate concept is described in the embodiments, an invention of a generic concept using homologous or similar matters, or an invention of a generic concept using common properties, is included in the present invention, and may have some of the structure or characteristics described in the embodiments so as to solve at least one problem in the prior art.
[0104] The pachinko game machine 1 may be a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, or it may be an enclosed type game machine that encloses game media and awards points when a prize is won.
[0105] The display during the variable display of the special symbol may be, for example, only one type of symbol, such as a symbol indicating "-", and the variable display may be such that this symbol is repeatedly displayed and turned off. One type of symbol may be displayed during the variable display, and this symbol may not be displayed when the variable display is stopped. For example, the display result may be a non-display state in which the symbol indicating "-" is not displayed and no special symbol is displayed.
[0106] The pachinko gaming machine 1 may be configured to change the probability of winning a jackpot and the payout rate in response to multiple setting values. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate may be changed by using a different jackpot determination value for each setting value. As a specific example, the setting values are divided into six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreasing as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this case, setting 6 as the setting value provides the highest advantage to the player, and the advantage gradually decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes depending on the setting value, the payout rate may also change depending on 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 depending on the setting value. The pachinko gaming machine 1 may be configured to be able to set one of a plurality of setting values that differ in the degree of advantage to the player. The setting value set in the pachinko gaming machine 1 may be notified by a setting value designation command being sent from the main board 11 to the effect control board 12. During execution of the variable display, a setting suggestion effect may be executed that suggests the setting value in the pachinko gaming machine 1 at a predetermined rate. The suggestion regarding the setting value in the pachinko gaming machine 1 is not limited to suggesting the setting value in the pachinko gaming machine 1, and may, for example, suggest whether the setting value in the pachinko gaming machine 1 has been changed. The setting suggestion effect may suggest the likelihood of a jackpot through any effect, and may also suggest the setting value in the pachinko gaming machine 1.
[0107] Instead of some or all of the suggestions regarding the control of the jackpot gaming state, or together with some or all of the suggestions regarding the control of the jackpot gaming state, suggestions regarding the control of a state that is advantageous to the player, different from the jackpot gaming state, may be made. For example, a suggestion regarding a probability variable state that is controlled after the jackpot gaming state ends may be made. In addition, suggestions regarding a state in which any game value that is advantageous to the player is awarded as an advantageous state may be made, depending on whether or not it is controlled.
[0108] The invention relating to gaming machines is not limited to pachinko gaming machines 1, but can also be applied to slot machines as appropriate. A slot machine can execute a game in which medals are inserted, a predetermined bet amount is set, multiple types of symbols are rotated in response to the player's operation of a control lever, and when the symbols are stopped in response to the player's operation of a stop button, a predetermined number of medals is paid out to the player if a specific combination of symbols is formed. In a slot machine, advantageous states that are advantageous to the player may include, for example, one or more of so-called bonuses, such as a big bonus, regular bonus, RT, AT, ART, and CZ.
[0109] The programs and data for realizing various controls, including the progress of the game and the execution of the effects, may be distributed and provided to a computer device included in a gaming machine such as the pachinko gaming machine 1 via a removable recording medium, or may be distributed and provided by being pre-installed in a storage device of the computer device. Also, the gaming machine may have a communication processing unit that can be connected to an external device on a network via a communication line or the like, and distribute and provide the programs and data by downloading them from the external device. The execution of the game and effects may also be executable by inserting a removable recording medium, or by temporarily storing the programs and data downloaded via a communication line or the like in internal memory, or by directly executing them using hardware resources of an external device on a network connected via a communication line or the like, or by exchanging data with another computer device or the like via a network.
[0110] When comparing various percentages, such as the decision percentage of a process or data, or the execution percentage of a performance, expressions such as "high," "low," or "different" may include cases where one is a percentage of "0%" or "100%." For example, for one decision result or execution content, a percentage of "0%" may include cases where there is no decision or execution, or a percentage of "100%" may include cases where there is always a decision or execution.
[0111] (Explanation about feature part 03AK) Next, the characteristic part 03AK will be explained. In the pachinko gaming machine 1 of the characteristic part 03AK, the CPU 103 of the game control microcomputer 100, which can control the progress of the game, can also control multiple types of game states. The game states in the pachinko gaming machine 1 include a normal state, which is a low-probability, low-base state, a time-saving state, which is a low-probability, high-base state, and a probability variable state, which is a high-probability, high-base state. Other controllable game states include a jackpot game state, which can be an advantageous state for the player when the special symbol display result is a "jackpot."
[0112] The time-saving state is included in special states in which variable displays such as special symbols are more likely to be displayed than in the normal state. When the pachinko gaming machine 1 is in the time-saving state, the average special symbol fluctuation time is shortened by time-saving control, and the average normal symbol fluctuation time is also shortened, increasing the probability of a "normal symbol win" in the normal symbol game. For example, while the normal symbol hit probability is 10% in the normal state, the time-saving state increases the normal symbol hit probability to 90%, making it easier for a gaming ball to enter the second start winning hole of the variable winning ball device 6B. Accordingly, or instead of this, for example, in the time-saving state, the opening time of the variable winning ball device 6B may be lengthened or the number of times the variable winning ball device 6B is opened may be increased, or both, compared to the normal state, thereby making it easier for a gaming ball to enter the second start winning hole of the variable winning ball device 6B and thus more likely for the gaming ball to pass through the starting area. By performing time-saving control accompanied by high base control that makes it easier for game balls to enter the second starting winning hole of such variable winning ball device 6B, it becomes easier to execute the second special pattern game using second special pattern display device 4B.
[0113] The time-saving state in this example includes a first time-saving state in which high-base control or time-saving control is performed but no probability variable control is performed after the end of a jackpot gaming state. In the first time-saving state, variable display can be executed up to 110 times. The time-saving state in this example also includes a second time-saving state that can be controlled when a predetermined number of variable displays are executed consecutively in a low probability state after power-on or after a jackpot occurs, but no next jackpot occurs. The second time-saving state is also called a rescue time-saving state, and in this example, is a gaming state called "Yu-Time." After power-on, for example, the initialization setting process P_INIT_SET in step S5, which is included in the main processing for game control, can be executed. The condition for control to the second time-saving state is that the predetermined number of variable display executions without a jackpot occurs can be 900 times in this example. The rescue time-saving state is provided to rescue players who have not won a jackpot despite playing for a long period of time, for example, by reducing the amount of investment required for gaming. In the second time-saving state, a maximum of 1100 variable displays can be performed. In these time-saving states, if the special chart display result is a "jackpot," the time-saving state ends in response to the start of the jackpot game state.
[0114] When the pachinko gaming machine 1 is in a jackpot gaming state, it is possible to execute a round game in which the special variable ball entry device 50's special prize entry opening, which is a large prize entry opening, is in an open state. During a specific round game, a V prize entry area 51, a specific area provided inside the large prize entry opening, is switched between an open state and a closed state by a V prize entry opening / closing member, which is a distribution member. During other round games, the V prize entry area 51 remains closed. When a gaming ball passing through this V prize entry area 51 is detected by the specific area switch 24, the control condition for the probability variable state is established. In this example, the probability variable state is a gaming state in which probability variable control is performed along with high base control and time-saving control after the jackpot gaming state ends, and a maximum of 110 variable displays can be executed. When the special symbol display result is "jackpot" during the probability variable state, the probability variable state ends corresponding to the start of the jackpot gaming state.
[0115] In the pachinko gaming machine 1, when the CPU 103 of the game control microcomputer 100 executes the special symbol normal processing P_TNORMAL, it can determine whether to control to a jackpot gaming state in response to the start of a special symbol game. The CPU 103 uses the random number MR1-1 for special symbol determination to refer to the special symbol display result determination table to determine whether the variable display result resulting from the special symbol display is a "jackpot." In this case, in response to the determination of the special symbol display result being a "jackpot," it determines to control to a jackpot gaming state. Furthermore, in response to the determination of the special symbol display result being a "jackpot," the CPU 103 can determine the jackpot symbol to be displayed as a fixed special symbol by using the random number MR1-2 for the winning symbol and referring to the jackpot symbol determination table. In response to the determination result of the jackpot symbol, one of several jackpot types can be determined. The pachinko gaming machine 1 relating to the characteristic part 03AK includes jackpot types AKA1 to AKA3 as a plurality of jackpot types, and can be controlled to a jackpot gaming state corresponding to the determined jackpot type. Note that the jackpot type may be determined using a jackpot type determination table regardless of the jackpot symbol determined as the fixed special symbol. Alternatively, the jackpot symbol determination table may be configured as a jackpot type determination table in which a jackpot symbol is associated with each jackpot type.
[0116] FIG. 10-1 shows examples of settings for determining, deciding, and controlling game progress. Of these, FIG. 10-1(A) shows a display result determination example 03AKD01 using a special symbol display result determination table. The special symbol display result determination table is a table referenced to determine whether or not to control the special symbol display result, which is the variable display result, as a "jackpot" and to enter a jackpot game state before the variable display result is derived and displayed by the stopped display of the confirmed special symbol 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. The special symbol display result determination table may be a common table for the first and second special symbols, or separate tables may be used for the first and second special symbols. In this embodiment, the table data of the special chart display result determination table is set so that the special chart display result is determined to be either a "big hit" or a "miss," while the special chart display result is not determined to be a "small hit" or a "time reduction."
[0117] In display result determination example 03AKD01, when probability variable control is "enabled," the probability of the special chart display result being determined to be a "jackpot" is higher than when probability variable control is "disabled." When probability variable control is "disabled," the probability of the special chart display result being determined to be a "jackpot" is 205 / 65536. In this case, the probability of a jackpot in the special chart game is 205 / 65536, or approximately 1 / 320. When probability variable control is "enabled," the probability of a jackpot in the special chart game is 2050 / 65536. In this case, the probability of a jackpot in the special chart game is 2050 / 65536, or approximately 1 / 32. In this example, the probability variable state, which is a high-probability state, has a jackpot probability 10 times higher than the low-probability states, the normal state, and the time-saving state. As a result, when the pachinko gaming machine 1 is in a probability variable state (high probability state) in which probability variable control is performed, the probability of determining that the special chart display result is a "jackpot" and controlling the jackpot gaming state is higher than when it is in a normal state or a time-saving state (low probability state) in which probability variable control is not performed. Note that the multiplier or rate at which the jackpot probability is increased in the probability variable state may be set arbitrarily based on the specifications of the pachinko gaming machine 1.
[0118] Figure 10-1(B) shows an example of jackpot type determination 03AKD02 using the jackpot type determination table. The jackpot type determination table is referenced to determine one of multiple jackpot game states corresponding to multiple jackpot types based on the random number MR1-2 for the winning symbol when the special symbol display result is determined to be a "jackpot" in a special symbol game using the first special symbol displayed by the first special symbol display device 4A or a special symbol game using the second special symbol displayed by the second special symbol display device 4B. The jackpot type determination table is configured to reference different table data for the first special symbol and the second special symbol. In a special symbol game using the first special symbol, the jackpot type can be determined by the table data corresponding to the "first" special symbol. In a special symbol game using the second special symbol, the jackpot type can be determined by the table data corresponding to the "second" special symbol. The type of jackpot may be determined using the random number MR1-2 for the winning symbol, or may be determined using a random number different from the random number MR1-2 for the winning symbol, such as the random number MR1-1 for determining a special symbol.
[0119] FIG. 10-1(C) shows a jackpot type control example 03AKC01 for controlling the jackpot gaming state corresponding to multiple jackpot types. In this embodiment, it is possible to control partially or completely different V prize opening modes and round games corresponding to jackpot types AKA1 to AKA3. The V prize opening mode, which switches the V prize area 51 from a closed state to an open state during a jackpot gaming state, includes a short opening, which is a short period of time during which the V prize area 51 is open, and a long opening, which is a long period of time during which the V prize area 51 is open. A short opening is a mode in which the V prize area 51 is open for, for example, 0.1 seconds. A long opening is a mode in which the V prize area 51 is open for, for example, 15 seconds. For jackpot type AKA1, the V prize opening mode of the V prize area 51 during a jackpot gaming state is a short opening, and for jackpot types AKA2 and AKA3, the V prize opening mode of the V prize area 51 during a jackpot gaming state is a long opening. In addition, for the jackpot types AKA1 and AKA2, the number of rounds in the jackpot gaming state is "6", and for the jackpot type AKA3, the number of rounds in the jackpot gaming state is "10". The number of rounds in the jackpot gaming state is the upper limit number of rounds that can be executed from the start to the end of the jackpot gaming state.
[0120] The jackpot game state corresponding to jackpot type AKA1 is a short-open V entry mode, making it extremely difficult for the game ball to pass through the V entry area 51, and it is not expected that the variable probability control will be executed, so it is essentially a normal jackpot. The jackpot game states corresponding to jackpot types AKA2 and AKA3 are long-open V entry modes, making it extremely easy for the game ball to pass through the V entry area 51, and it is expected that the variable probability control will be executed, so they are essentially variable probability jackpots. Note that there may be two or fewer types of jackpots, or four or more types.
[0121] In the jackpot type determination example 03AKD02, when the special symbol is "1", the determination ratio of jackpot types AKA1 to AKA3 is different from when the special symbol is "2". When the special symbol is "1", the determination ratio of jackpot type AKA1 is 50 / 100, the determination ratio of jackpot type AKA2 is 49 / 100, and the determination ratio of jackpot type AKA3 is 1 / 100. When the special symbol is "2", jackpot type AKA1 is not determined (determination ratio is 0), the determination ratio of jackpot type AKA2 is 40 / 100, and the determination ratio of jackpot type AKA3 is 60 / 100. As a result, in response to the special game using the first special symbol, a long-open V-winning opening mode occurs at a rate of 50%, and when a V-winning occurs in which the game ball passes through the V-winning area 51, a probability variable state is entered in which time-saving control, high base control, and probability variable control are performed after the end of the jackpot game state. In response to the special game using the second special symbol, a long-open V-winning opening mode occurs at a rate of 100%, and when a V-winning occurs in which the game ball passes through the V-winning area 51, a probability variable state is entered after the end of the jackpot game state.
[0122] In the jackpot game state corresponding to the jackpot type AKA1, the V entry opening mode is a short opening, and it is possible to cause a V entry by passing the game ball through the V entry area 51. However, since the occurrence of a V entry is rare in this case, in the case of the jackpot type AKA1, it will be explained as if a V entry does not occur and the probability variable control is not executed. In the jackpot game state corresponding to each of the jackpot types AKA2 and AKA3, the V entry opening mode is a long opening, and it is possible that a V entry does not occur by not passing the game ball through the V entry area 51. However, since it is rare for a V entry not to occur in this case, it will be explained as if a V entry occurs and the probability variable control is executed in the case of the jackpot types AKA2 and AKA3.
[0123] FIG. 10-1(D) shows a time-saving control example 03AKC02 corresponding to multiple start conditions. In the time-saving control example 03AKC02, the start condition is established by the end of a jackpot, which ends the jackpot gaming state. The first time-saving state has 110 time-saving cycles and can execute 110 variable displays. In the time-saving control example 03AKC02, the start condition is established by a 900-cycle fluctuation in which the variable display is executed 900 times without a jackpot occurring in a low-probability state. The second time-saving state has 1100 time-saving cycles and can execute 1100 variable displays. Therefore, in a jackpot gaming state corresponding to jackpot type AKA1, if the gaming ball does not pass through V-winning area 51 and no V-winning occurs, time-saving control and high-base control are performed for up to 110 variable displays, resulting in the first time-saving state in which no probability variable control is performed. In the jackpot gaming state corresponding to each of the jackpot types AKA2 and AKA3, when the gaming ball passes through the V entry area 51 and a V entry occurs, the game enters a probability variable state in which time-saving control, high base control, and probability variable control are performed for a maximum of 110 variable displays. If 900 variable displays are performed without being controlled to a jackpot gaming state in a low probability state, the game enters a second time-saving state in which time-saving control and high base control are performed for a maximum of 1100 variable displays, and probability variable control is not performed. However, if 1100 variable displays are performed and the second time-saving state ends without being controlled to a jackpot gaming state, and 900 variable displays are performed again in a low probability state without being controlled to a jackpot gaming state, the game will not be controlled to the second time-saving state again based on this.
[0124] After the jackpot gaming state corresponding to jackpot type AKA1 ends, 110 variable displays can be executed in the first time-saving state out of the multiple types of time-saving states, which are low-probability states, so the number of variable displays remaining from the end of the first time-saving state until the rescue time-saving state is reached is 790. After the jackpot gaming state corresponding to either jackpot type AKA2 or AKA3 ends, 110 variable displays can be executed in the probability variable state, which is a high-probability state, so the number of variable displays remaining from the end of the probability variable state until the rescue time-saving state is reached is 900.
