gaming machines
The gaming machine uses moving pseudo-movable bodies and variable winning states with dynamic display effects to enhance player engagement and reduce anxiety, addressing the limitations of existing systems by increasing perceived winning chances.
Patent Information
- Application Number
- JP2024076872
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-10
- Publication Date
- 2025-12-15
- Estimated Expiration
- 2040-02-20
AI Technical Summary
Existing gaming machines do not adequately enhance player interest and excitement through variable display games, leading to potential anxiety and reduced engagement when the possibility of winning a prize is not sufficiently displayed.
The gaming machine incorporates a display mechanism for moving pseudo-movable bodies between positions, performance execution, and variable winning states to dynamically change the likelihood of winning a prize, accompanied by visual and auditory effects to maintain player engagement.
This configuration enhances player interest by reducing anxiety and maintaining engagement through dynamic display effects, increasing the perceived chances of winning, and drawing attention to the game's advantageous states.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] There are pachinko gaming machines that enhance the fun of gaming by using a so-called variable display game, in which a gaming medium such as a gaming ball is launched into a gaming area by a launching device, and when the gaming medium enters a prize area such as a prize slot provided in the gaming area and an execution condition (start condition) is met, multiple types of identification information (hereinafter referred to as display patterns) are variably displayed on a variable display device, and whether or not a predetermined gaming value will be awarded is determined based on the display result. In such pachinko gaming machines, when the variable display of the display patterns in the variable display game completely stops and the stopped pattern pattern becomes a specific display pattern, an advantageous state (jackpot gaming state) is reached for the player. In the jackpot gaming state, a round game in which the jackpot slot is opened can be repeatedly played up to a predetermined upper limit number of times.
[0003] As such a gaming machine, a gaming machine has been proposed in which the opening of the big prize opening is earlier than the timing of switching the display of the number of rounds (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-104625 Summary of the Invention [Problem to be solved by the invention]
[0005] However, in the gaming machine described in Patent Document 1, although the possibility of winning a prize in the big prize slot increases if the gaming medium is released before the number of rounds is displayed, it is still not sufficient from the perspective of appropriately displaying the number of balls won, and there is a risk that this will cause anxiety to the player and reduce their interest in the game.
[0006] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that can prevent a decline in interest in gaming. [Means for solving the problem]
[0007] (A) In order to achieve the above object, the gaming machine according to the present invention: A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a display means capable of moving and displaying a specific pseudo-movable body display from a specific first display position to a specific second display position different from the specific first display position, and capable of moving and displaying a special pseudo-movable body display from the special first display position to a special second display position different from the special first display position; a performance execution means capable of executing a performance; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; a control means capable of executing a round game that changes the variable prize winning means to the first state; a movable body that can move from a first position to a second position at a predetermined moving speed, When the round of games is played, a given amount display regarding the given amount of gaming value is displayed after a predetermined period has elapsed since the variable winning means changed from the second state to the first state; If the gaming medium does not win a prize in the variable prize winning means within the predetermined period, a predetermined display corresponding to the fact that no gaming value has been awarded is displayed at the start of the award amount display. death, If the gaming medium wins the variable winning means within the predetermined period, a count-up display corresponding to the award of gaming value is displayed at the start of the award amount display, and then a specific display different from the predetermined display is displayed. death, The performance execution means A special effect can be executed to notify the player that the game will be controlled to the advantageous state. A specific effect can be executed before the special effect is executed, It is possible to perform a movable body effect that moves the movable body, The display means When the specific pseudo-movable object display is moved in the specific performance, the specific pseudo-movable object display is moved from the specific first display position to the specific second display position, and then is hidden without being moved from the specific second display position. And In addition, a suggestion image suggesting the execution of the special effect is displayed in a display area including the specific second display position. death, When the special pseudo-movable object display is moved and displayed in the special performance, the special pseudo-movable object display is moved and displayed from the special first display position to the special second display position, and then moved and displayed from the special second display position to the special first display position, and then hidden. death, The special pseudo-movable object display can be moved and displayed from the special first display position to the special second display position at a speed faster than the predetermined moving speed, In the special effect, the movable body effect and the movement display of the special pseudo-movable body display can be executed, The display means does not move and display the special pseudo-movable object display during the period in which the movable object performance is executed in the special performance, and moves and displays the special pseudo-movable object display after the movable object performance is finished, When the movable body effect is executed and the specific pseudo-movable body display is displayed in the specific performance, the rate of being controlled to the advantageous state is higher than when the movable body effect is not executed and the specific pseudo-movable body display is displayed in the specific performance. It is characterized by the following.
[0008] With this configuration, if a player wins within a predetermined period, a specific display is displayed, which prevents the player from feeling anxious and reduces their interest in the game. Furthermore, the player's attention can be drawn to the fact that the moving object effect and the pseudo-moving object display effect are being executed.
[0009] Furthermore, the embodiments for carrying out the inventions described below include the following invention (A) relating to a gaming machine. Conventionally, gaming machines have been capable of executing effects using movable bodies, such as those shown in JP 2019-92949 A, and by displaying a pseudo-movable body display in a moving manner, effects similar to effects in which a movable body as a structure is moved can be executed. However, such gaming machines have a problem in that they simply display a pseudo-movable body in the same way as a movable body, and are unable to enhance the entertainment value of the effects. In light of this, there is a need for a gaming machine that can enhance the entertainment value of the pseudo-movable body display.
[0010] The gaming machine according to the means (A) A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a display means capable of moving and displaying the pseudo movable body display from a first display position to a second display position different from the first display position; a movable body that is movable from a first position to a second position different from the first position; a performance execution means capable of executing a performance; Equipped with The performance execution means a pseudo-movable body display effect in which the pseudo-movable body display is moved from the first display position to the second display position; A movable body effect of moving the movable body from the first position to the second position; is executable, When the performance execution means executes the movable body performance and the pseudo-movable body display performance for a predetermined period, the rate of being controlled to the advantageous state is higher than when the performance execution means executes the pseudo-movable body display performance without executing the movable body performance for the predetermined period. It is characterized by the following. According to this feature, it is possible to draw the player's attention to the execution of the movable body effect and the pseudo movable body display effect.
[0011] Furthermore, the present invention may have only the invention-specifying matters set forth in the claims of the present invention, or may have the invention-specifying matters set forth in the claims of the present invention as well as configurations other than the invention-specifying matters. [Brief explanation of the drawings]
[0012] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 2 is a rear perspective view of the pachinko gaming machine according to this embodiment. [Figure 3] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 4] 10 is a flowchart showing an example of a game control main process. [Figure 5] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 10 is a flowchart illustrating an example of a special symbol process. [Figure 7] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 8] 10 is a flowchart showing an example of a performance control main process. [Figure 9] 10 is a flowchart showing an example of a performance control process. [Figure 10-1] FIG. 10 is a diagram showing an example of lighting of a game effect lamp. [Figure 10-2] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 10-3] This is a flowchart showing an example of processing before opening a jackpot. [Figure 10-4] A flowchart showing an example of processing during jackpot release. [Figure 10-5] 10 is a flowchart illustrating an example of various display processes. [Figure 10-6] This is a timing chart showing the timing of opening the big prize opening and the timing of various displays. [Figure 10-7]A figure showing an example of the performance operation display on the image display device, the open / closed state of the big prize opening, and the lighting status of various lamps. [Figure 10-8] A figure showing an example of the performance operation display on the image display device, the open / closed state of the big prize opening, and the lighting status of various lamps. [Figure 10-9] A figure showing an example of the performance operation display on the image display device, the open / closed state of the big prize opening, and the lighting status of various lamps. [Figure 10-10] A figure showing an example of the performance operation display on the image display device, the open / closed state of the big prize opening, and the lighting status of various lamps. [Figure 10-11] A figure showing an example of the performance operation display on the image display device, the open / closed state of the big prize opening, and the lighting status of various lamps. [Figure 10-12] A figure showing an example of the performance operation display on the image display device, the open / closed state of the big prize opening, and the lighting status of various lamps. [Figure 10-13] A figure showing an example of the performance operation display on the image display device, the open / closed state of the big prize opening, and the lighting status of various lamps. [Figure 10-14] A figure showing an example of the performance operation display on the image display device, the open / closed state of the big prize opening, and the lighting status of various lamps. [Figure 10-15] A figure showing an example of a state in which a gaming ball is caught in a special variable winning ball device. [Figure 10-16] A figure showing an example of the performance operation display on the image