[0125] FIG. 10-2 shows an example of the configuration of a variation pattern related to the feature section 03AK. In the pachinko gaming machine 1, multiple variation patterns are prepared in advance, which differ in some or all of the special pattern variation time, the display result of the special symbol, and the variable display mode of the effect symbol. The multiple variation patterns related to the feature section 03AK include variation patterns corresponding to either "non-reach (miss)," "reach (miss)," or "jackpot." The variation pattern corresponding to "non-reach (miss)" is a non-reach variation pattern, which is used when the display result of the special symbol is a "miss," but the reach mode is not reached and the fixed effect symbol of the non-reach combination is stopped and displayed. The variation pattern corresponding to "reach (miss)" is a reach variation pattern, which is used when the display result of the special symbol is a "miss," but the reach mode is reached and the fixed effect symbol of the reach combination is stopped and displayed. The variation pattern corresponding to "jackpot" is a jackpot variation pattern, which is used when the display result of the special symbol is a "jackpot." Non-reach fluctuation patterns and reach fluctuation patterns are also called miss fluctuation patterns. Reach fluctuation patterns and jackpot fluctuation patterns include a "normal" fluctuation pattern in which the display result of the variable display is frozen after a reach effect that becomes a normal reach is executed, and a "super" fluctuation pattern in which the display result of the variable display is frozen after a reach effect that becomes a normal reach is executed, and then develops into a reach effect that becomes a super reach, and after the reach effect that becomes a super reach is executed, the display result of the variable display is frozen. The reach effects that become super reach include reach effects Super A to Super E, which have different presentation styles from each other.
[0126] 10-3 to 10-6 show examples of determining a variation pattern. The variation pattern can be determined by a determination ratio corresponding to multiple game states in the pachinko gaming machine 1, such as the normal state, the probability variable state, the first time-saving state, and the second time-saving state, and the special symbol display result being a "miss" or a "jackpot." The special symbol normal processing P_TNORMAL, which is executed when the special symbol process code is 00[H] in step S112 of the special symbol processing processing P_TPROC, determines the variation pattern for a jackpot or a miss using a selected variation pattern determination table, depending on the game state of the pachinko gaming machine 1 and whether the special symbol display result determined upon the start of the special symbol game is a "jackpot" or a "miss." When determining a variation pattern, the random number MR3-3 for selecting a variation pattern type and the random number MR3-4 for a variation pattern are read from the first special symbol reserve buffer or the second special symbol reserve buffer. The CPU 103 of the game control microcomputer 100 selects a variation pattern type using the random number MR3-3 for selecting a variation pattern type. Next, the random number MR3-4 for a variation pattern is compared with a distribution judgment value preset in a variation pattern determination table corresponding to the selection result of the variation pattern type. Then, a variation pattern corresponding to a distribution judgment value exceeding the random number MR3-4 for a variation pattern is determined as the usage pattern.
[0127] In the example 03AKD11 of determining a miss fluctuation pattern in the normal state in Figure 10-3 (A), when the number of reserved memories is 0 to 2, pattern PA1-1, which is a non-reach fluctuation pattern with no shortening during normal times, is determined at a rate of 90 / 100, pattern PA2-1, which is a reach fluctuation pattern that results in a normal reach, is determined at a rate of 7 / 100, pattern PA2-2, which is a reach fluctuation pattern that results in a super reach of Super A, is determined at a rate of 2 / 100, and pattern PA2-3, which is a reach fluctuation pattern that results in a super reach of Super B, is determined at a rate of 1 / 100. Also, when the number of reserved memories is 3 or more, pattern PA1-2, which is a non-reach fluctuation pattern with shortening during normal times, is determined at a rate of 90 / 100, and the determination rates for patterns PA2-1 to PA2-3 are the same as when the number of reserved memories is 0 to 2.
[0128] In the example 03AKD12 of determining the jackpot fluctuation pattern in the normal state in Figure 10-3(B), regardless of the number of reserved memories, pattern PA3-1, which is a jackpot fluctuation pattern that results in a normal reach, has a determination rate of 10 / 100, pattern PA3-2, which is a jackpot fluctuation pattern that results in a Super A Super Reach, has a determination rate of 40 / 100, and pattern PA3-3, which is a jackpot fluctuation pattern that results in a Super B Super Reach, has a determination rate of 50 / 100.
[0129] In the example 03ADK13 of determining a miss fluctuation pattern in the probability variable state in Figure 10-4 (A), when the number of reserved memories is 0, pattern PB1-1, which is a non-reach fluctuation pattern with no shortening during time reduction, is determined at a 90 / 100 determination rate, pattern PA2-1 at a 5 / 100 determination rate, pattern PA2-4, which is a reach fluctuation pattern that becomes the super reach of Super C, is determined at a 2 / 100 determination rate, and pattern PA2-5, which is a reach fluctuation pattern that becomes the super reach of Super D, is determined at a 3 / 100 determination rate. Also, when the number of reserved memories is 1 or more, pattern PB1-1 is determined at a 10 / 100 determination rate, pattern PB1-2, which is a non-reach fluctuation pattern with the first shortening during time reduction, is determined at a 80 / 100 determination rate, and the determination rates of patterns PA2-1, PA2-4, and PA2-5 are the same as when the number of reserved memories is 0.
[0130] In the example 03AKD14 of determining the jackpot fluctuation pattern in the special state in Figure 10-4(B), regardless of the number of reserved memories, pattern PA3-1 has a determination rate of 5 / 100, pattern PA3-4, which is a jackpot fluctuation pattern that results in a Super Reach of Super C, has a determination rate of 80 / 100, and pattern PA3-5, which is a jackpot fluctuation pattern that results in a Super Reach of Super D, has a determination rate of 15 / 100.
[0131] In the example 03AKD15 of determining a miss fluctuation pattern in the first time-saving state in Figure 10-5(A), when the number of reserved memories is 0, pattern PB1-1 is determined at a 95 / 100 determination rate, and pattern PA2-6, which is a reach fluctuation pattern that results in a super reach of Super E, is determined at a 5 / 100 determination rate. Also, when the number of reserved memories is 1 or more, pattern PB1-1 is determined at a 5 / 100 determination rate, pattern PB1-2 is determined at a 90 / 100 determination rate, and the determination rate of pattern PA2-6 is the same as when the number of reserved memories is 0.
[0132] In the example 03AKD16 of determining the jackpot fluctuation pattern in the first time-saving state in Figure 10-5(B), regardless of the number of reserved memories, pattern PA3-1 has a determination rate of 5 / 100, and pattern PA3-6, which is a jackpot fluctuation pattern that results in a super reach of Super E, has a determination rate of 95 / 100.
[0133] In the example 03AKD17 of the failure fluctuation pattern determination in the second time-saving state in Figure 10-6(A), when the number of reserved memories is 0, pattern PB1-1 is determined at a determination rate of 97 / 100, and pattern PA2-5, which is a failure fluctuation pattern that results in a Super Reach of Super D, is determined at a determination rate of 3 / 100. Also, when the number of reserved memories is 1 or more, pattern PB1-3, which is a non-reach fluctuation pattern with a second reduction during time-saving, is determined at a determination rate of 97 / 100, and the determination rate of pattern PA2-5 is the same as when the number of reserved memories is 0.
[0134] In the example 03AKD18 of the jackpot fluctuation pattern determination in the second time-saving state in Figure 10-6(B), regardless of the number of reserved memories, the pattern PA3-5, which is the jackpot fluctuation pattern that becomes the Super Reach of Super D, is determined at a 100 / 100 determination rate. Therefore, when the special chart display result is "jackpot" in the second time-saving state, only the pattern PA3-5 is always determined as the pattern to be used.
[0135] Corresponding to the probability variable state, first time-saving state, and second time-saving state, the number of patterns (number of types) of miss fluctuation patterns that can be determined is greatest for the probability variable state, next greatest for the first time-saving state, and least for the second time-saving state, and the average time of special chart fluctuation based on miss fluctuation patterns is longest for the probability variable state, next longest for the first time-saving state, and shortest for the second time-saving state. Also, the number of patterns (number of types) of jackpot fluctuation patterns that can be determined is greatest for the probability variable state, next greatest for the first time-saving state, and least for the second time-saving state, and the average time of special chart fluctuation based on jackpot fluctuation patterns is longest for the probability variable state, next longest for the first time-saving state, and shortest for the second time-saving state. Compared to the probability variable state and first time-saving state, the second time-saving state has fewer fluctuation pattern patterns and a shorter average special chart fluctuation time, making it possible to implement monotonous and efficient variable display. In addition, the number of determinable patterns of miss fluctuation patterns and jackpot fluctuation patterns may be greater in the first time-shortening state than in the probability variable state, or may be the same in the probability variable state and the first time-shortening state.
[0136] The fluctuation pattern determination table used to determine the fluctuation pattern is used in common for the first special symbol and the second special symbol. In particular, in the second time-saving state, by using the fluctuation pattern determination table in common for the first special symbol and the second special symbol, when the first start winning occurs in the second time-saving state, the number of fluctuation patterns is smaller and the average special symbol fluctuation time is shorter than in the probability variable state or the first time-saving state, making it possible to execute a monotonous and efficient variable display. Note that different fluctuation pattern determination tables may be used for the first special symbol and the second special symbol.
[0137] The variable display corresponding to the reach variation pattern or jackpot variation pattern that becomes a super reach is executed after the variable display of the performance symbol becomes a reach state, and the determined performance symbol is displayed stationary after this reach performance is completed. The jackpot variation pattern that becomes a super reach includes a variable display part in which the variable display of the performance symbol is executed, and a post-performance part that notifies in an identifiable manner that the game will be controlled to a jackpot game state after the variable display part is completed.
[0138] The variable display period of the variable display part is 45,000 milliseconds for Super A, 80,000 milliseconds for Super B, 40,000 milliseconds for Super C, 25,000 milliseconds for Super D, and 50,000 milliseconds for Super E, and differs for each type of Super A to Super E. The execution period of the post-effect part is 15,000 milliseconds, which is the same for Super A to Super E. Note that the execution period of the post-effect part may be set differently depending on the type of Super Reach. Alternatively, a fanfare period corresponding to the start of a jackpot gaming state may be assigned to the post-effect part.
[0139] Figure 10-7 is a flowchart showing an example of the main process P_MAIN for game control in the characteristic part 03AK. In this example, the processes of steps S1 to S4, S5, and S6 to S11 are the same as the processes shown in Figure 4. This example differs from the process shown in Figure 4 in that after step S4, a rescue time-shortening setting at recovery (step 04AKS01) is performed, and after step S5, a rescue time-shortening setting at initialization (04AKS02) is performed.
[0140] In step S4, the recovery time reduction setting in AKS01 is performed by CPU 103 acquiring a specific count value after enabling transmission of the corresponding performance control command during backup in step S4. The specific count value is a count value obtained by a specific counter provided in the performance control counter setting section of RAM 102 and indicates the remaining number of variable displays to be executed before the recovery time reduction is triggered. In this case, CPU 103 uses the current specific count value to perform settings for transmitting a recovery time reduction count designation command to performance control CPU 120 of performance control board 12. The recovery time reduction count designation commands, from the first to fourth digits of the specific count value, may be prepared in advance. CPU 103 simply sets data corresponding to the current specific count value converted to hexadecimal in the command buffer and performs settings for sequential transmission of the first to fourth recovery time reduction count designation commands.
[0141] Furthermore, the recovery time reduction setting of step 04AKS01 includes a setting for transmitting a recovery time reduction count designation command, different from the recovery time reduction count designation command, to the performance control CPU 120 of the performance control board 12. The recovery time reduction count designation commands, from the first recovery time reduction count designation command to the fourth recovery time reduction count designation command, are pre-prepared corresponding to a numerical range including the remaining number of variable display times until the recovery time reduction is reached. The first recovery time reduction count designation command specifies that the recovery time reduction has been reached. The second recovery time reduction count designation command specifies that 1 to 125 times remain until the recovery time reduction is reached. The third recovery time reduction count designation command specifies that 126 times remain until the recovery time reduction is reached. The fourth recovery time reduction count designation command specifies that 127 or more times remain until the recovery time reduction is reached. For example, when the current specific count value is between 1 and 125, the CPU 103 performs a setting for transmitting the second recovery time reduction count designation command to the performance control CPU 120 of the performance control board 12. As a result, when the recovery condition is met when the power of the pachinko gaming machine 1 is turned on and the backup time setting process P_BACKUP_SET is executed in step S4, a rescue time reduction count designation command is sent and a notification corresponding to the remaining number of variable display times until the current rescue time reduction is reached is made. Note that it is also possible to use a performance control command corresponding to the backup time to specify the remaining number of times until the rescue time reduction is reached, and to configure it so that it can be sent instead of one or both of the recovery rescue time reduction count designation command and the rescue time reduction count designation command.
[0142] The initialization rescue time-saving setting in step S4AKS02 is initialized by clearing the area including the specific counter in step S5, and then the CPU 103 sets the initial value of the specific counter. In this case, "900" is set as the initial count value. Thus, if the restoration condition is not met when the pachinko gaming machine 1 is powered on and the initialization setting process P_INIT_SET in step S5 is executed, the initial count value of the specific counter is set to "900." Therefore, if the initialization setting process P_INIT_SET in step S5 is executed after powering on the pachinko gaming machine 1, rescue time-saving is activated and the second time-saving state is entered, provided that no jackpot occurs even after 900 variable displays. The effect control command corresponding to initialization, which can be transmitted by the initialization setting process P_INIT_SET in step S5, also corresponds to setting the initial count value of "900" for the specific counter. The CPU 103 may be able to obtain the initial count value to be set for the specific counter based on the transmission of the effect control command corresponding to initialization. The initial setting of the specific count value is performed before the start of the timer interrupt process P_PCT for game control that enables the progress of the game to be controlled, so that the specific counter is set before the start of the variable display, and the number of variable displays executed before the rescue time reduction can be reliably managed.
[0143] In addition, even if the restoration condition is not met, the specific count value may not be initialized. In this case, since the game can be started using the specific count value of the previous day, the investment amount until the rescue time reduction is reached can be reduced, and it can be configured so that it is not disadvantageous to the player. Among the multiple restoration conditions, the specific count value may not be initialized in response to the clear signal being in the on state, and the specific count value may be initialized in response to the memory contents of RAM 102, which serves as a backup RAM, being abnormal.
[0144] The initialization time-saving time reduction setting of step 04AKS02 may include a setting for transmitting a time-saving time reduction count designation command for recovery to the performance control CPU 120 of the performance control board 12. The CPU 103 acquires the specific count value, which is set to "900" by the setting of the initial count value, and performs setting for sequentially transmitting the first time-saving time reduction count designation command through the fourth time-saving time reduction count designation command for recovery, using the current specific count value.
[0145] FIG. 10-8 is a flowchart showing an example of processing that can be executed as the special symbol normal processing P_TNORMAL when the special symbol process code is 00[H] in step S112 of the special symbol process processing P_TPROC. When the special symbol normal processing P_TNORMAL is executed, the CPU 103 of the game control microcomputer 100 determines whether the total reserved memory number is 0 (step 03AKS11). The total reserved memory number is the sum of the first reserved memory number and the second reserved memory number, and is also called the total reserved memory number. For example, when the count value of the total reserved memory counter is 0, the total reserved memory number is determined to be 0. On the other hand, when the count value of the total reserved memory counter is other than 0, the total reserved memory number is determined to be not 0. When the total reserved memory number is not 0 (step 03AKS11; No), a setting for special symbol determination is performed (step 03AKS12). In this case, the CPU 103 checks the count value of the second reserved memory counter, and if it is other than 0, sets the second special symbol determination control table address by a transfer command for setting a table pointer. The second special symbol determination control table address is the address of the second special symbol determination control table stored in the game data area of the ROM 101. At this time, the count value of the second reserved memory counter is updated by subtracting 1, the random number MR1-1 for special symbol determination is read from the second special symbol determination buffer, the stored contents are shifted, and data indicating 2 is set as the special symbol designation value.
[0146] If the count value of the second reserved memory counter is 0 in the special symbol determination setting of step 03AKS12, a transfer command for setting the table pointer sets the first special symbol determination control table address. The first special symbol determination control table address is the address of the first special symbol determination control table stored in the game data area of ROM101. At this time, the count value of the first reserved memory counter is decremented by 1, the random number MR1-1 for special symbol determination is read from the first special symbol determination buffer, the stored contents are shifted, and data indicating 1 is set as the special symbol designation value. The special symbol determination setting of step 03AKS12 enables the variable display of the second special symbol to be executed with priority over the variable display of the first special symbol. Note that the variable display of the first special symbol and the variable display of the second special symbol may be configured to be executed in the order in which the first start winning and the second start winning occur.
[0147] Following step 03AKS12, a special symbol jackpot determination is performed (step 03AKS13). In this case, the CPU 103 can determine whether the special symbol display result is a "jackpot" by comparing the read special symbol determination random number MR1-1 with a jackpot determination value. The determination of whether the special symbol display result is a "jackpot" is also referred to as a special symbol jackpot determination, and is a determination of whether to control the game to a favorable jackpot state. The jackpot determination value can be determined using the first special symbol determination control table or the second special symbol determination control table, the address of which is set in the table pointer in step 03AKS12. If the special symbol display result is determined to be a "jackpot" in the special symbol jackpot determination, the jackpot designated value 01 [H] is stored in the hit flag. The hit flag can be set to its initial value 00 [H] by a clear command executed in response to the start of the special symbol jackpot determination. As a result, if the special chart display result is a "jackpot," the hit flag is set to 01 [H], which is the designated value for a jackpot, and if the special chart display result is a "miss," the hit flag is set to 00 [H], which is the designated value for a miss.
[0148] After step 03AKS13, the special symbol information is set (step 03AKS14). In this case, the CPU 103 checks the hit flag, and if it is a jackpot designated value, it sets a fixed special symbol that will be the jackpot symbol using the random number MR1-2 for the hit symbol. At this time, it is sufficient that it can be determined to be one of the jackpot types AKA1 to AKA3 corresponding to the set jackpot symbol. If the hit flag is not a jackpot designated value, it sets a fixed special symbol that will be a losing symbol.
[0149] After step 03AKS14, it is determined whether the special chart display result is a "jackpot" (step 03AKS15). At this time, for example, the hit flag is checked, and if it is a jackpot designated value, the special chart display result is determined to be a "jackpot", and if it is a miss designated value, the special chart display result is determined to be a "miss". If the special chart display result is not a "jackpot" (step 03AKS15; No), a time-saving end determination is made (step 03AKS16). In this case, the CPU 103 checks the count value of the time-saving counter, and if it is other than 0, it updates the count value by subtracting 1.
[0150] Following step 03AKS16, a time-saving end response setting is performed (step 03AKS17). For example, when the count value of the time-saving counter is updated by subtracting 1 in step 03AKS16, CPU 103 checks whether the count value after subtraction has become 0, and if it has become 0, sets a time-saving end flag. The time-saving end flag indicates that the time-saving state will end when the variable display ends. Note that the time-saving end determination in step 03AKS16 and the time-saving end response setting in step 03AKS17 may be performed after the specific count reaching response setting in step 03AKS21 has been performed.
[0151] If the special symbol display result is "jackpot" in step 03AKS15 (step 03AKS15; Yes), or after step 03AKS17, a specific count update setting is performed (step 03AKS18). In this case, CPU 103 checks the specific count value, and if it is other than 0, it updates the specific count value by subtracting 1. In this example, the specific count value is updated uniformly regardless of whether the variable display of the first special symbol or the variable display of the second special symbol is executed. Then, it is determined whether the specific count value after subtraction is 127 or greater. Depending on the result of this determination, it is set to send a rescue time reduction count designation command (step 03AKS19).
[0152] The setting for sending the rescue time reduction count designation command in step 03AKS19 is a setting for sending the rescue time reduction count designation command to the performance control CPU 120 of the performance control board 12. For example, if the specific count value after subtraction is 126 or less, it is determined whether the specific count value is 0, 1 to 125, or 126. If it is 0, a setting is made to send the first rescue time reduction count designation command; if it is any of 1 to 125, a setting is made to send the second rescue time reduction count designation command; and if it is 126, a setting is made to send the third rescue time reduction count designation command. If the specific count value after subtraction is 127 or more, a setting is made to send the fourth rescue time reduction count designation command. Note that if the specific count value determined before subtraction in step 03AKS18 is 0, rescue time reduction has already occurred and control has been established in the second time reduction state, so the rescue time reduction count designation command need not be sent.
[0153] Following step 03AKS19, settings are made for sending a specific rescue time reduction count designation command (step 03AKS20). The settings for sending the specific rescue time reduction count designation command are settings for sending a specific rescue time reduction count designation command, different from the recovery rescue time reduction count designation command and the rescue time reduction count designation command, to the performance control CPU 120 of the performance control board 12. The specific rescue time reduction count designation command is a performance control command for specifying the number of variable display times remaining before the rescue time reduction is triggered, in units of 100. The CPU 103 uses the specific count value to determine whether the number of variable display times remaining before the rescue time reduction is triggered is in units of 100, such as 100, 200, 300, 400, 500, 600, 700, or 800. If the number is in units of 100, data corresponding to the specific count value is set, and settings are made for sending the specific rescue time reduction count designation command. In addition, the CPU 120 for effect control may be configured to count the remaining number of variable displays until the rescue time reduction is reached, and to be able to execute hype effects or countdown effects.
[0154] After step 03AKS20, a setting corresponding to reaching a specific number of times is performed (step 03AKS21). In this case, CPU 103 checks the specific count value after subtraction in step 03AKS18, and if the value is 0, sets a rescue time-shortening determination flag. The rescue time-shortening determination flag indicates that control is to be made to the second time-shortening state based on the occurrence of rescue time-shortening at the end of variable display. Following step 03AKS21, a variable pattern setting process is executed (step 03AKS22), and the special symbol process code is updated to 01 [H] corresponding to the special symbol variable process P_TSTART (step 03AKS23), and then the special symbol normal process P_TNORMAL is terminated.
[0155] If the total number of reserved memories is 0 in step 03AKS11 (step 03AKS11; Yes), settings for demo display are made (step 03AKS24), and the normal special symbol processing P_TNORMAL is terminated. The demo display settings in step 03AKS24 include determining whether the demo display flag is on. The demo display flag is a flag indicating that a demonstration display is being executed. If the demo display flag is on, the processing is terminated as is. If the demo display flag is off, the demo display flag is set to on by storing 01 [H], which is the demo display in progress designation value, in the demo display flag. In addition, for example, using a standby command transmission table, settings are made to send background color designation commands and customer waiting demo commands to the performance control CPU 120 of the performance control board 12. At this time, settings may be made to send a rescue time reduction count designation command using a specific count value.
[0156] FIG. 10-9 is a flowchart showing an example of processing that can be executed as the special symbol stop processing P_TSTOP when the special symbol process code is 02[H] in step S112 of the special symbol process processing P_TPROC. When the CPU 103 of the game control microcomputer 100 executes the special symbol stop processing P_TSTOP, it determines whether the symbol determination period has ended (step 03AKS31). The symbol determination period is the period during which the determined special symbol in the variable display of the first special symbol or the second special symbol is displayed in a static manner, and it may be measured using the symbol determination timer value, which is the stored value of the symbol determination timer. If this symbol determination period has not ended (step 03AKS31; No), the special symbol stop processing P_TSTOP is ended and the process waits until the end of the period.
[0157] When the symbol determination period ends (step 03AKS31; Yes), it is determined whether the special symbol display result is a "jackpot" (step 03AKS32). For example, if the hit flag is set to a jackpot designation value and the special symbol display result is a "jackpot" (step 03AKS32; Yes), settings for starting the jackpot are made (step 03AKS33), and the special symbol process code is updated to 08 [H] corresponding to the pre-opening processing P_TINT for the large prize opening (step 03AKS34), and processing ends. The jackpot start settings in step 03AKS33 include settings for clearing the probability variable flag, time-saving flag, rescue time-saving determination flag, time-saving counter, etc.; setting the right-hit lamp to light up; setting for sending a jackpot start designation command; and setting the pre-opening timer for the large prize opening. At this time, the initial count value of the specific counter is set to "900." As a result, the remaining number of variable displays is initialized before the rescue time reduction is triggered by the occurrence of a jackpot, and if no new jackpot occurs even after 900 variable displays have been executed in the low probability state after the jackpot gaming state ends, the rescue time reduction is initiated and control can be made to the second time reduction state. Note that the initialization of the specific counter may be performed during the execution of a round game in the jackpot gaming state, or may be performed at the start or end of the ending period in the jackpot gaming state.
[0158] If the special chart display result is not a "jackpot" (step 03AKS32; No), it is determined whether a specific number of times has been reached (step 03AKS35). For example, if the number of executions of the variable display, which is the condition for the rescue time reduction, reaches a specific number of "900" (step 03AKS35; Yes), in response to the rescue time reduction determination flag being on, a rescue time reduction start setting is made (step 03AKS36). The rescue time reduction start setting includes a setting to clear the rescue time reduction determination flag, a setting for the time reduction flag to a second time reduction state designation value such as 02 [H], a setting for the time reduction counter to an initial count value of "1100," a setting to send a second time reduction state designation command, and a setting to start the right-hit lamp lighting. The second time reduction state designation command is a presentation control command that designates the start of the second time reduction state based on the occurrence of the rescue time reduction.
[0159] The initial count value of the specific counter may be set to "900" when the rescue time reduction is activated. In this case, rescue time reduction can be continuously activated, and the second time reduction state may be controlled to continue after the rescue time reduction is activated until a jackpot occurs. The initial count value of the specific counter may be set to "0," and the specific count value may be incremented by one each time a variable display is executed. When the updated specific count value reaches "900," the rescue time reduction state may be activated. The initial count value of the time reduction counter corresponding to the second time reduction state may be set to "900," the same as the initial count value of the specific counter, or may be set to a smaller value. The initial count values of the time reduction counter may be set corresponding to multiple types of time reductions. For example, when the first rescue time reduction occurs, the initial count value of the time reduction counter may be set to "110," and when the second or subsequent rescue time reduction occurs, the initial count value of the time reduction counter may be set to "1100." Alternatively, the number of time reductions may be determined by a random number lottery. For example, the number of time-saving times may be determined as 110 times at a ratio of 10 / 100, or as 1100 times at a ratio of 90 / 100. The number of time-saving times may be determined by using the same random number for determining the type of jackpot or the type of time-saving time, or by using a dedicated random number.
[0160] If the specific number of times has not been reached (step 03AKS35; No), it is determined whether or not the time-saving feature has ended (step 03AKS37). For example, if the time-saving feature has ended (step 03AKS37; Yes), corresponding to the time-saving feature end flag being on, settings for the time-saving feature end are made (step 03AKS38). The settings for the time-saving feature end include settings for clearing the time-saving feature end determination flag and the time-saving feature flag, settings for ending the illumination of the right-hit lamp, and settings for sending a normal state designation command. The normal state designation command is a presentation control command that designates the game state as normal.
[0161] If the time reduction has not ended (step 03AKS37; No), or after setting in either step 03AKS36 or 03AKS38, the special pattern process code is updated to 00[H] corresponding to the special pattern normal processing P_TNORMAL (step 03AKS39), and then the special pattern stop processing P_TSTOP ends.
[0162] Figure 10-10 shows a game state control example 03AKC11 in this example. The game states of the pachinko game machine 1 include a normal state, which is a low-probability, low-base state; a high-probability, high-base state, which is a probability variable state; and a first and second time-saving states, which are low-probability, high-base states. Of these, the second time-saving state is a rescue time-saving state. During the normal state, if a jackpot AKA2 or AKA3 corresponding to either jackpot type AKA2 or AKA3 occurs and a V entry occurs when the gaming ball passes through the V entry area 51, control is performed to switch to the probability variable state after the jackpot game state ends. During the normal state, if a jackpot AKA1 corresponding to jackpot type AKA1 occurs and a V entry does not occur because the gaming ball does not pass through the V entry area 51, control is performed to switch to the first time-saving state after the jackpot game state ends. Even if the special chart display result is not a "jackpot" in the normal state, it is possible to control the second time-saving state by triggering a rescue time-saving. The rescue time-saving can occur when 900 variable displays are executed without a jackpot occurring after the RAM is cleared by the initialization setting process P_INIT_SET or after the end of the special chart state, or when 790 variable displays are executed without a jackpot occurring after the end of the first time-saving state.
[0163] When in the probability variable state, if a jackpot AKA2 or AKA3 corresponding to either of the jackpot types AKA2 or AKA3 occurs and a V entry occurs as the game ball passes through the V entry area 51, control is performed to return to the probability variable state after the jackpot game state ends. When in the probability variable state, if the number of variable display times reaches 110 without the special chart display result becoming a "jackpot," control is performed to return to the normal state.
[0164] When in the first time-saving state, if a jackpot AKA2 or AKA3 corresponding to either of the jackpot types AKA2 or AKA3 occurs and a V entry occurs as the game ball passes through the V entry area 51, control is performed to switch to a probability variable state after the jackpot game state ends. When in the first time-saving state, if the special chart display result does not become a "jackpot" and the number of variable displays reaches 110, control is performed to switch to a normal state.
[0165] When in the second time-saving state, if a jackpot AKA2 or AKA3 corresponding to either jackpot type AKA2 or AKA3 occurs and a V entry occurs as the game ball passes through the V entry area 51, control is performed to switch to the probability variable state after the jackpot game state ends. When in the second time-saving state, if 1,100 variable displays are executed without a jackpot occurring, control is performed to switch to the normal state. Furthermore, even if the special chart display result is not a "jackpot," control is possible to switch to the second time-saving state by the occurrence of a rescue time-saving.
[0166] In addition, if a jackpot occurs during the second time-saving state, and a V entry does not occur because the game ball does not pass through the V entry area 51, the current remaining number of time-saving times is compared with 110, which is the number of time-saving times that would occur if a V entry did not occur, and if the current remaining number of time-saving times is greater, the current time-saving state B may be continued as is.
[0167] The pachinko gaming machine 1 can be controlled to enter a second time-saving state called "Yu-Time," thereby reducing additional investment. Furthermore, the increased likelihood of a jackpot prevents players from losing interest in playing. After the jackpot gaming state ends, if a predetermined number of variable displays are executed without a jackpot occurring in a low-probability state, such as a normal state with a low probability and low base, the machine can be controlled to enter a second time-saving state called "Yu-Time." The predetermined number of displays may be set, for example, to a value approximately 2.5 to 3 times the denominator of the jackpot probability. The second time-saving state called "Yu-Time" is controlled to continue until a specific number of variable displays are executed. The specific number of displays may be set, for example, to a maximum of approximately 3.8 times the denominator of the jackpot probability, such as 1,100 displays.
[0168] The second time-saving state, known as "Yu-Time," is a special state in which variable displays are more likely to be displayed than in the normal state, allowing players to continue playing with minimal additional investment. Furthermore, because time-saving control in the second time-saving state can continue until a specific number of variable displays are displayed, the probability of a jackpot occurring during the period controlled by the second time-saving state increases, allowing players to play with peace of mind. Furthermore, the variation pattern selected in the second time-saving state, known as "Yu-Time," is set to shorten the average special display variation time, resulting in a higher variation efficiency than the first time-saving state. This efficiently consumes variable displays that result in a "miss" special display, increasing the likelihood of a jackpot occurring within a short period of time. Additionally, when the second special display game is executed by right-hand play, in which the game ball is fired toward the right play area, and the special display results in a "jackpot," the game enters a jackpot game state corresponding to either jackpot type AKA2 or AKA3. In this case, the probability that the game ball will pass through the V-winning area 51 and cause a V-winning becomes higher, making it easier for the player to win a jackpot. Furthermore, by making it more difficult for the pre-announcement effects and reach effects such as super reach to be executed, the player's expectations are less likely to be aroused when the special chart display result is a "miss," and a decline in motivation to play can be appropriately suppressed. Thus, the second time-saving state, or "Yu-Time," differs from the game state in which the player waits for the next jackpot while enjoying effects such as the probability change state and the first time-saving state. Instead, the game state prioritizes efficiently consuming the variable display and winning the next jackpot over enjoying the effects.
[0169] FIG. 10-11 is a flowchart showing an example of processing that can be executed as the effect symbol variation start processing when the effect control process code is 01[H] in step S155 of the effect control process S_CPROC. When the effect symbol variation start processing is executed, the effect control CPU 120 determines the final stop symbol in the variable display of the effect symbol (step 03AKS51). The final stop symbol in the variable display of the effect symbol can be determined based on the variable display content, such as the variation pattern indicated by the variation pattern designation command transmitted from the main board 11 and the variable display result indicated by the variable display result notification command. The variation pattern designation command and the display result notification command are transmitted from the main board 11 to the effect control board 12 by, for example, setting up the transmission of commands when the special symbol variation starts. The variation pattern designation command is an effect control command that designates the variation pattern determined as the usage pattern. The variable display result notification command is a presentation control command that can specify a variable display result, such as a special symbol display result determined using the random number MR1-1 for determining a special symbol, or a jackpot type corresponding to a jackpot symbol determined using the random number MR1-2 for a winning symbol. In this example, the variable display content according to the combination of the variation pattern and variable display result may include "non-reach miss," "reach miss," "jackpot AKA1," and "jackpot AKA2, AKA3."
[0170] The variable display content of "non-reach miss" is such that when the special chart display result is "miss", the variable display of the effect pattern does not become a reach mode, and the confirmed effect pattern of the non-reach combination is displayed stationary. The variable display content of "reach miss" is such that when the special chart display result is "miss", the variable display of the effect pattern becomes a reach mode, and then the confirmed effect pattern of the reach miss combination is displayed stationary. The variable display content of "jackpot AKA1" can execute a variable display corresponding to the jackpot type AKA1 when the special chart display result is a "jackpot". The variable display content of "jackpot AKA2, AKA3" can execute a variable display corresponding to either the jackpot type AKA2 or AKA3 when the special chart display result is a "jackpot".
[0171] When the variable display content is "jackpot type AKA1," the performance control CPU 120 determines a combination of performance symbols in which three symbols are aligned as the same even-numbered symbols as the final stop symbols. A combination of performance symbols in which even-numbered symbols are aligned is also called a normal jackpot symbol or a short opening symbol. When the variable display content is "jackpot type AKA2, AKA3," the performance control CPU 120 determines a combination of performance symbols in which three symbols are aligned as the final stop symbols as the same odd-numbered symbols. A combination of performance symbols in which odd-numbered symbols are aligned is also called a probability variable jackpot symbol or a long opening symbol. When the variable display content is "non-reach miss" or "reach miss," the performance control CPU 120 determines a combination of performance symbols different from that in the case of a jackpot. However, when the variable display content is "reach miss," a combination of performance symbols in which the two symbols on the left and right are aligned is determined.