display device, the open / closed state of the big prize opening, and the lighting status of various lamps. [Figure 10-17] This is a timing chart showing the timing of opening the big prize opening and the timing of various displays. [Figure 10-18] 10 is a flowchart illustrating an example of various display processes. [Figure 10-19] A figure showing an example of the performance operation display on the image display device, the open / closed state of the big prize opening, and the lighting status of various lamps. [Figure 10-20] A figure showing an example of the performance operation display on the image display device, the open / closed state of the big prize opening, and the lighting status of various lamps. [Figure 10-21]FIG. 10 is a diagram illustrating an example of an effect display. [Figure 11] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 12] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time reduction in the variable display of the first special chart in normal state or time reduction state. [Figure 13] 10 is a flowchart showing an example of a performance control process. [Figure 14-1] FIG. 10 is a front view showing a pachinko gaming machine as a characteristic part 241SG. [Figure 14-2] This is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine as a characteristic part 241SG. [Figure 14-3] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 14-4] FIG. 2 is an explanatory diagram showing each random number. [Figure 14-5] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. FIG. [Figure 14-6] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 14-7] FIG. 10 is a diagram illustrating a variation pattern. [Figure 14-8] 10A and 10B are explanatory diagrams showing the relationship between variable display results and variation patterns. [Figure 14-9] This is a diagram showing the execution periods of various effects in normal reaches and super reaches. [Figure 14-10] This is a diagram to explain the content and configuration of various effects in super reach. [Figure 14-11] This is a diagram showing the expected probability of a jackpot depending on the execution status of development effects A and B. [Figure 14-12] FIG. 1 is an explanatory diagram showing an outline of the development process for a pachinko gaming machine. [Figure 14-13] 10A is a diagram showing the movement of the mounted movable body, and FIG. 10B is a diagram explaining the state in which the mounted movable body is lifted. [Figure 14-14]10A is a diagram showing the movement display mode of the first pseudo movable body display, and FIG. 10B is a diagram showing the movement mode of the first non-mounted movable body. [Figure 14-15] 10A is a diagram showing the movement display mode of the second pseudo movable body display, and FIG. 10B is a diagram showing the movement mode of the second non-mounted movable body. [Figure 14-16] 10A is a diagram showing the movable range of the mounted movable body, FIG. 10B is a diagram showing the movement display area of the first pseudo movable body display, and FIG. 10C is a diagram showing the movement display area of the second pseudo movable body display. [Figure 14-17] 10A is a diagram showing a specific movement display area of the first pseudo movable object display, and FIG. 10B is a diagram showing a specific movement display area of the second pseudo movable object display. [Figure 14-18] 10 is a flowchart showing a variable display start setting process. [Figure 14-19] 10 is a flowchart showing a preview performance type determination process. [Figure 14-20] 10A is a diagram showing a table for determining the type of preview performance A, and FIG. 10B is a diagram showing a table for determining the type of preview performance B. [Figure 14-21] 10A is a flowchart showing the process of determining the type of advanced performance A, and FIG. 10B is a diagram showing a table for determining the type of advanced performance A. [Figure 14-22] 10A is a flowchart showing the process of determining the type of development suggestion effect, and FIG. 10B is a diagram showing a table for determining the type of development suggestion effect. [Figure 14-23] 10A is a flowchart showing the process of determining the type of advanced performance B, and FIG. 10B is a diagram showing a table for determining the type of advanced performance B. [Figure 14-24] 10A is a flowchart showing the process of determining the type of final effect, and FIG. 10B is a diagram showing a table for determining the type of final effect. [Figure 14-25] (A) to (H) are diagrams showing examples of the performance operations of Super Reach β, mainly in normal reaches. [Figure 14-26] (A) to (J) are diagrams showing examples of performance actions mainly in weak super reach. [Figure 14-27] (A) to (F) are diagrams showing examples of the performance actions in the weak super reach. [Figure 14-28](A) to (D) are diagrams showing examples of performance actions mainly in strong super reaches. [Figure 14-29] (E) to (J) are diagrams showing examples of the presentation operation of the strong super reach presentation. [Figure 14-30] (A) to (F) are diagrams showing examples of the performance operation after a jackpot confirmation notification. [Figure 14-31] 10(A) to 10(D) are diagrams showing details of the movement display of the first pseudo movable object display. [Figure 14-32] 10 is a diagram showing the relationship between the light-emitting display unit and the mounted movable body LED. FIG. [Figure 14-33] 10A to 10F are diagrams showing examples of the performance of the preview performance B in the super reach γ. [Figure 14-34] 10A to 10F are diagrams showing examples of the performance of the preview performance B in the super reach γ. [Figure 14-35] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-36] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-37] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-38] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-39] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-40] FIG. 10 is an explanatory diagram for comparing the first pseudo movable body display and the second pseudo movable body display. [Figure 14-41] 10(A) to 10(D) are diagrams showing a first modification of the characteristic portion 241SG. [Figure 14-42] 10(A) to 10(H) are diagrams showing a second modification of the characteristic portion 241SG. [Figure 14-43] 10(A) to 10(C) are diagrams showing a third modification of the characteristic portion 241SG. DETAILED DESCRIPTION OF THE INVENTION