[0172] If the variable display content is "Jackpot AKA1" or "Jackpot AKA2, AKA3," a decision may be made in step 03AKS51 as to whether to execute a promotion effect, such as a re-lottery effect or a promotion effect during a jackpot. In the re-lottery effect, the display of the jackpot combination with the same even symbols is temporarily displayed while the display of the variable effect symbols is being executed, making it difficult or impossible to recognize that the V prize opening mode is a long opening. The display of the jackpot combination with the same odd symbols is then stopped in response to the re-variable display of the effect symbols, thereby enabling the player to recognize that the V prize opening mode is a long opening. Note that the display of the jackpot combination with even symbols after the re-variable effect in the re-lottery effect may not necessarily indicate that the V prize opening mode is a long opening. If a decision is made to execute a re-lottery effect in step 03AKS51, the combination of effect symbols to be temporarily stopped and displayed may be determined before the re-lottery effect is executed.
[0173] After the final stop pattern of the effect pattern and the like are determined in step 03AKS51, the effect determination process is executed (step 03AKS52). The effect determination process is only required to be able to determine the notice effect, such as whether or not there is a notice effect corresponding to whether or not to execute the notice effect, and the effect pattern when the notice effect is executed. The effect determination process is only required to be able to determine the reach effect, such as the effect pattern when executing the reach effect that becomes a super reach. The effect determination process is only required to be able to determine the jackpot notification effect, such as the effect pattern when executing the jackpot notification effect.
[0174] Following the effect determination process of step 03AKS52, a process table is selected from multiple pre-prepared tables (step 03AKS53). The effect control CPU 120 selects one of the special symbol variation process tables from the multiple pre-prepared process tables, for example, in response to the variation pattern indicated by the variation pattern designation command, and sets it as the table to be used. Furthermore, the effect control CPU 120 may select one of the pre-preview process tables used to execute the pre-preview effect, the super reach process table used to execute the reach effect that becomes a super reach, or the jackpot notification process table used to execute the jackpot notification effect, and set it as the table to be used, for example, in response to the determination result of the effect determination process of step 03AKS52. Multiple process tables corresponding to the variable display of the effect symbols and various effects may be selected individually, or a single process table corresponding to the combination of the variable display of the effect symbols and the execution settings of various effects may be selected collectively.
[0175] When a process table is selected in step 03AKS53, an initial value of the effect control process timer is set based on the setting value read from the process table (step 03AKS54). The initial value of the effect control process timer is the initial value of the effect control process timer provided in the effect control timer setting unit of RAM 122, etc. At this time, measurement of elapsed time by the effect control process timer begins. Also, a variable display start setting is performed in image display device 5 (step 03AKS55). This variable display start setting is a setting for starting variable display of effect symbols, etc. on the screen of image display device 5. In this case, for example, by command transmission or register setting of display control unit 123 specified by the display control data included in the process table determined in step 03AKS53, the variation of effect symbols can be started in each of the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R provided on the screen of image display device 5. At this time, a variable time timer initial value indicating the special symbol variation time corresponding to the variation pattern is set in the variation time timer, and measurement of elapsed time by the variation time timer begins.
[0176] After step 03AKS55, a pending display update setting is performed at the start of variable display (step 03AKS56). This pending display update setting is a setting for updating pending displays in the pending display area provided on the screen of the image display device 5 in response to the start of variable display. For example, when the execution of the first special symbol game or the second special symbol game is started, the pending display corresponding to the pending number "1" is erased and consumed in the pending display area, and the pending displays corresponding to the other pending numbers "2" to "4" are moved and shifted. The active display in the active display area may be updated in response to the erased pending display. The display of the effect image that becomes the active display in the active display area may be started in response to the start of variable display. Then, the effect control process code is updated to 02[H] corresponding to the effect symbol variable processing (step 03AKS57), and then the effect symbol variable start processing is terminated.
[0177] The process table will be described with reference to Figure 10-12. The process table is a control table in which process data that can be referenced when the performance control CPU 120 executes control of the performance device is set. The performance control CPU 120 can control the performance device, including performance components such as the image display device 5, using the process data set in the process table. Figure 10-12(A) shows an example configuration 03AKT10 of the process table. Figure 10-12(B) shows an example execution 03AKC21 of performance device control using the process table.
[0178] The process table of the configuration example 03AKT10 includes multiple process data, such as process data #1, which is the first process data, process data #2, ..., and process data #n, which is the nth process data. Here, n may be any integer. Each process data may include a performance control process timer setting value, display control data, audio control data, lamp control data, detection control data, and other performance control data, or any or all of these. The process data is control data that enables control of various performances using various performance devices, such as the image display device 5, speakers 8L and 8R, performance light sources such as game effect lamps 9 and decorative LEDs, stick controller 31A, push button 31B, movable body 32, and combinations of all or some of these. The performance control data, such as display control data, included in each process data is also referred to as performance control execution data. For example, process data #1 can be configured as a combination of performance control process timer setting value #1 and performance control execution data #1. Process data #2 can be configured as a combination of performance control process timer setting value #2 and performance control execution data #2. Process data #n can be configured as a combination of performance control process timer setting value #n and performance control execution data #n. The process table only needs to be able to set the content of performance control and switching timing in chronological order by arranging the process data.
[0179] The performance control process timer setting value is a value that can be set as the initial control value of the process timer provided in RAM 122, and enables the execution period of performance control using performance control execution data to be set. The performance control CPU 120 sets the process timer with the performance control process timer setting value obtained from the process table, then subtracts and updates the process timer each time a timer interrupt occurs, performing performance control using the performance control execution data until a timeout occurs. This enables various performances, including variable display of performance symbols, to be executed in the performance mode corresponding to the performance control execution data during the execution period corresponding to the performance control process timer setting value. Note that process data indicating the content of performance control, switching timing, etc., may be set when a condition corresponding to a predetermined control content or processing content is met, such as when a predetermined performance control command is received from the main board 11 or when a predetermined process is executed in the performance control CPU 120 to control the performance operation.
[0180] The display control data includes data indicating the display mode of the effect image on the display screen of the image display device 5, such as data indicating the variable mode of each effect symbol during the variable display of the effect symbol. In other words, the display control data is data that can specify the display content of the effect image on the display screen of the image display device 5. The display of the effect image is also called effect display. The audio control data includes data indicating the audio output mode from the speakers 8L and 8R, such as data indicating the output mode of sound effects linked to the variable display of the effect symbols. In other words, the audio control data is data that can specify the audio output content from the speakers 8L and 8R. The lamp control data includes data indicating the lighting mode of light-emitting elements, such as the game effect lamp 9 and decorative LEDs, linked to the variable display of the effect symbols. In other words, the lamp control data is data that can specify the lighting mode of the light-emitting elements. The detection control data includes data indicating performance control for detecting player actions and movements, such as tilting operations, including retracting and pushing operations, of the stick controller 31A, and pressing operations on the push button 31B. This data specifies the effective detection period for effective detection and the control content corresponding to the detection. In other words, the operation detection control data is data that can specify performance control corresponding to the detection of a player action or movement. Note that a process table may contain only a portion of performance control data corresponding to the performance control content using each process table. The multiple types of process data included in the process table may each contain different types of performance control data corresponding to the performance control content executed at each timing. In other words, some process data may contain all of the display control data, audio control data, lamp control data, and detection control data, while other process data may contain only a portion of these. The performance control data for a performance device that is not the target of control corresponding to the performance control process timer setting value may be set to dummy data that does not specify control.Furthermore, any other performance control data may be included, such as movable body control data indicating the operating mode of the movable body 32 that serves as a prop for the performance, vibration control data indicating the on period and driving mode of the vibration motor, and air blowing control data indicating the output mode of air for the performance by the air blowing unit.
[0181] For example, multiple process tables may be prepared in advance corresponding to multiple variation patterns and stored in the ROM 121. Furthermore, multiple process tables with different presentation modes may be prepared in advance for the same variation pattern, corresponding to multiple presentation stages resulting in multiple presentation states in the pachinko gaming machine 1. Additionally, multiple process tables may be prepared in advance corresponding to some or all of multiple preview presentations, reach presentations, and jackpot notification presentations. A process table used in the case of a variation pattern involving reach presentations may be set with process data indicating that the left symbol is stopped and displayed when a predetermined time has elapsed since the start of the variable display, and the right symbol is stopped and displayed when a further predetermined time has elapsed. The setting of the presentation symbols to be stopped and displayed may be generated by synthesizing images for displaying presentation symbols corresponding to the stop symbols determined in step 03AKS51 shown in Figures 10-11 and the temporary stop symbols in the pseudo-consecutive and sliding presentations.
[0182] Control of the effect device, such as that shown in execution example 03AKC21, can be performed using process data such as that shown in configuration example 03AKT10. The effect control CPU 120 reads process data #1, which is the first process data, in step 03AKS55 shown in Figures 10-11, and uses the display control data #1, audio control data #1, lamp control data #1, detection control data #1, and other optional effect control data contained therein to control the effect device, including the effect components. For example, a command based on the display control data for displaying an effect image corresponding to a variation pattern on the image display device 5 is output to the display control unit 123. A control signal based on the audio control data for outputting audio from speakers 8L and 8R is output to the audio control board 13. A control signal based on the lamp control data for turning on or off light-emitting elements such as the game effect lamp 9 is output to the lamp control board 14. Additionally, based on the detection control data, detection signals may be acquired from a group of effect detection sensors, including the controller sensor unit 35A and the push sensor 35B, and effect control may be performed in response to the detection results of the player's actions or movements. A control signal based on the airflow control data may be output to the airflow unit. A drive signal based on the vibration control data may be output to the vibration motor. Thereafter, each time the process timer value is decremented, a determination is made as to whether a timeout has occurred. If a timeout has occurred, effect control is performed using the process data arranged in the next order in the process table. In this way, the effect control CPU 120 proceeds with effect control using the effect device according to the contents of process data #1 to #n contained in the process data. In the process table, a combination of effect control process timer setting value #n+1 and an end code is arranged next to process data #n, which is the nth process data. The end code may be any control code that specifies the end of effect control using the process table. The effect control process timer setting value #n+1 may be any timer setting value corresponding to the end waiting period for waiting for the end of effect control using the process table.
[0183] FIG. 10-13 is a flowchart showing an example of processing that can be executed in step 03AKS52 of the effect pattern variation start processing as the effect determination processing. When the effect determination processing is executed, the effect control CPU 120 determines whether or not to perform a preview effect (step 03AKS71). The presence or absence of a preview effect is "no preview effect" when a preview effect is not executed, and "preview effect" when a preview effect is executed. In response to the determination result of step 03AKS71, it is determined whether or not there is "no preview effect" (step 03AKS72). When this determination result is "preview effect" (step 03AKS72; No), a preview effect pattern is determined (step 03AKS73).
[0184] If the presence or absence of a preview effect is "no preview effect" (step 03AKS72; Yes), or after the determination in step 03AKS73, it is determined whether or not a reach effect that will result in a super reach will be executed (step 03AKS74). In step 03AKS74, it is sufficient to be able to determine whether or not a reach effect that will result in a super reach will be executed in accordance with the fluctuation pattern indicated by the fluctuation pattern designation command. If a reach effect that will result in a super reach will be executed (step 03AKS74; Yes), a performance pattern for the super reach is determined (step 03AKS75).
[0185] If the reach effect that results in a super reach is not executed (step 03AKS74; No), after the determination in step 03AKS75, it is determined whether the special chart display result is a "jackpot" or not (step 03AKS76). In step 03AKS76, it is sufficient if the special chart display result can be determined in accordance with the variable display result indicated by the variable display result notification command. If the special chart display result is not a "jackpot" (step 03AKS76; No), the effect determination process ends. If the special chart display result is a "jackpot" (step 03AKS76; Yes), the effect pattern for notifying a jackpot is determined (step 03AKS77), and then the effect determination process ends.
[0186] FIG. 10-14 is a flowchart showing an example of processing that can be executed as processing during effect pattern variation when the effect control process code is 02[H] in step S155 of effect control process processing S_CPROC. When effect pattern variation processing is executed, the effect control CPU 120 performs timer update setting (step 03AKS91). For example, the time value of the effect control process timer is updated by decrementing by 1, and the time value of the variable time timer is updated by decrementing by 1. Then, it is determined whether the variable display time has elapsed (step 03AKS92). For example, it is sufficient if it can be determined that the variable display time has elapsed when the updated variable time timer indicates a specific timer value such as 0. Alternatively, when the effect control process timer times out, it may be determined that the variable display time has elapsed in response to an end code being read out as process data from the process table.
[0187] If the variable display time has not elapsed (step 03AKS92; No), it is determined whether or not it is the preview performance period (step 03AKS93). The preview performance period may be specified by the process table selected corresponding to the preview performance pattern. If it is the preview performance period (step 03AKS93; Yes), preview performance control is executed (step 03AKS94). The performance control CPU 120 may use process data read from the process table selected corresponding to the preview performance pattern to control the display of performance images by the image display device 5, the output of sound by the speakers 8L and 8R, the lighting of light-emitting elements such as the game effect lamp 9 and decorative LEDs, the operation of the movable body 32 that serves as a performance prop, and performances by performance devices including some or all of these, thereby enabling the preview performance to be executed.
[0188] If it is not the preview performance period (step 03AKS93; No), after executing the control of step 03AKS94, it is determined whether it is the reach performance period (step 03AKS95). The reach performance period may be specified by, for example, a process table selected corresponding to a super reach performance pattern or a process table selected corresponding to a variation pattern, or both. If it is the reach performance period (step 03AKS95; Yes), reach performance control is executed (step 03AKS96). The performance control CPU 120 may use process data read from, for example, a process table selected corresponding to a super reach performance pattern or a process table selected corresponding to a variation pattern, or both, to control the display of performance images by the image display device 5, the output of sound by the speakers 8L and 8R, the lighting of light-emitting elements such as the game effect lamp 9 and decorative LEDs, the operation of the movable body 32 serving as a performance accessory, and performances by performance devices including some or all of these, thereby enabling the reach performance to be executed.
[0189] If it is not a reach effect period (step 03AKS95; No), after executing the control of step 03AKS96, it is determined whether it is a jackpot notification effect period (step 03AKS97). The jackpot notification effect period may be specified by, for example, a process table selected corresponding to a jackpot notification effect pattern, or a process table selected corresponding to a fluctuation pattern, or by one or both of these. If it is a jackpot notification effect period (step 03AKS97; Yes), jackpot notification effect control is executed (step 03AKS98). The CPU 120 for controlling the presentation may use process data read from one or both of a process table selected corresponding to a presentation pattern for announcing a jackpot, or a process table selected corresponding to a variation pattern, to control the presentation by the presentation device, including some or all of the following: display of presentation images by the image display device 5, output of sound by the speakers 8L and 8R, lighting of light-emitting elements such as the game effect lamp 9 and decorative LEDs, and operation of the movable body 32 that serves as a presentation element, thereby enabling the jackpot notification presentation to be executed.
[0190] If it is not the jackpot notification effect period (step 03AKS97; No), after executing the control of step 03AKS98, other variable display effect control is executed (step 03AKS99), and then the variable display effect pattern processing ends. The variable display effect control may be capable of controlling the variable display of the effect pattern by controlling the display of the effect image by the image display device 5 using process data read out from a process table selected corresponding to the change pattern, for example.
[0191] When the variable display time has elapsed during the processing for varying the effect pattern (step 03AKS92; Yes), it is determined whether a pattern determination command transmitted from the main board 11 has been received (step 03AKS100). If the pattern determination command has not been received (step 03AKS100; No), the processing for varying the effect pattern is terminated and the processing waits. After the variable display time has elapsed, if the pattern determination command has not been received, it may be determined that the pattern determination command was not received correctly, corresponding to the passage of the abnormality determination time, and a predetermined error process may be executed. When the pattern determination command has been received (step 03AKS100; Yes), for example, the effect control CPU 120 may supply a drawing command corresponding to the pattern determination to the VDP of the display control unit 123, thereby controlling the display of the final stop pattern that will be the display result in the variable display of the effect pattern to be stopped (step 03AKS101). As a result, the variable display result of the effect pattern that will be the determined effect pattern is derived and displayed.
[0192] Following the control by step 03AKS101, a predetermined fixed time is set as a waiting time for receiving a win start designation command (step 03AKS102). The waiting time for receiving a win start designation command is used as a waiting time in the performance pattern change stop processing that is executed when the performance control process code is 03 [H] in step S155 of the performance control process processing S_CPROC. In addition, the performance control process code is updated to 03 [H], which is a value corresponding to the performance pattern change stop processing (step 03AKS103), and the performance pattern change processing is terminated.
[0193] Figure 10-15 shows the executable timings corresponding to the variable patterns of some or all of the preview effects, reach effects that become super reach, and jackpot notification effects. These executable timings can be set according to whether the variable display of the effect symbols is non-reach, normal reach, or super reach, and whether the special symbol display result is "miss" or "jackpot." The executable timing of the preview effects can be the first timing corresponding to the entire pattern change. The executable timing of the reach effect that becomes super reach can be the second timing corresponding to the end of the super development. The executable timing of the jackpot notification effect can be the third timing corresponding to the jackpot notification. The first and second timings are included in the variable display part where the variable display of the effect symbols is executed. The third timing is included in the post-performance part set after the variable display of the effect symbols has ended. In addition, the first timing at which the preview performance can be executed may be set to include some or all of the following, in addition to when all the patterns are changing, when some patterns stop, such as when a reach is achieved or at a specific timing after a reach is achieved, or when all patterns temporarily stop, such as when a pseudo-consecutive pattern or a performance pattern that becomes a chance eye stops.