[0013] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0014] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0015] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation.
[0016] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.
[0017] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.
[0018] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. The special symbol games and variable display of decorative symbols executed in synchronization are collectively referred to simply as "variable display."
[0019] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.
[0020] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0021] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0022] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0023] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0024] The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 3). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type device.
[0025] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, three) are paid out as prize balls.
[0026] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 3), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0027] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0028] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 15 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0029] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0030] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, at the lower left of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and variably displays normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0031] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0032] A normal symbol hold indicator 25C is provided below the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0033] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0034] Speakers 8L and 8R are provided at the upper left and right positions of the gaming machine frame 3 for playing and outputting sound effects and the like. A main lamp 9a is provided above the image display device 5 on the gaming machine frame 3, and frame lamps 9b are provided to the left and right of the main lamp 9a to surround the gaming area. As shown in the figure, the frame lamps 9b include a lower-left lamp 9bL1 in the lower left portion, an upper-left lamp 9bL2 in the upper left portion, a lower-right lamp 9bR1 in the lower right portion, and an upper-right lamp 9bR2 in the upper right portion. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2. Speaker lamps 9eL and 9eR are provided corresponding to the speakers 8L and 8R, respectively. A display-below lamp 9f is provided below the image display device 5 on the gaming board 2, and as shown in the figure, the display-below lamp 9f includes a left-side display-below lamp 9fL and a right-side display-below lamp 9fR. In addition, general prize opening vicinity lamps 9g are provided near the general prize openings 10 provided in three locations on the lower left of the game area.
[0035] A movable body 32 that operates in response to the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d, together with the main lamp 9a, frame lamp 9b, attacca lamp 9c, speaker lamps 9eL and 9eR, lamp 9f below the display device, and lamp 9g near the general winning opening, are sometimes collectively referred to as the game effect lamps 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, movable body lamp 9d, speaker lamps 9eL and 9eR, lamp 9f below the display device, and lamp 9g near the general winning opening are each configured to include an LED.
[0036] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.
[0037] At a predetermined position in the gaming machine frame 3 below the gaming area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.
[0038] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 3).
[0039] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 3).
[0040] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0041] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching between a setting change state and a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values such as the probability of winning a jackpot and the payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.
[0042] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 31 is disposed to the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 31 are disposed in front of the main board 11 when the back side of the gaming board 2 is viewed with the gaming machine frame 3 open.
[0043] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the proportion of the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The winning combination ratio is the proportion of the number of winning balls that have entered the second start winning slot (electric chute) and the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The base is the proportion of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display setting values in the pachinko gaming machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 only needs to be able to display setting values, etc. that are to be changed or confirmed.