[0194] In the case of a non-reach shown in Figure 10-15(A) and a normal reach (miss) shown in Figure 10-15(B), a notice effect can be executed during all pattern changes before the reach is established, which is the first timing. In these cases, a reach effect that becomes a super reach or a jackpot notification effect is not executed. In cases where the variable display of the effect pattern is not in a reach mode, or where the variable display of the effect pattern is in a reach mode but the reach effect is a normal reach that does not include a super reach and the fixed effect pattern of the jackpot combination is not displayed stationary, a notice effect can be executed at the first timing included in the variable display part where the variable display of the effect pattern is being executed.
[0195] In the case of a normal reach (jackpot) as shown in Figure 10-15(C), a preview effect can be executed during all pattern changes before the reach is established, which is the first timing, and a jackpot notification effect can be executed when a jackpot is notified, which is the third timing. In this case, a reach effect, which becomes a super reach, is not executed. The variable display of the effect patterns is in a reach mode, but the reach effect corresponds to the case where the confirmed effect patterns of the jackpot combination are displayed stationary during a normal reach that does not include a super reach. A preview effect can be executed at the first timing included in the variable display part when the variable display of the effect patterns is being executed, and a jackpot notification effect can be executed at the third timing included in the post-performance part after the variable display of the effect patterns has ended.
[0196] In the case of the super reach (miss) shown in Figure 10-15 (D), a notice effect can be executed during all pattern changes before the reach is established, which is the first timing, and a reach effect that becomes a super reach can be executed after the super development, which is the second timing. In this case, the jackpot notification effect is not executed. In response to the case where the variable display of the effect patterns becomes a reach mode and the determined effect pattern of the jackpot combination is not displayed still during the reach effect that becomes a super reach, a notice effect can be executed at the first timing of the first and second timings included in the variable display part where the variable display of the effect patterns is being executed, and a reach effect that becomes a super reach can be executed at the second timing after the first timing.
[0197] In the case of a super reach (jackpot) shown in Figure 10-15(E), a preview effect can be executed during all pattern fluctuations before the reach is established, which is the first timing, a reach effect that becomes a super reach after the super development, which is the second timing, can be executed, and a jackpot notification effect can be executed when a jackpot is notified, which is the third timing. In response to the case where the variable display of the effect patterns becomes a reach mode and the determined effect pattern of the jackpot combination is displayed stationary during the reach effect that becomes a super reach, a preview effect can be executed at the first timing of the first and second timings included in the variable display part in which the variable display of the effect patterns is being executed, and a reach effect that becomes a super reach can be executed at the second timing after the first timing, and further, a jackpot notification effect can be executed at the third timing included in the post-effect part after the variable display of the effect patterns has ended.
[0198] FIG. 10-16 shows a character setting example 03AKF01 corresponding to a character that can be displayed on the screen of the image display device 5 as information related to the subject matter of the pachinko gaming machine 1. The character setting example 03AKF01 includes characters CH1 to CH3 as multiple characters that can be displayed. Corresponding to each of the characters CH1 to CH3, characteristics including a favorite country, favorite drink, favorite food, and catchphrase are set.
[0199] The subject matter of the pachinko gaming machine 1, including characteristics corresponding to multiple characters, may be based on concepts created from manga, novels, stories, picture books, plays, movies, broadcast programs such as television and radio programs, online streaming videos, computer games, songs, albums, concerts, scenarios, titles, phrases from works created corresponding to some or all of these, or unique characters in the pachinko gaming machine 1. If one or more characters are based on singers, athletes, entertainers, or other real-life celebrities, the subject matter of the pachinko gaming machine 1 may be based on the special skills, abilities, hobbies, favorite foods, weaknesses, jokes, programs they appear in, performances, statements, personality, goals, costumes, style, and other personalities of the person used, including characteristics corresponding to those people. The subject matter of the pachinko gaming machine 1 may also be based on images, motifs, themes, stories, scenes, series, versions, episodes, stages, situations, statuses, or any other characteristics that can be formed from other copyrighted works.
[0200] In character setting example 03AKF01, character CH1 has the characteristics that his favorite country is India, his favorite drink is tea, his favorite food is fried tofu, and his catchphrase is "Attack with all its variations!!" Character CH2 has the characteristics that his favorite country is Spain, his favorite drink is ayran, his favorite food is tofu jjigae, and his catchphrase is "Aim for the best!!" Character CH3 has the characteristics that his favorite country is Liechtenstein, his favorite drink is cola, his favorite food is fried chicken, and his catchphrase is "It's the golden rule!!"
[0201] The pachinko gaming machine 1 may use some or all of the characteristics of the characters CH1 to CH3 in the character setting example 03AKF01 to execute various effects including effect displays such as advance notice effects, reach effects that result in super reach, and jackpot notification effects. The process tables stored in advance in the ROM 121 may include some or all of a plurality of process tables corresponding to a plurality of advance notice effect patterns, a plurality of process tables corresponding to a plurality of super reach effect patterns, and a plurality of process tables corresponding to a plurality of jackpot notification effect patterns.
[0202] In the effect symbol variation start process shown in FIG. 10-11, the effect control CPU 120 executes the effect determination process shown in FIG. 10-13 in step 03AKS52, thereby determining some or all of the following: the preview effect pattern, the super reach effect pattern, and the jackpot notification effect pattern. However, in the effect determination process shown in FIG. 10-13, if step 03AKS72 determines that there is no preview effect, the preview effect pattern is not determined. If step 03AKS74 determines that the reach effect is not a super reach, the super reach effect pattern is not determined. If step 03AKS76 determines that the special symbol display result is not a "jackpot," the jackpot notification effect pattern is not determined. The effect symbol variation start process shown in FIG. 10-11 allows a process table to be selected in step 03AKS53 in accordance with the effect pattern determined in the effect determination process in step 03AKS52. When the CPU 120 for effect control executes the process during the effect pattern change in Figure 10-14, it uses the process table selected in the process to start the effect pattern change to execute some or all of the advance notice effect control in step 03AKS94, the reach effect control in step 03AKS96, and the jackpot notification effect control in step 03AKS98, thereby controlling the execution of some or all of the advance notice effect, reach effect, and jackpot notification effect.
[0203] In this example, the pachinko gaming machine 1 can execute specific displays using text displays as preview effects, reach effects that result in super reach, jackpot notification effects, and effect displays that are included in some or all of these. Preview effects that execute specific displays using text displays, reach effects that result in super reach, and jackpot notification effects that execute specific displays using text displays, and all of these are included in the specific effects. The specific displays may be special displays, special displays, or one or both of these. The specific effects may be special effects, special effects, or one or both of these.
[0204] The preview effect and reach effect can predict that the special symbol display result will be a "jackpot" and that the game will be controlled to a jackpot gaming state, depending on the expectation level and reliability corresponding to the presentation mode. Furthermore, the jackpot notification effect can notify that the special symbol display result will be a "jackpot" and that the game will be controlled to a jackpot gaming state, in response to the fixed presentation pattern of the jackpot combination being displayed in the variable presentation pattern display. Therefore, the preview effect, reach effect, and jackpot notification effect are all included in effects corresponding to an event that will occur in the future, i.e., a jackpot gaming state that will be controlled in the future. Furthermore, when any of the preview effect, reach effect, and jackpot notification effect is executed, the text display included in these effects can include a display corresponding to an event that is currently occurring, i.e., a currently executed effect. Thus, the preview effect, reach effect, jackpot notification effect, and the text display included therein can include a display corresponding to an event that has occurred, an event that will occur in the future, or both.
[0205] In this example, the preview effect, the reach effect resulting in a super reach, and the jackpot notification effect have different presentation modes during normal play and high base play. Normal play includes a normal play state, in which time-saving control and high base play control are not performed. High base play includes a play state in which time-saving control and high base play control are performed, in which the game is in either a probability variable state, a first time-saving state, or a second time-saving state. Therefore, the preview effect, reach effect, and jackpot notification effect—all of these presentation modes—are included in the presentations corresponding to the currently occurring event, i.e., whether the currently controlled game state is a normal state or a probability variable state, a first time-saving state, or a second time-saving state. Furthermore, the preview effect can predict the execution of a reach effect resulting in a super reach, based on the expectation level and reliability corresponding to the presentation mode. The preview effect and reach effect can predict the execution of a jackpot notification effect when the game is controlled to a jackpot play state, based on the expectation level and reliability corresponding to the presentation mode. The jackpot notification effect can notify the player that a jackpot effect will be executed in response to the control of the jackpot game state. In this way, when any of the preview effect, reach effect, and jackpot notification effect is executed, the text display included in these effects can include a display corresponding to an event that will occur in the future, that is, an effect that will be executed in the future.
[0206] 10-17 shows an example of a normal time effect setting in this embodiment. The pachinko gaming machine 1 with the characteristic part 03AK can execute specific effects including specific displays as all or part of the normal time notice effect, the normal time super reach effect, and the normal time jackpot notification effect. The normal time effect setting examples in this example include a setting example 03AKF11 of a notice effect pattern shown in FIG. 10-17(A), a setting example 03AKF12 of a super reach effect pattern shown in FIG. 10-17(B), and a setting example 03AKF13 of a jackpot notification effect pattern shown in FIG. 10-17(C).
[0207] The normal preview effect is included in the specific effect that can be executed in the normal state when time-saving control or high-base control is not performed, and can be executed as a specific effect by displaying text that shows post-replacement information created using pre-replacement information. In this case, the pre-replacement information may be information that expresses a specific event that is an event that will occur or has occurred in the pachinko gaming machine 1. The specific event may be any event that can occur in the pachinko gaming machine 1 in response to the progress of the game, the progress of the effect, or the progress of other controls or processes, or in response to some or all of these.
[0208] The specific event may be game content, presentation content, control content, processing content, or any of these themselves, or other changes, alterations, creation, disappearance, start, end, execution, suspension, restart, or any combination of parts or all of these that can occur in relation to any of these, or the start, end, continuation, interruption, change, restart, or any combination of parts or all of a time period such as time, zone, mode, stage, status, setting, period, cycle, round, process, or any combination of parts or all of these, or the state, setting, game, presentation, control, processing, or any combination of parts or all of these during any period. Information expressing a specific event may be event indicating information that directly points to the specific event, or event suggesting information that indirectly indicates and teaches about the specific event, as long as a player who comes into contact with this information can recognize the specific event when considering the overall impression, memory, association, etc. given by appearance, name, concept, etc. The information may be displayed using one or more characters, or may be displayed using letters, numbers, symbols, figures, other shapes, patterns, colors, sounds, lights, actions, or any part or all of these, as long as it can convey facts, logic, impressions, knowledge, data, or any part or all of these that can be recognized by the player through their senses and perceptions, including sight. A specific event may be a special event, a unique event, or both.
[0209] In the example 03AKF11 of the preview effect pattern, the pre-replacement information includes information related to the number of characters appearing as a display in the preview effect, which is a specific event that has occurred. In the example 03AKF11 of the preview effect pattern, the post-replacement information includes information using the character "Autumn" to correspond to the characters appearing in relation to the theme of the pachinko gaming machine 1 wearing Halloween costumes associated with the autumn season. Thus, the post-replacement information may be information related to the theme of the pachinko gaming machine 1 or information related to the effect being executed. The information related to the theme may be subject-indicating information that directly points to the theme, or subject-suggesting information that indirectly indicates and teaches about the theme. It is sufficient that the information allows a player who comes into contact with it to recognize the theme of the pachinko gaming machine 1 when considering the overall impression, memory, association, etc. given by the appearance, name, concept, etc.
[0210] The reach effect, which becomes a super reach under normal conditions, can be included in specific effects that can be executed in normal conditions when time-saving control or high-base control is not in effect, and can execute specific displays using text displaying post-replacement information created using pre-replacement information. In this case, both the pre-replacement information and the post-replacement information represent specific events that are about to occur or have occurred in the pachinko gaming machine 1, as long as the pre-replacement information and post-replacement information are different. In the example 03AKF12 of the setting of the super reach effect pattern, the pre-replacement information is either information indicating the title of the reach effect, which is the specific event that is occurring, or information indicating the effect content corresponding to the favorite country of the character appearing as the effect display in the reach effect, which is the specific event that is occurring. In the example 03AKF12 of the setting of the super reach effect pattern, the post-replacement information includes text information indicating the operation mode of the operation effect included in the reach effect, which is the specific event that is occurring.
[0211] The normal jackpot notification effect can be included in specific effects that can be executed in a normal state when time-saving control or high-base control is not in effect, and can execute specific displays using text displaying post-replacement information created using pre-replacement information. In this case, the pre-replacement information may be information related to the theme of the pachinko gaming machine 1. The post-replacement information may be information that expresses a specific event that is about to occur or has occurred in the pachinko gaming machine 1. In the example 03AKF13 of the jackpot notification effect pattern, the pre-replacement information is information that indicates the content of a catchphrase corresponding to a character that appears in relation to the theme of the pachinko gaming machine 1. In the example 03AKF13 of the jackpot notification effect pattern, the post-replacement information includes information indicating the award of value, such as the payout of prize balls, in the jackpot gaming state, which is a specific event that is about to occur.
[0212] The preview effect pattern setting example 03AKF11 includes effect patterns AKQ01 to AKQ04 as multiple preview effect patterns. The effect patterns AKQ01 to AKQ03 are represented by the first character string "Futari ga shugo" ("The two of them together") as pre-replacement information, and the second character string "Futari aki ugo" ("The two of them together") as post-replacement information. The effect pattern AKQ04 is represented by the first character string "Gen ga shugo" ("All together") as pre-replacement information, and the second character string "Gen ga shugo" ("The whole group together") as post-replacement information. A character string, including the first and second character strings, may be a list of multiple characters corresponding to a word, phrase, sentence, or part or all of these, and may be represented by a single character. The number of characters in a character string is not particularly limited. The characters constituting the character string may be any characters including hiragana, katakana, kanji, numbers, alphabets, other foreign language characters, or part or all of these.
[0213] The setting example 03AKF12 of the super reach effect pattern includes effect patterns AKR01 to AKR03 and AKR11 to AKR13 as multiple super reach effect patterns. The pre-replacement information for effect pattern AKR01 is represented by the first character string "Rinki Ouhen" (flexible), and the post-replacement information is represented by the second character string "Rinki Ouhen" (flexible). The pre-replacement information for effect pattern AKR02 is represented by the first character string "Emergency Immediate Response" (instant response), and the post-replacement information is represented by the second character string "Emergency Immediate Response". The pre-replacement information for effect pattern AKR03 is represented by the first character string "Emergency Immediate Response" (instant response), and the post-replacement information is represented by the second character string "Emergency Quick Response". The pre-replacement information for effect pattern AKR11 is represented by the first character string "India" (india), and the post-replacement information is represented by the second character string "Hiki Do" (pull). The pre-replacement information for effect pattern AKR12 is represented by the first character string "Spain" (spain), and the post-replacement information is represented by the second character string "Spe Hiki" (spe Hiki). In the performance pattern AKR13, the information before replacement is represented by the first character string "Liechtenstein" and the information after replacement is represented by the second character string "Liechtensta-biki".
[0214] Setting example 03AKF13 of the jackpot notification effect pattern includes effect patterns AKU01 to AKU03 as multiple jackpot notification effect patterns. For effect pattern AKU01, the pre-replacement information is represented by the first character string "A ever-changing attack!!" and the post-replacement information is represented by the second character string "A ever-changing attack of your own money!!". For effect pattern AKU02, the pre-replacement information is represented by the first character string "Aim for the best!!" and the post-replacement information is represented by the second character string "Aim for the best!!". For effect pattern AKU03, the pre-replacement information is represented by the first character string "It's the golden rule!!" and the post-replacement information is represented by the second character string "It's the golden rule!!".
[0215] Thus, the pre-replacement information is the first information indicated by the first string, and the post-replacement information is the second information indicated by the second string. The pre-replacement information as the first information includes the first information element indicated by the first character included in the first string. The post-replacement information as the second information includes the second information element indicated by the second character included in the second string. In the setting examples 03AKF11 of the preview effect pattern, 03AKF12 of the super reach effect pattern, and 03AKF13 of the jackpot notification effect pattern, in each setting example, the second string is a string obtained by replacing the first character included in the first string with a second character having a common reading, and is the string to be displayed in the specific display.
[0216] The commonality in reading may be such that the on-reading of Chinese characters, the kun-reading of Chinese characters, hiragana, katakana, Romanized reading, English reading, other foreign language readings, or any of these are the same or similar, as long as the player can recognize the commonality. Even if the first character and the second character are different in terms of whether they are the on-reading of Chinese characters, the kun-reading of Chinese characters, hiragana, katakana, numerical reading, Romanized reading, English reading, other foreign language readings, as long as their readings are common. For example, it may include cases where the English reading of the first character is the same as the on-reading of the second character, such as when the first character is "SUN" and the second character is "参". The characters with common readings may have all consonants and vowels the same, or some consonants or vowels the same.
[0217] In the setting example 03AKF11 of the preview effect pattern, in the case of the effect patterns AKQ01 to AKQ03, the character display of the second string "二人秋合" obtained by replacing the first character "集" included in the first string "二人集合" with the second character "秋" can be executed as the specific display. In the case of the effect pattern AKQ04, the character display of the second string "全員秋合" obtained by replacing the first character "集" included in the first string "全員集合" with the second character "秋" can be executed as the specific display. In these cases, the first character "集" has the same reading "しゅう" as the second character "秋".
[0218] In the case of performance patterns AKQ01 to AKQ03, the pre-replacement information indicated by the first character string "two people together" is set in accordance with the fact that the number of characters displayed as a performance display in the preview performance is two. For example, in the case of performance pattern AKQ01, the displayed characters are characters CH1 and CH2, so the number of characters displayed is two. In the case of performance pattern AKQ02, the displayed characters are characters CH1 and CH3, so the number of characters displayed is two. In the case of performance pattern AKQ03, the displayed characters are characters CH2 and CH3, so the number of characters displayed is two.
[0219] In the case of performance pattern AKQ04, the pre-replacement information indicated by the first character string "everyone together" is set in correspondence with the maximum number of characters displayed as a performance display in the preview performance being 3. In the case of performance pattern AKQ04, the displayed characters are all characters CH1 to CH3, so the number of characters displayed is 3.
[0220] The preview effect pattern setting example 03AKF11 corresponds to each of the effect patterns AKQ01 to AKQ04, and enables the execution of an effect display in which a decorative design is applied to part or all of the second character string indicating the post-replacement information. For effect pattern AKQ01, an effect display is enabled in which the second character "Autumn" in the second character string "Futari Akiugo" (Futari Akiugo) is displayed in brown, a color associated with the autumn season. For effect pattern AKQ02, an effect display is enabled in which a part of the second character "Autumn" in the second character string "Futari Akiugo" includes an autumn leaf pattern, a color associated with the autumn season. For effect pattern AKQ3, an effect display is enabled in which a part of the second character "Autumn" in the second character string "Futari Akiugo" includes a fallen leaf shape, a color associated with the autumn season. For effect pattern AKQ4, an effect display is enabled in which a pampas grass image, a pampas grass image associated with the autumn season, is displayed overlapping part or all of the second character "Autumn" in the second character string "Zenin Shuugou" (All Together).
[0221] The preview effect pattern setting example 03AKF11 corresponds to effect pattern AKQ04 and enables a display effect that sequentially displays characters included in a second string indicating post-replacement information. In this case, the characters displayed sequentially may be one character at a time or in units of multiple characters, as long as some characters included in the second string can be displayed by switching from the first character to the last character. It is sufficient that a display effect that displays all characters included in the second string can be executed following a display effect that sequentially displays characters included in the second string. The overlapping display of pampas grass images that can be executed in the case of effect pattern AKQ4 may be executed together with a display effect that displays all characters included in the second string.
[0222] Setting example 03AKF11 of the preview performance pattern enables the execution of audio performances included in the preview performances corresponding to each of the performance patterns AKQ01 to AKQ04. In the case of performance pattern AKQ01, an audio performance can be executed in which a wind sound effect associated with the autumn season is output. In the case of performance pattern AKQ02, an audio performance can be executed in which a voice reading "shuugou" ("shuugou") is output in response to the reading of "shuugou" ("group") included in the first character string or "shuugou" ("autumn combination") included in the second character string. In the case of performance pattern AKQ03, an audio performance can be executed in which the entire "futari shuugou" ("futari shuugou") is read in response to the reading of the first character string "futari shuugou" ("futari two group") or the second character string "futari shuugou" ("futari two autumn combination"). In the case of performance pattern AKQ4, it is possible to execute a performance display that sequentially displays the characters contained in the second string "Zenin Shuugou," along with an audio performance that outputs a voice reading the displayed characters sequentially, and it is possible to execute a performance display that displays all the characters contained in the second string "Zenin Shuugou," along with an audio performance that reads out all of "Zenin Shuugou" in accordance with the reading of the first string "Zenin Shuugou" or the second string "Zenin Shuugou," and an audio performance that outputs a sound effect that sounds like the sound of wind associated with the autumn season.
[0223] In the setting example 03AKF12 of the super reach effect pattern, for the effect patterns AKR01 to AKR03, pre-replacement information indicated by the first character string corresponding to the title of the reach effect is set. For example, for the effect pattern AKR01, pre-replacement information indicated by the first character string "Rinkiouhen" is set. For the effect patterns AKR02 and AKR03, pre-replacement information indicated by the first character string "Yuushoukou" is set. Then, for the effect pattern AKR01, the first character "Ou" in the first character string "Rinkiouhen" is replaced with the second character "Ou" to produce the second character string "Rinkioshihen", which can be displayed as a specific display. For the effect pattern AKR02, the first character "Ou" in the first character string "Yuushoukou" is replaced with the second character "Ou" to produce the second character string "Yuushoukou" which can be displayed as a specific display. In the case of effect pattern AKR03, the first character "sokuo" in the first character string "yui-sokuo" is replaced with the second character "sokuoshi", resulting in the character display of the second character string "yui-sokuo" ("emergency response immediate response"), which can be executed as a specific display. In the cases of effect patterns AKR01 and AKR02, the first character "o" shares the same reading as the second character "oshi" ("push"), the on-reading "ou". In the case of effect pattern AKR03, the first character "sokuo" shares the same reading as the second character "sokuoshi" ("emergency response immediate response"), the combination of on-readings "sokuou". In this way, the first and second characters may be one character or multiple characters. Furthermore, the first and second characters may have different numbers of characters, such as when the first character is "sokuo" and the second character is "sokuou".
[0224] In the case of effect patterns AKR11 to AKR13, pre-replacement information indicated by a first character string corresponding to the favorite country of a character appearing as an effect display in a reach effect is set. For example, in the case of effect pattern AKR11, pre-replacement information indicated by the first character string "India" is set. In the case of effect pattern AKR12, pre-replacement information indicated by the first character string "Spain" is set. In the case of effect pattern AKR13, pre-replacement information indicated by the first character string "Liechtenstein" is set. Then, in the case of effect pattern AKR11, the first character "In" included in the first character string "India" is replaced with the second character "Hiki", resulting in a character display of the second character string "Hiki-do", which is executable as a specific display. In the case of effect pattern AKR12, the first character "In" included in the first character string "Spain" is replaced with the second character "Hiki", resulting in a character display of the second character string "Spe-hiki", which is executable as a specific display. In the case of effect pattern AKR13, the character display of the second character string "Liechtenstein" (where the first character "in" is replaced with the second character "in"), resulting in "Liechtenstein," can be executed as a specific display. In the case of effect patterns AKR11 to AKR13, the first character "in" and the second character "in" differ in whether they are written in katakana or kanji with an on-reading, but both share the same reading, "in." In this way, the first and second characters can share the same reading even if they are written in different readings, such as kanji on-reading, kanji kun-reading, hiragana, katakana, numeral reading, romanized reading, English reading, or other foreign language reading.
[0225] The setting example 03AKF12 of the super reach effect pattern enables the execution of operation effects included in reach effects corresponding to each of the effect patterns AKR01 to AKR03 and AKR11 to AKR13. In the case of effect patterns AKR01 and AKR02, an effect corresponding to a single button press of the push button 31B can be executed as an operation effect included in the reach effect. In these cases, the replaced information includes information using the second character of "push" in correspondence with the operation effect content of a single button press. In the case of effect pattern AKR03, an effect corresponding to a repeated button press of the push button 31B multiple times can be executed as an operation effect included in the reach effect. In this case, the replaced information includes information using the second character of "fast press" in correspondence with the operation effect content of repeated button presses. In the case of effect patterns AKR11 to AKR13, an effect corresponding to a lever retraction in which the lever operating part of the stick controller 31A is retracted can be executed as an operation effect included in the reach effect. In these cases, the replaced information includes information using the second character "retract" corresponding to the operation presentation content of retracting the lever.
[0226] In the setting example 03AKF13 of the jackpot notification presentation pattern, in the case of presentation patterns AKU01 to AKU03, pre-replacement information indicated by the first character string corresponding to the fixed lines of the characters that appear as presentation displays in the jackpot notification presentation is set. For example, in the case of presentation pattern AKU01, corresponding to the fixed lines of character CH1 that appears as the display character, pre-replacement information indicated by the first character string "Unleash the ever-changing attack!!" is set. In the case of presentation pattern AKU02, corresponding to the fixed lines of character CH2 that appears as the display character, pre-replacement information indicated by the first character string "Aim for excellence!!" is set. In the case of presentation pattern AKU03, corresponding to the fixed lines of character CH3 that appears as the display character, pre-replacement information indicated by the first character string "These are the immutable rules!!" is set. And in the case of presentation pattern AKU01, the character display of the second character string "Unleash the self-financed ever-changing attack!!", where the first character "Zai" in the first character string "Unleash the ever-changing attack!!" is replaced with the second character "Cai", becomes executable as a specific display. In the case of presentation pattern AKU02, the character display of the second character string "Aim for deception!!", where the first character "Tou" in the first character string "Aim for excellence!!" is replaced with the second character "Dang", becomes executable as a specific display. In the case of presentation pattern AKU03, the character display of the second character string "These are the rules of gold coins!!", where the first character "Ke" in the first character string "These are the immutable rules!!" is replaced with the second character "Huo", becomes executable as a specific display. In the case of presentation pattern AKU_{0}1, the first character "Zai" has the same reading as the second character "Cai" and the on-reading "Zai". In the case of presentation pattern AKU_{0}2, the first character "Tou" has the same reading as the second character "Dang" and the on-reading "Tou". In the case of presentation pattern AKU_{0}3, the first character "Ke" has the same reading as the second character "Huo" and the on-reading "Ka".
[0227] Setting example 03AKF13 of the jackpot notification presentation pattern enables any one of characters CH1 to CH3 to appear as the presentation display in the jackpot notification presentation corresponding to each of presentation patterns AKU01 to AKU03, and enables the execution of character display corresponding to each determined catchphrase. In this case, the post-replacement information is indicated by a second character string including a second character corresponding to value assignment such as prize ball payout in the jackpot gaming state, which is a specific event to occur in the future. For example, in the case of presentation pattern AKU01, the post-replacement information includes information using the second character of "財". In the case of presentation pattern AKU02, the post-replacement information includes information using the second character of "当". In the case of presentation pattern AKU03, the post-replacement information includes information using the second character of "貨". On the other hand, in the case of presentation pattern AKU03, the second character "貨" can generate words such as goods, freight car, sundries, etc., which are difficult for the player to recognize advantageous values. On the other hand, in the case of presentation pattern AKU03, the character "金" included without being replaced in the first character string and the second character string is combined with the second character "貨". Thereby, a word "金貨" that is easy for the player to recognize an advantageous value can be generated, and as a specific event to occur in the future, a second character string corresponding to value assignment such as prize ball payout in the jackpot gaming state advantageous to the player can be displayed. Thus, the second character string expressing the specific event may be such that the player can recognize the specific event when the characters included in both the first character string and the second character string and the second character included in the second character string but not in the first character string are combined.
[0228] FIG. 10-18 shows examples of determinations regarding the preview effect during normal play. Of these, FIG. 10-18(A) shows a preview effect presence / absence determination example 03AKD51. The presence / absence of the preview effect can be determined by step 03AKS71 of the effect determination process shown in FIG. 10-13. In the preview effect presence / absence determination example 03AKD51, when the variable display content is "non-reach miss," the determination rate for "no preview" not executing the preview effect is 75 / 100, and the determination rate for "preview effect" executing the preview effect is 25 / 100. Also, when the variable display content is "reach miss," the determination rate for "no preview" is 50 / 100, and the determination rate for "preview effect" is 50 / 100. When the variable display content is "jackpot AKA1," the determination rate for "no preview" is 25 / 100, and the determination rate for "preview effect" is 75 / 100. When the variable display content is "Jackpot AKA2, AKA3," the determination rate for "no notice" is 20 / 100, and the determination rate for "notice" is 80 / 100. By setting such a determination rate, when a notice effect is executed, the special chart display result becomes a "jackpot" and the probability of being controlled into a jackpot gaming state is higher, or the reliability of the jackpot, as the percentage of the jackpot game state being controlled, than when a notice effect is not executed. Note that the determination rate is not limited to the setting of the determination rate in notice effect pattern determination example 03AKD52, and any determination rate can be set that increases the probability of being controlled into a jackpot gaming state when a notice effect is executed.
[0229] Figure 10-18(B) shows a preview effect pattern determination example 03AKD52. The preview effect pattern can be determined by step 03AKS73 of the effect determination process shown in Figure 10-13. Preview effect pattern determination example 03AKD52 has a determination rate corresponding to each effect pattern so that the effect pattern AKQ04 has a higher jackpot expectation rate than any of the effect patterns AKQ01 to AKQ03. In the display result determination example 03AKD01 shown in Figure 10-1(A), the rate at which the special chart display result is determined to be a "jackpot" is significantly lower than the rate at which the special chart display result is determined to be a "miss." Therefore, preview effects with a low jackpot expectation rate, such as effect patterns AKQ01 to AKQ03, can be executed more frequently than preview effects with a high jackpot expectation rate, such as effect pattern AKQ04.
[0230] Figure 10-19 shows examples of how the reach effect and jackpot notification effect are determined during normal play. Figure 10-19 (A1) shows a Super Reach effect pattern determination example 03AKD53 corresponding to the Super A Super Reach. The Super Reach effect pattern corresponding to the Super A Super Reach can be determined by step 03AKS75 of the effect determination process shown in Figure 10-13 when either variation pattern PA2-2 or PA3-2 is selected. The Super Reach effect pattern determination example 03AKD53 has a determination rate corresponding to each effect pattern set so that, for variation pattern PA2-2, the determination rate for effect pattern AKR01 is highest, the determination rate for effect pattern AKR02 is next highest, and the determination rate for effect pattern AKR03 is lowest. Furthermore, for variation pattern PA3-2, the determination rate for effect pattern AKR03 is set to be higher than that of effect patterns AKR01 and AKR02. The variation pattern PA2-2 is included in the reach variation pattern that can be determined when the special chart display result is "miss." The variation pattern PA3-2 is included in the jackpot variation pattern that can be determined when the special chart display result is "jackpot." Therefore, among the presentation patterns AKR01 to AKR03, when the reach presentation corresponding to presentation pattern AKR03 is executed, the jackpot expectation rate is the highest, when the reach presentation corresponding to presentation pattern AKR02 is executed, the jackpot expectation rate is the next highest, and when the reach presentation corresponding to presentation pattern AKR01 is executed, the jackpot expectation rate is the lowest. Note that the presentation patterns AKR01 to AKR03 may have a determination rate set so that they all have a common jackpot expectation rate. In addition, the determination rate of presentation patterns AKR01 to AKR03 may be set arbitrarily.
[0231] Figure 10-19 (A2) shows a Super Reach presentation pattern determination example 03AKD54 corresponding to the Super B Super Reach. The Super Reach presentation pattern corresponding to the Super B Super Reach can be determined by step 03AKS75 of the presentation determination process shown in Figure 10-13 when the variation pattern is either PA2-3 or PA3-3. The Super Reach presentation pattern determination example 03AKD54 is set so that when variation pattern PA2-3 is used, the presentation pattern AKR11 has a higher determination rate than the presentation patterns AKR12 and AKR13. In addition, when variation pattern PA3-3 is used, the determination rate corresponding to each presentation pattern is set so that the determination rate of presentation pattern AKR11 is the lowest, the determination rate of presentation pattern AKR12 is the next lowest, and the determination rate of presentation pattern AKR13 is the highest. The variation pattern AKR2-3 is included in the reach variation patterns that can be determined when the special chart display result is "miss." The variation pattern AKR3-3 is included in the jackpot variation pattern that can be determined when the special chart display result is "jackpot." Therefore, among the presentation patterns AKR11 to AKR13, when the reach presentation corresponding to the presentation pattern AKR13 is executed, the jackpot expectation rate is the highest, when the reach presentation corresponding to the presentation pattern AKR12 is executed, the jackpot expectation rate is the next highest, and when the reach presentation corresponding to the presentation pattern AKR11 is executed, the jackpot expectation rate is the lowest. Note that the presentation patterns AKR01 to AKR03 may have a determination rate set so that they have a common jackpot expectation rate. In addition, the determination rate of the presentation patterns AKR11 to AKR13 may be set arbitrarily.
[0232] Figure 10-19(C) shows a jackpot notification effect pattern determination example 03AKD55. The jackpot notification effect pattern can be determined by step 03AKS77 of the effect determination process shown in Figure 10-13. In the jackpot notification effect pattern determination example 03AKD55, the determination ratio is set so that in the case of jackpot type AKA1, only effect pattern AKU01 is always determined. In addition, in the case of jackpot type AKA2, the determination ratio is set so that either effect pattern AKU01 or AKU02 is determined. In the case of jackpot type AKA3, the determination ratio is set so that effect pattern AKU02 has a higher determination ratio than effect pattern AKU01, and in addition, the determination ratio is set so that effect pattern AKU03 is also determined. For jackpot type AKA1, the V winning opening mode is a short opening, and the number of rounds is "6". For jackpot type AKA2, the V winning opening mode is a long opening, and the number of rounds is "6". For the jackpot type AKA3, the V winning opening mode is a long opening, and the number of rounds is "10." Therefore, among the presentation patterns AKU01 to AKU03, when the jackpot notification effect corresponding to presentation pattern AKU03 is executed, the advantage of the jackpot gaming state becomes the highest, when the jackpot notification effect corresponding to presentation pattern AKU02 is executed, the advantage of the jackpot gaming state becomes the next highest, and when the jackpot notification effect corresponding to presentation pattern AKU01 is executed, the advantage of the jackpot gaming state becomes the lowest. Note that the presentation patterns AKU01 to AKU03 may have a determination ratio set so that the advantage of the jackpot gaming state is common. In addition, the determination ratio of presentation patterns AKU01 to AKU03 may be set arbitrarily.