[0044] When the gaming machine frame 3 is closed, the setting key 51 and setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0045] In the pachinko gaming machine 1, a security cover 500A is attached to the right end of the outer frame 1a, which is formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 500A covers the right side of the circuit board case 201, which includes the setting keys 51 and setting changeover switch 52, from the rear side. The security cover 500A is a substantially L-shaped member including a short piece 500Aa and a long piece 500Ab, and may be made of a transparent synthetic resin.
[0046] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0047] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).
[0048] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0049] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0050] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).
[0051] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol.
[0052] After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is an advantageous state for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state.
[0053] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period of time (e.g., 29.5 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (e.g., 10), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.
[0054] In the jackpot gaming state, the player can win a prize ball by making the gaming ball enter the large prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the upper limit opening period, the more advantageous it is for the player. In the jackpot gaming state, a so-called right shot is performed, in which the gaming ball is shot into the right-side gaming area so that the gaming ball enters the large prize opening formed by the special variable prize ball device 7.
[0055] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. The jackpot types may include a jackpot type that can obtain many prize balls, a jackpot type that can obtain few prize balls, or a jackpot type that can obtain almost no prize balls.
[0056] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins."
[0057] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0058] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0059] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0060] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).
[0061] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).
[0062] 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.
[0063] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.
[0064] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state. (Progress of the production, etc.)
[0065] In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may be executed as sound output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or as effects using any effect device including some or all of these.
[0066] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0067] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.
[0068] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.
[0069] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0070] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."
[0071] When the display result of the special game is a "small win," a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."
[0072] When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the decorative symbol becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").
[0073] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0074] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.
[0075] During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of the small jackpot gaming state and after the end of the jackpot gaming state, preventing the player from distinguishing between a high-probability state and a low-probability state.
[0076] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).
[0077] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 3. In addition, various boards, such as a payout control board, an information terminal board, and a firing control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.
[0078] In the pachinko gaming machine 1, power from an AC power source such as AC 100V in an external power source such as a commercial power source can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12 via the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0079] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0080] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0081] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.
[0082] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0083] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0084] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed through or entered.
[0085] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch provided on the power supply board 17.
[0086] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.
[0087] The main board 11 is connected to a display monitor 29, a display changeover switch 31, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.
[0088] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0089] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0090] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0091] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0092] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0093] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0094] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0095] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0096] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0097] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0098] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0099] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0100] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0101] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0102] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 4 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0103] 4, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.
[0104] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.
[0105] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.
[0106] If the recovery condition is not met (step S3; No), an initialization process (step S6) is performed, followed by a setting change process (step S7). The initialization process in step S6 includes a clearing process for clearing flags, counters, and buffers stored in RAM 102, and initial values are set in the work area by the execution of the clearing process.
[0107] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is met. The setting confirmation condition is met, for example, when the power supply is started, if the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the restoration condition, including the clear signal being in the OFF state, is met in step S3. Therefore, the setting confirmation condition can be met only when the clear signal is in the OFF state, and therefore the clear signal being in the OFF state can also be included in the setting confirmation condition.
[0108] If the setting confirmation condition is met in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, it is possible to confirm the setting values set therein by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.
[0109] When the pachinko gaming machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. In the game stop state, the launch of game balls by operating the ball-hitting handle, the detection of game balls by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to statically display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state that accompanies it may also end.
[0110] In the setting change process of step S7, it is determined whether a predetermined setting change condition is met. The setting change condition is met, for example, when power supply is started, the detection signal from the door open sensor 90 is in the ON state, and the setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.
[0111] If the setting change condition is met in the setting change processing of step S7, the pachinko gaming machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is sequentially updated and displayed each time operation of the setting change switch 52 is detected. Thereafter, when the setting key 51 is turned off by an attendant at the gaming parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. To end the setting change state, a setting change end command is sent from the main board 11 to the performance control board 12.
[0112] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put into a game stop state, just as when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.
[0113] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.
[0114] The clear signal is turned on by, for example, pressing a clear switch provided on the power supply board 17. Therefore, if the detection signal from the door open sensor 90 is on and the setting key 51 is on when power supply is started, if the clear switch is on, the initialization process of step S6 and the setting change process of step S7 are executed, allowing control to the setting change state, and if the clear switch is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed, allowing control to the setting confirmation state. If the detection signal from the door open sensor 90 is off or the setting key 51 is off when power supply is started, if the clear switch is on, the initialization process of step S6 is executed but the control to the setting change state is not, and if the clear switch is off, the recovery process of step S4 is executed but the control to the setting confirmation state is not.
[0115] After executing the setting confirmation process or setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S9), and permits the interrupt (step S10). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt process.
[0116] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 5. When the game control timer interrupt process shown in Fig. 5 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1 and, if necessary, issue a warning based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).
[0117] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, and the like.
[0118] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.
[0119] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.
[0120] Fig. 6 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0121] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission of the performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.
[0122] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.
[0123] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of pending information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" or a "small jackpot," and if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").
[0124] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.
[0125] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.
[0126] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.
[0127] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.
[0128] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the display (deriving) of the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small jackpot," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small jackpot" or a "miss," and the game is in a time-saving state or a probability variable state and the end of the count limit is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0129] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.
[0130] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.
[0131] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.
[0132] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.
[0133] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize entry port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed.
[0134] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.
[0135] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.
[0136] The pachinko gaming machine 1 is configured so that the probability of winning a jackpot and the payout rate change according to the setting value. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate change by using a display result determination table (winning probability) according to the setting value. For example, the setting value has six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, a setting value of 6 provides the highest advantage to the player, and the advantage decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes according to the setting value, the payout rate may also change according to the setting value. While the probability of winning a jackpot remains constant regardless of the setting value, the number of rounds in a jackpot game state may change according to the setting value. The pachinko gaming machine 1 may be configured to be able to set one of multiple setting values that provide different advantages to the player. The setting value set in the pachinko gaming machine 1 is notified by sending a setting value designation command from the main board 11 to the performance control board 12.
[0137] Fig. 7 shows an example of the configuration of the display result determination table. Fig. 7(A) shows an example of the configuration of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and Fig. 7(B) shows an example of the configuration of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, a win determination value compared with a random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is updated randomly within the range of 0 to 65535. A common display result determination table may be used for the first special symbol and the second special symbol.
[0138] In the display result determination table, when the gaming state is a probability variable state (high probability state), more determination values are assigned to the special chart display result of "jackpot" than when it is in a normal state or a time-saving state (low probability state). As a result, when the pachinko gaming machine 1 is in a high probability state such as a probability variable state in which probability variable control is performed, the probability of determining that it will be controlled to a jackpot gaming state is higher than when it is in a low probability state such as a normal state or a time-saving state.
[0139] In the first special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same regardless of the gaming state or setting value. In the second special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same value different from that in the first special symbol display result determination table, regardless of the gaming state or setting value. Note that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be different depending on the setting value. The probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be the same regardless of the variable special symbol.
[0140] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is normal or time-saving, the range of 1020 to 1237 among the hit determination values is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the setting value. When the setting value is 1, 1020 to 1237 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the setting value is 2 to 6, the numerical range corresponding to each setting value from 1238 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.
[0141] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is in a probability variable state, the range of 1020 to 1346 among the hit determination values is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the set value. When the set value is 1, 1020 to 1346 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the set value is 2 to 6, the numerical range according to each set value from 1346 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.
[0142] In the first special symbol display result determination table, when the game state is normal or time-saving, the range of 32767 to 33094 among the hit determination values is set as a common numerical range of small hit determination values for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0143] In the first special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33094 among the hit determination values is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0144] In the second special chart display result determination table, when the game state is normal or time-saving, the range of 32767 to 33421 among the hit determination values is set as a common numerical range of small hit determination values for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0145] In the second special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33421 among the hit determination values is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.