[0233] Figures 10-20 and 10-21 show examples of the execution of preview effects corresponding to each of the effect patterns AKQ01 to AKQ04. During normal times when time-saving control or high-base control is not performed, a preview effect using one of the effect patterns AKQ01 to AKQ04 can be executed as a preview effect using a preview effect pattern. A preview effect using one of the effect patterns AKQ01 to AKQ04 results in a specific effect in which a character display corresponding to a second character string in which the first character included in a first character string is replaced with a second character that has the same pronunciation as the first character is executed as a specific display. The second character here is a character related to the theme of the pachinko gaming machine 1.
[0234] When the preview effect pattern is the effect pattern AKQ01, a preview effect including the effect display shown in FIG. 10-20(A1) can be executed by displaying an effect image on the screen of the image display device 5. This effect display includes a panel display in which two characters CH1 and CH2 appear wearing Halloween costumes associated with the autumn season, as the theme of the pachinko gaming machine 1. In addition, the effect display in this case includes a character string display MR01 indicating "Futari Akigo" (Futari Akigo) as a second character string that replaces the first character "shu" (group) included in the first character string "Futari Shugo" (Futari Shugo). The character string display MR01 includes a character string display MR01A of "Autumn" in a brown display color as the second character. The character string display MR01A may be set to be larger in display size than the other character strings in the character string display MR01. The preview performance using performance pattern AKQ01 includes a performance display including text display MR01, as well as an audio performance of the sound effect of wind, which is associated with the autumn season, as shown in Figure 10-20 (A2), output from speakers 8L and 8R.
[0235] When the preview effect pattern is the effect pattern AKQ02, a preview effect including the effect display shown in FIG. 10-20(B1) can be executed by displaying an effect image on the screen of the image display device 5. This effect display includes a panel display in which two characters CH1 and CH3 appear wearing Halloween costumes associated with the autumn season, as the theme of the pachinko gaming machine 1. In addition, the effect display in this case includes a character string display MR02 indicating "Futari Akigo" (Futari Akigo) as a second character string that replaces the first character "shu" (group) included in the first character string "Futari Shugo" (Futari Shugo). The character string display MR02 includes a character string display MR02A of "Autumn" with an autumn leaf pattern added as the second character. The character string display MR02A may be set to be larger in display size than the other character strings in the character string display MR02. The preview performance using performance pattern AKQ02 includes a performance display including character string display MR02, as well as an audio performance reading out "Shuugou" as shown in Figure 10-20 (B2) as audio output from speakers 8L and 8R.
[0236] When the preview effect pattern is effect pattern AKQ03, a preview effect including the effect display shown in FIG. 10-20 (C1) can be executed by displaying an effect image on the screen of the image display device 5. This effect display includes a panel display in which two characters CH2 and CH3 appear wearing Halloween costumes associated with the autumn season, as the theme of the pachinko gaming machine 1. In addition, the effect display in this case includes a character string display MR03 indicating "Futari Akigo" (Futari Akigo) as a second character string that replaces the first character "shu" (group) included in the first character string "Futari Shugo" (Futari Shugo). The character string display MR03 includes a character string display MR03A for "Autumn" (autumn), part of which is shaped like a fallen leaf, as the second character. The character string display MR03A may be set to be larger in display size than the other character strings in the character string display MR03. The preview performance using performance pattern AKQ03 includes a performance display including character string display MR03, as well as an audio performance reading out "Futari Shuugou" as shown in Figure 10-20 (C2) as audio output from speakers 8L and 8R.
[0237] When the preview effect pattern is the effect pattern AKQ04, it is possible to execute a preview effect including an effect display that progresses from the display example 03AK101 shown in FIG. 10-21(A1) to the display example 03AK104 shown in FIG. 10-21(D1) by displaying an effect image on the screen of the image display device 5.
[0238] The effect display of the display example 03AK101 shown in FIG. 10-21(A1) includes one character CH1 appearing in the panel display and character display MR11. The character display MR11 indicates one character of "zen" in the second character string "all members autumn combination" obtained by replacing the first character "ji" included in the first character string "all members assemble". Along with the effect display including the character display MR11, it is possible to execute a voice effect of reading out "zen" shown in FIG. 10-21(A2) as the voice output by the speakers 8L and 8R.
[0239] The effect display of the display example 03AK102 shown in FIG. 10-21(B1) includes two characters CH1 and CH2 appearing in the panel display and character display MR12. The character display MR12 indicates one character of "in" in the second character string "all members autumn combination" obtained by replacing the first character "ji" included in the first character string "all members assemble". Along with the effect display including the character display MR12, it is possible to execute a voice effect of reading out "in" shown in FIG. 10-21(B2) as the voice output by the speakers 8L and 8R.
[0240] The effect display of the display example 03AK103 shown in FIG. 10-21(C1) includes three characters CH1 to CH3 appearing in the panel display and character display MR13. The character display MR13 indicates two characters of "shuugou" in the second character string "all members autumn combination" obtained by replacing the first character "ji" included in the first character string "all members assemble". Along with the effect display including the character display MR13, it is possible to execute a voice effect of reading out "shuugou" shown in FIG. 10-21(C2) as the voice output by the speakers 8L and 8R.
[0241] The production display of display example 03AK104 shown in FIG. 10-21(D1) includes a character string display MR14 together with a panel display in which three characters CH1 to CH3 appear. The character string display MR14 shows "All members autumn combination" as a second character string obtained by replacing the first character "combination" included in the first character string "All members gather" with the second character. The character string display MR14 includes, as the second character, a character display MR14A of the character "autumn" in which pampas grass images are displayed in an overlapping manner. The character display MR14A may be set so that its display size is larger than other character displays in the character string display MR14. The preview production using the production pattern AKQ04 can execute an audio production including an effect sound that becomes the sound of the wind associated with the autumn season and an audio that reads "zen'in shuugou", as shown in FIG. 10-21(D2), as the audio output by the speakers 8L and 8R, together with the production display including the character string display MR14.
[0242] As described above, the specific display can be executed in response to a specific event that can occur in the pachinko machine 1, including, for example, the case where a normal preview production is executed. The specific display here is a character display corresponding to a second character string obtained by replacing the first character included in the first character string with a second character having a common reading. In this case, the second character is a character related to the theme of the pachinko machine 1. By replacing the first character, which is a part of the first character string expressing the specific event, with a second character having a common reading and related to the theme of the pachinko machine 1 and displaying it as a new word, one character display can express the specific event together with the word related to the theme of the pachinko machine 1. In this way, it is possible to increase the degree of attention to the character display with humor and improve the gaming interest.
[0243] The character displays MR01A in the character string display MR01, MR02A in the character string display MR02, MR03A in the character string display MR03, and MR14A in the character string display MR14, and the character displays indicating these second characters are set to indicate the same character "autumn" regardless of which of the production patterns AKQ01 to AKQ04 that can be used in the normal preview production. As a result, the character "autumn" as the second character is included in the character display with the most display times in the preview production. Note that regardless of which of the production patterns AKQ01 to AKQ04 is used, a character display corresponding to the character "union" included in both the first character string and the second character string is performed. Therefore, the character "autumn" as the second character is included as part of the character display with the most display times in the preview production together with the character "union" different from the second character. Thus, the second character included in the character display that becomes a specific display may be included as part of the character display with the most display times in any production such as the preview production. Alternatively, the second character included in the character display that becomes a specific display may be the character display with the most display times alone in any production such as the preview production.
[0244] Some or all of the character display MR01A in the character string display MR01, the character display MR02A in the character string display MR02, the character display MR03A in the character string display MR03, and the character display MR14A in the character string display MR14 may be some or all of the character display most frequently displayed in a preview effect that is a specific effect. Alternatively, they may be displayable as some or all of the character display most frequently displayed in an effect other than the specific effect. Alternatively, they may be displayable as some or all of the character display most frequently displayed in one of multiple effects including the specific effect or multiple effects excluding the specific effect. Alternatively, they may be displayable as some or all of the character display most frequently displayed among the characters for which image data that can be displayed in the pachinko gaming machine 1 is stored. This is not limited to the effect display in the image display device 5, and the character display representing the second character may be set to be displayed more frequently than the characters displayed on some or all of the movable members such as the movable body 32, the game board surface that constitutes the game board 2, or the surface of the board such as the main board 11. In this way, by displaying characters corresponding to the second character that is displayed more frequently, attention to the humorous character display can be increased, thereby increasing interest in the game.
[0245] Character display MR01A in character string display MR01, character display MR02A in character string display MR02, character display MR03A in character string display MR03, and character display MR14A in character string display MR14, which indicate the second character, can be highlighted by increasing the display size. In addition to the display size, the highlighting may be achieved by using some or all of the display color, pattern, shape, effect display, and other display effects.
[0246] Some or all of the character display MR01A in the character string display MR01, the character display MR02A in the character string display MR02, the character display MR03A in the character string display MR03, and the character display MR14A in the character string display MR14 may be some or all of the character display with the largest display size in a preview effect that is a specific effect. Alternatively, they may be displayable as some or all of the character display with the largest display size in an effect other than the specific effect. Alternatively, they may be displayable as some or all of the character display with the largest display size in one of multiple effects including the specific effect or multiple effects excluding the specific effect. Alternatively, they may be displayable as some or all of the character display with the largest display size among the characters for which image data that can be displayed on the pachinko gaming machine 1 is stored. The character display indicating the second character may be set to be larger in size than the characters displayed on some or all of the movable members such as the movable body 32, the game board surface that constitutes the game board 2, or the surface of the board such as the main board 11. In this way, by displaying characters corresponding to the second characters with a larger display size, attention to the humorous character display can be increased, thereby increasing interest in the game.
[0247] Along with the character string displays MR01-MR03, MR11-MR14 and the display effects including these, audio corresponding to the second character string is output, such as sound effects, audio reading out part or all of the character string, or a combination of these. The presence or absence of audio and the output mode may be freely set. By outputting audio corresponding to such character displays, it is possible to create an impactful effect that appeals to the player's hearing as well as their visual senses, thereby increasing attention to the humorous character displays and enhancing the player's interest in the game.
[0248] For example, in the case of character string displays MR01 to MR03, the character display of "Futari Shuugou" (two people gathered), which is the first character string indicating the information before replacement, is not executed. In this case, the sound of "Futari Shuugou" corresponding to the first character string may be output in a performance other than the preview performance that is the specific performance. In the case of character string displays MR11 to MR14, the character display of "Zenin Shuugou" (all together), which is the first character string indicating the information before replacement, is not executed. In this case, the sound of "Zenin Shuugou" corresponding to the first character string may be output in a performance other than the preview performance that is the specific performance. For example, the performance other than the preview performance that is the specific performance may be a hold display notice that changes the display mode of the hold display, and sound corresponding to the first character string may be output when the execution of the hold display notice starts, when the hold display notice is being executed, when the execution of the hold display notice ends, or in some or all of these cases. Sound indicating the entire first character string, "Futari Shuugou" or "Zenin Shuugou," which corresponds to the first character string, may be output, or sound indicating a part of the first character string, such as sound corresponding to one of these characters, may be output. In an effect other than the advance notice effect that is a specific effect, a sound corresponding to the first character string may be output together with the display of characters corresponding to the first character string. By outputting the sound corresponding to the first character string, the sense of surprise when a second character string in which the first character included in the first character string is replaced with a second character is displayed is increased, and attention to the humorous character display is increased, thereby increasing interest in the game.
[0249] Figures 10-22 to 10-24 show examples of reach effects that result in a Super A Super Reach corresponding to each of the effect patterns AKR01 to AKR03. During normal play when time-saving control or high-base control is not performed, a reach effect using any of the effect patterns AKR01 to AKR03 can be executed as a reach effect using a Super Reach effect pattern corresponding to a Super A Super Reach. A reach effect using any of the effect patterns AKR01 to AKR03 results in a specific effect that can execute a character display corresponding to a second character string in which the first character included in a first character string is replaced with a second character that has the same pronunciation as the first character. The second character here is a character that represents a specific event that can occur in the pachinko gaming machine 1.
[0250] When the super reach effect pattern is effect pattern AKR01, it is possible to execute a reach effect that progresses from display example 03AK201 shown in FIG. 10-22(A) to display example 03AK206 shown in FIG. 10-22(F). Display example 03AK201 in FIG. 10-22(A) shows a reach-established case in which the display of the effect image on the screen of the image display device 5 causes the variable display of the effect pattern to become a reach mode. In this case, it is sufficient if it is possible to execute effect display CA11 including the character display "Osu" as a notice effect after the reach is established. The notice effect after the reach is established may be determined at different rates depending on whether the special symbol display result is a "miss" or a "jackpot," separate from the super reach effect pattern.
[0251] Display example 03AK202 in Figure 10-22(B) shows the post-super development stage, where a reach effect using effect pattern AKR01 begins. Display example 03AK203 in Figure 10-22(C) shows a reach effect including a character string display and a promotion display executed by the effect display following display example 03AK202. The effect display of display example 03AK203 includes a character string display MS11 indicating "Rinki Ouhen" (Rinki Press Change) as the second character string replacing the first character "Ou" ("Response") in the first character string "Rinki Ouhen" (Rinki Ouhen). The character display of "Ou" ("Press Change"), which is the second character corresponding to a single button press in character string display MS11, may be set to have the same display size as the other character displays in character string display MS11. Other settings may include the same font, display color, and pattern, and the second character may not be highlighted by not adding any effect display or optional display effect. Additionally, the display effect of display example 03AK203 includes a prompt display CB11 that displays the message "Push!" and a button display including a meter. Subsequently, as shown in detection example 03AK204 in FIG. 10-22(D), a player's action of pressing the push button 31B once during the button press detection period can be detected. Display example 03AK205 in FIG. 10-22(E) shows a detection display executed by a display effect corresponding to the action detected by detection example 03AK204. Display example 03AK206 in FIG. 10-22(F) shows a stop display in which the display symbols of the jackpot combination are displayed frozen after display example 03AK205. In the case of display example 03AK206, the display symbols of the jackpot combination are displayed frozen along with the display symbols of the character CH1 and the message "Victory!", allowing the player to recognize that the special symbol display result is a "jackpot."
[0252] The character display "Oshi" which is the second character in the character string display MS11 is partially the same as the character display "Oshi" included in the notification effect after the reach is established, which is different from the reach effect that becomes a super reach, in the display example 03AK201 of Figure 10-22(A). In this way, the character display corresponding to the second character may be all or part of the character display displayed in the effect other than the specific effect.
[0253] When the production pattern for super reach is production pattern AKR02, it is possible to execute a reach effect that progresses from display example 03AK211 shown in FIG. 10-23(A) to display example 03AK216 shown in FIG. 10-23(F). Display example 03AK211 in FIG. 10-23(A) shows a case where the variable display of the production symbol becomes a reach mode by displaying a production image on the screen of the image display device 5, indicating the establishment of reach. Display example 03AK212 in FIG. 10-23(B) shows the situation after super development where a reach effect that becomes a super reach using production pattern AKR02 is started. Display example 03AK213 in FIG. 10-23(C) shows a reach effect that includes a character string display and an acceleration display executed by the production display following display example 03AK212. The production display of display example 03AK213 includes a character string display MS12 that shows "Emergency, press immediately" as the second character string obtained by replacing the first character "respond" included in the first character string "Emergency response". The character display of "press", which is the second character corresponding to a single button press operation in the character string display MS12, only needs to be set so that the display size is common with other character displays in the character string display MS12. Additionally, as long as it is set so as not to emphasize the second character by not adding a font, display color, pattern, the fact that these are common, or an effect display or any arbitrary display effect, it is acceptable. Also, the production display of display example 03AK213 includes an acceleration display CB11. After that, as in detection example 03AK214 shown in FIG. 10-23(D), it is possible to detect the operation of the player that becomes a single button press operation using push button 31B during the detection period of button press. Display example 03AK215 in FIG. 10-23(E) shows a display at the time of detection executed by the production display corresponding to the detection of the operation by detection example 03AK214. Display example 03AK216 in FIG. 10-23(F) shows a display at the time of stop where the production symbol of the big win combination is stopped and displayed after display example 03AK215. In the case of display example 03AK216, as long as the player can recognize that the special figure display result is "big win" by the production symbol of the big win combination being stopped and displayed together with a production display showing character CH2 and a production display that becomes a message display of "Victory!", it is acceptable.
[0254] When the super reach effect pattern is effect pattern AKR03, it is possible to execute a reach effect that progresses from display example 03AK221 shown in FIG. 10-24(A) to display example 03AK226 shown in FIG. 10-24(F). Display example 03AK221 in FIG. 10-24(A) shows a reach-achi case in which the display of the effect image on the screen of the image display device 5 causes the variable display of the effect pattern to become a reach mode. Display example 03AK222 in FIG. 10-24(B) shows the post-super development state in which a reach effect that becomes a super reach using effect pattern AKR03 begins. Display example 03AK223 in FIG. 10-24(C) shows a reach effect that includes a character string display and a promotion display executed by the effect display following display example 03AK222. The display effect of display example 03AK223 includes a character string display MS13 indicating "Quick Press in Emergency" as a second character string replacing the first character "Fast Response" in the first character string "Fast Response in Emergency." The character string display MS13, which is the second character corresponding to the button operation of rapid button presses, may be set to have the same display size as the other characters in the character string display MS13. Other settings may include the same font, display color, and pattern, and the absence of any display effects or other display effects may prevent the second character from being highlighted. Furthermore, the display effect of display example 03AK223 includes, as a prompt display CB12, a display effect displaying the message "Repeat Press!" and a display effect displaying a button including a meter. Subsequently, as shown in detection example 03AK224 in FIG. 10-24(D), a player's action of rapid button presses using push button 31B can be detected during the button press detection period. Display example 03AK225 in Figure 10-24(E) shows a detection display executed by a performance display corresponding to the detection of the action by detection example 03AK224. Display example 03AK226 in Figure 10-24(F) shows a stop display in which the performance symbols of the jackpot combination are stopped and displayed after display example 03AK225.In the case of display example 03AK226, the player should be able to recognize that the special chart display result is a "jackpot" by the display of the winning combination symbols being stopped along with the display of the character CH3 and the message "Victory!"
[0255] Figures 10-25 to 10-27 show examples of reach effects that result in Super B Super Reach corresponding to each of the effect patterns AKR11 to AKR13. During normal play when time-saving control or high base control is not performed, a reach effect using any of the effect patterns AKR11 to AKR13 can be executed as a reach effect using a Super Reach effect pattern corresponding to Super B Super Reach. A reach effect using any of the effect patterns AKR11 to AKR13 results in a specific effect that can execute a character display corresponding to a second character string in which the first character included in a first character string is replaced with a second character that has the same pronunciation as the first character. The second character here is a character that represents a specific event that can occur in the pachinko gaming machine 1.
[0256] When the production pattern for the super reach is the production pattern AKR11, it is possible to execute a reach effect that progresses from the display example 03AK231 shown in FIG. 10-25(A) to the display example 03AK237 shown in FIG. 10-25(G). The display example 03AK231 in FIG. 10-25(A) shows a case where the variable display of the production symbol becomes a reach mode by displaying a production image on the screen of the image display device 5, indicating the establishment of a reach. The display example 03AK232 in FIG. 10-25(B) shows the state after the super development where the reach effect that becomes a super reach using the production pattern AKR11 is started. The display example 03AK233 in FIG. 10-25(C) shows a reach effect that includes a character string display executed by the subsequent production display following the display example 03AK232. The production display of the display example 03AK233 includes a character string display MS21 that shows "Hiki Do" as the second character string obtained by replacing the first character "In" included in the first character string "India". In the character string display MS21, the character display of "Hiki", which is the second character corresponding to the operation of tilting the lever, only needs to be set so that the display size is common with other character displays in the character string display MS21. In addition, as long as the font, display color, pattern, their commonality, and no additional effect display or any display effect are set so as not to emphasize the second character. The display example 03AK234 in FIG. 10-25(D) shows a promotion display executed by the subsequent production display following the display example 03AK233. The production display of the display example 03AK234 includes a production display CB12 in the promotion effect, which is a production display that becomes a message display of "Pull it in!!", and a production display that becomes a lever display including a meter display. Thereafter, as in the detection example 03AK235 shown in FIG. 10-25(E), it is possible to detect the operation of the player tilting the lever, which is a pulling operation using the stick controller 31A during the detection period of the lever pull. The display example 03AK236 in FIG. 10-25(F) shows a display at the time of detection executed by a production display corresponding to the detection of the operation by the detection example 03AK235. The display example 03AK237 in FIG. 10-25(G) shows a stop display in which the winning combination production symbol is stopped and displayed after the display example 03AK236.In the case of display example 03AK237, the player should be able to recognize that the special chart display result is a "jackpot" by the display of the winning combination symbols being stopped together with the display showing character CH1, the display corresponding to the destination, and the display showing the message "Arrived!"
[0257] When the production pattern for super reach is production pattern AKR12, it is possible to execute a reach effect that progresses from display example 03AK241 shown in FIG. 10-26(A) to display example 03AK247 shown in FIG. 10-26(G). Display example 03AK241 in FIG. 10-26(A) shows a case where the variable display of the production symbol becomes a reach mode by displaying a production image on the screen of the image display device 5, indicating the establishment of reach. Display example 03AK242 in FIG. 10-26(B) shows the situation after super development where the reach effect that becomes super reach using production pattern AKR12 is started. Display example 03AK243 in FIG. 10-26(C) shows a reach effect that includes a character string display executed by the subsequent production display following display example 03AK242. The production display of display example 03AK243 includes a character string display MS22 that shows "Spain draw" as a second character string obtained by replacing the first character "In" included in the first character string "Spain". In the character string display MS22, the character display of "draw", which is the second character corresponding to the operation of tilting the lever, only needs to be set so that the display size is common with other character displays in the character string display MS22. In addition, as long as the font, display color, pattern, their commonality, or no additional effect display or arbitrary display effect is set so as not to emphasize the second character. Display example 03AK244 in FIG. 10-26(D) shows an acceleration display executed by the subsequent production display CB12 following display example 03AK243. After that, as in the detection example 03AK245 shown in FIG. 10-26(E), it is possible to detect the operation of tilting the lever by the player, which is a pulling operation using the stick controller (31A) during the detection period of lever pulling. Display example 03AK246 in FIG. 10-26(F) shows a display at the time of detection executed by a production display corresponding to the detection of the operation by detection example 03AK2,45. Display example 03AK247 in FIG, 10-26(G) shows a display at the time of stop where the production symbol of the jackpot combination is stopped and displayed after display example 03AK246. In the case of display example 03AK247, as long as the player can recognize that the special figure display result is "jackpot" by the production symbol of the jackpot combination being stopped and displayed together with the production display showing the character CH2, the production display corresponding to the destination, and the production display that becomes the message display of "Arrival!".
[0258] When the production pattern for the super reach is the production pattern AKR13, it is possible to execute a reach effect that progresses from the display example 03AK251 shown in FIG. 10-27(A) to the display example 03AK257 shown in FIG. 10-27(G). The display example 03AK251 in FIG. 10-27(A) shows a case where the variable display of the production symbol becomes a reach mode by displaying a production image on the screen of the image display device 5, indicating the establishment of a reach. The display example 03AK252 in FIG. 10-27(B) shows the state after the start of the reach effect that becomes a super reach using the production pattern AKR13. The display example 03AK253 in FIG. 10-27(C) shows a reach effect that includes a character string display executed by the production display following the display example 03AK252. The production display of the display example 03AK253 includes a character string display MS23 that shows "リヒテンシュタ引" as the second character string obtained by replacing the first character "イン" included in the first character string "リヒテンシュタイン". The character display of "引", which is the second character corresponding to the operation of lever tilting in the character string display MS23, only needs to be set so that the display size is common with other character displays in the character string display MS23. In addition, as long as the font, display color, pattern, their commonality, and no additional effect display or any display effect are set so that the second character is not highlighted. The display example 03AK254 in FIG. 10-27(D) shows an acceleration display executed by the production display CB12 following the display example 03AK253. After that, as in the detection example 03AK255 shown in FIG. 10-27(E), it is possible to detect the operation of lever tilting by the player, which is a pulling operation using the stick controller 31A during the detection period of lever pulling. The display example 03AK256 in FIG. 10-27(F) shows a display at the time of detection executed by the production display corresponding to the detection of the operation by the detection example 0In the case of display example 03AK257, the player should be able to recognize that the special chart display result is a "jackpot" by the display of the winning combination symbols being stopped together with the display showing character CH3, the display corresponding to the destination, and the display showing the message "Arrived!"
[0259] As described above, specific displays can be executed in response to specific events that can occur in the pachinko gaming machine 1, including when a reach effect is executed, which is a super reach during normal play. The specific display here is a character display corresponding to a second character string in which a first character included in a first character string is replaced with a second character with a common pronunciation. In this case, the second character is a character that expresses the specific event. By replacing the first character, which is part of the first character string that expresses the specific event, with the second character with a common pronunciation that expresses the specific event and displaying it as a new word, a single character display can present the specific event in multiple ways. This increases attention to the humorous character display, thereby enhancing gaming enjoyment.
[0260] The character display corresponding to the second character string in which the first character included in the first character string is replaced with the second character may include the reading corresponding to the first character at a display position corresponding to the second character. This makes it easier for the player to recognize the information before replacement in the display corresponding to the information after replacement, so that the impression and image of the information before replacement can be maintained while the information after replacement can contain new meanings and impressions.
[0261] FIG. 10-28 shows examples of execution of jackpot notification effects corresponding to each of the effect patterns AKU01 to AKU03. During normal times when time shortening control or high base control is not performed, as a jackpot notification effect using an effect pattern for jackpot notification, it is possible to execute a jackpot notification effect using any of the effect patterns AKU01 to AKU03. The jackpot notification effect using any of the effect patterns AKU01 to AKU03 is a specific effect capable of executing a character display corresponding to a second character string obtained by replacing the first character included in the first character string with a second character having a common reading as a specific display. Here, the first character string is a character string related to the theme of the pachinko gaming machine 1. Also, here, the second character is a character expressing a specific event that can occur in the pachinko gaming machine 1.
[0262] When the effect pattern for jackpot notification is the effect pattern AKU01, it is possible to execute a jackpot notification effect including the effect display shown in FIG. 10-28(A) by displaying an effect image on the screen of the image display device 5. This effect display includes a character string display MT11 indicating "変幻自財の攻撃よ!!" as a second character string obtained by replacing the first character "在" included in the first character string "変幻自在の攻撃よ!!", which is the set line of the character CH1 serving as the display character, with a second character. The character display of the second character "財" expressing a jackpot in the character string display MT11 may be set not to be highlighted.
[0263] When the effect pattern for jackpot notification is the effect pattern AKU02, it is possible to execute a jackpot notification effect including the effect display shown in FIG. 10-28(B) by displaying an effect image on the screen of the image display device 5. This effect display includes a character string display MT12 indicating "上当を目指すのです!!" as a second character string obtained by replacing the first character "等" included in the first character string "上等を目指すのです!!", which is the set line of the character CH2 serving as the display character, with a second character. The character display of the second character "当" expressing a jackpot in the character string display MT12 may be set not to be highlighted.
[0264] When the winning notification presentation pattern is the presentation pattern AKU03, a winning notification presentation including the presentation display shown in FIG. 10-28(C) can be executed by displaying a presentation image on the screen of the image display device 5. This presentation display includes a character string display MT13 indicating "The rule of gold coins and bars!!" as a second character string obtained by replacing the first character "科" included in the first character string "金科玉条の掟だよ!!", which is the first character string indicating the fixed line of the character CH3 serving as the display character, with the second character corresponding to the character CH3. In the character string display MT13, the character display of the second character "貨" expressing a big win may be set so as not to be highlighted.
[0265] As described above, the specific display can be executed corresponding to a specific event that can occur in the pachinko machine 1, including, for example, the case where a normal winning notification presentation is executed. The specific display here is a character display corresponding to a second character string obtained by replacing the first character included in the first character string related to the theme of the gaming machine with a second character having a common reading. In this case, the second character is a character expressing the specific event. Thereby, by replacing the first character, which is a part of the first character string related to the theme of the pachinko machine 1, with a second character having a common reading and expressing the specific event and displaying it as a new word, one character display can express the specific event together with the word related to the theme of the pachinko machine 1. In this way, it is possible to increase the degree of attention corresponding to the character display with humor and improve the gaming interest.
[0266] In part or all of the character string displays MT-11 to MT-13, the character display as the second character may be set to be highlighted. In addition, the presence or absence of highlighting and the display mode may be arbitrarily set as long as they can be set arbitrarily. By not highlighting, it is possible to give the player the pleasure of finding the second character obtained by replacing the first character and improve the gaming interest. By highlighting, the second character obtained by replacing the first character becomes easier to recognize, and it is possible to increase the degree of attention to the character display with humor and improve the gaming interest.
[0267] FIG. 10-29 shows an example of a high base effect setting in this embodiment. The pachinko gaming machine 1 with the characteristic part 03AK can execute a special effect including a special display as either or both of a notice effect when the base is high and a reach effect that becomes a super reach when the base is high. The pachinko gaming machine 1 with the characteristic part 03AK can execute a special effect including a special display as a jackpot notification effect when the base is high. The high base effect setting examples in this example include a notice effect pattern setting example 03AKF21 shown in FIG. 10-29(A), a super reach effect pattern setting example 03AKF22 shown in FIG. 10-29(B), and a jackpot notification effect pattern setting example 03AKF23 shown in FIG. 10-29(C).
[0268] The high-base preview effect is included in special effects that can be executed in a time-saving or high-base-base controlled probability variable state or time-saving state, and can execute a special display using text display that shows linked information that combines the theme-related information and the presentation content. The theme-related information is information related to the theme of the pachinko gaming machine 1. In the preview presentation pattern setting example 03AKF21, the theme-related information can include information related to the characteristics of the characters appearing in the preview presentation display, such as their costumes, favorite drinks, or favorite foods. The presentation content is information that expresses a special event that is about to occur or has already occurred. In the preview presentation setting example 03AKF21, the presentation content is information indicating the content of the lines spoken by the characters appearing in the preview presentation, as a presentation style corresponding to the expected jackpot probability.
[0269] The reach effect resulting in a super reach during a high base hit is included in special effects that can be executed during a time-saving or high-base hit state, and can include a special display using text that displays post-link information that combines the first pre-link information and the second pre-link information. In this case, both the first pre-link information and the second pre-link information represent a special event that is about to occur or has occurred in the pachinko gaming machine 1, as long as the first pre-link information and the second pre-link information are different. In the example 03AKF22 of the super reach effect pattern, the first pre-link information represents a display image specific to the reach effect, which is the currently occurring special event. In the example 03AKF22 of the super reach effect pattern, the second pre-link information represents the content of the display in the reach effect, which is the currently occurring special event, that indicates whether a jackpot will occur.
[0270] The jackpot notification effect during a high base hit is included in special effects that can be executed when the time-saving control or high base hit control is in a probability variable state or time-saving state, and a special display using text display can be executed to show post-replacement information in which part of the pre-replacement information has been replaced with other information. The pre-replacement information may be information related to the theme of the pachinko gaming machine 1, or information that represents a special event that is about to occur or has occurred. The other information that replaces part of the pre-replacement information may also be information related to the theme of the pachinko gaming machine 1, or information that represents a special event that is about to occur or has occurred, as long as it is different from the pre-replacement information.
[0271] Setting example 03AKF21 of preview presentation patterns includes presentation patterns AKQ11 to AKQ16, AKQ21 to AKQ23, and AKQ31 to AKQ36 as multiple preview presentation patterns. Presentation patterns AKQ11 to AKQ13 have no subject-related information, and the presentation content shows the line "...", and the post-link information is shown as the string "...". Presentation patterns AKQ14 to AKQ16 have subject-related information shown as the string "Tiger", the presentation content shows the line "Good luck", and the post-link information is shown as the string "Good luck, Tiger". Presentation pattern AKQ21 has subject-related information shown as the string "Tea", the presentation content shows the line "Chance", and the post-link information is shown as the string "Tea Chance". In presentation pattern AKQ22, the subject-related information is shown by the character string "Ai Ran", the presentation content indicates the line content of "Chance", and the post-connection information is shown by the character string "Ai Chance". In presentation pattern AKQ23, the subject-related information is shown by the character string "Cola", the presentation content indicates the line content of "Chance", and the post-connection information is shown by the character string "Chorans". In presentation patterns AKQ31 to AKQ33, there is no subject-related information, the presentation content indicates the line content of "Gekiatsu", and the post-connection information is shown by the character string "Gekiatsu". In presentation pattern AKQ34, the subject-related information is shown by the character string "Fried tofu", the presentation content indicates the line content of "Gekiatsu", and the post-connection information is shown by the character string "Fried tofu hot". In presentation pattern AKQ35, the subject-related information is represented by the character string "tofu jjigae," the presentation content indicates the line "very hot," and the linked information is represented by the character string "tofu jjigae tsuki na." In presentation pattern AKQ36, the subject-related information is represented by the character string "fried chicken," the presentation content indicates the line "very hot," and the linked information is represented by the character string "fried chicken tsuki na." In these cases, the subject-related information is first information represented by the first character string, the presentation content is second information represented by the second character string, and the linked information is third information represented by the third character string.
[0272] In preview effect pattern setting example 03AKF...
Claims
[Claim 1] A gaming machine capable of playing games, A control means capable of controlling the progress of a game; and a performance execution means capable of executing a performance in accordance with the progress of the game, the effect execution means is capable of executing a special display corresponding to a special event that can occur in the gaming machine; the special display is a character display corresponding to a third character string that expresses the special event by replacing a part of one of a first character string related to the theme of the gaming machine and a second character string that expresses the special event with the other character string, the number of syllables in one part of the character string is the same as the number of syllables in the other character string, The number of strokes in one part of the character string is different from the number of strokes in the other character string, The pronunciation of one part of the character string is different from the pronunciation of the other part of the character string. A gaming machine characterized by:
Citation Information
Patent Citations
Pachinko machine
JP2013179952A
Game machine
JP2022177460A