[0146] The number of setting values that can be set in the pachinko gaming machine 1 may be five or less or seven or more. The smaller the setting value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the setting value set in the pachinko gaming machine 1. For example, when the setting value set in the pachinko gaming machine 1 is 1, the game characteristics are such that the jackpot probability in the normal state is 1 / 320 and the probability variable state loops at a rate of 65% (so-called probability variable loop type), and when the setting value set in the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and the game condition after the end of the jackpot game is controlled to the probability variable state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game. On the other hand, the gameplay may be such that the rate at which the game ball passes through a predetermined switch during a jackpot game varies depending on the variable special chart (so-called V-type), and when the setting value set in the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small jackpot probability is 1 / 50, and the jackpot game state is controlled based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during a high base (during time-saving control) (so-called type 1 / 2 mixed type). When the setting value set in the pachinko gaming machine 1 is any of 1 to 3, the gameplay is the same. However, a setting may be set in which the jackpot probability and small jackpot probability are higher than when the setting value is any of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is smaller (for example, when the setting value set in the pachinko gaming machine 1 is any of 4 to 6). When the gameplay is changed depending on the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a predetermined switch provided in the special variable winning ball device 7 is used as a performance switch (a switch for executing a predetermined performance each time the game ball passes through a predetermined area), and when the setting value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to a special state or a jackpot game state based on the game ball passing through the predetermined switch).
[0147] The type of jackpot may be determined at different rates depending on the setting value, based on the allocation of judgment values in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The fluctuation pattern may be determined at different rates depending on the setting value, based on the allocation of judgment values in the fluctuation pattern determination table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, so that the setting value may be suggested by the frequency at which normal reaches and super reaches are executed. Alternatively, the execution rate of normal reaches and super reaches may be common regardless of the setting value. In addition, any setting suggestion effect may be able to be executed at different rates depending on the setting value.
[0148] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power supply voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 8. When the performance control main process shown in Fig. 8 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 and return it to its initial position, and control to perform predetermined operation checks.
[0149] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0150] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.
[0151] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.
[0152] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.
[0153] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0154] Fig. 9 is a flowchart showing an example of the processing executed in step S76 of Fig. 8 as the performance control process. In the performance control process shown in Fig. 9, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing the pre-reading notice performance are made based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.
[0155] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0156] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0157] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.
[0158] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.
[0159] The special symbol win waiting process of step S173 is executed when the value of the presentation process flag is "3." In this special symbol win waiting process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit game state or a small hit game state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit game state or a small hit game state is received, if the command specifies the start of a big hit game state, the value of the presentation process flag is updated to "6." On the other hand, if the command specifies the start of a small hit game state, the value of the presentation process flag is updated to "4," which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit game state or a small hit game state has not been received and the waiting time for receiving the command has elapsed, the display result in the special symbol game is determined to be a "miss," and the value of the presentation process flag is updated to its initial value of "0." When the value of the performance process flag is updated, the special drawing hit waiting process is terminated.
[0160] The small win performance processing in step S174 is a process executed when the performance process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.
[0161] The small win end effect processing of step S175 is a process executed when the value of the effect process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated.
[0162] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.
[0163] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.
[0164] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.
[0165] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.
[0166] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0167] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.
[0168] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0169] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0170] In this specification, expressions of comparison of various percentages such as the performance percentage (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."
[0171] (Explanation of feature part 042AK) Next, a gaming machine with the characteristic part 042AK of this embodiment will be described with reference to Figs. 10-1 to 10-21. The pachinko gaming machine 1 with the characteristic part 042AK of this embodiment starts displaying the number of balls won after a predetermined period of time when the attacker is opened in the first round of play. If the attacker is not won within the predetermined period, a predetermined display is displayed indicating that the number of balls won has not increased, and if the attacker is won within the predetermined period, a specific display different from the predetermined display is displayed. Below, a pachinko gaming machine 1 with the characteristic part 042AK having such characteristics will be described. Note that explanations of parts similar to those explained in the basic explanation above will be omitted.
[0172] Figure 10-1 is a front view of a pachinko game machine 1, and shows an example of lighting when all of the game effect lamps 9, such as the main lamp 9a, frame lamp 9b (lower left lamp 9bL1, upper left lamp 9bL2, lower right lamp 9bR1, upper right lamp 9bR2), attacca lamp 9c, movable body lamp 9d, speaker lamps 9eL, 9eR, display device lower lamp 9f (left display device lower lamp 9fL, right display device lower lamp 9fR), and general winning slot vicinity lamp 9g, are lit. In the characteristic part 042AK of this embodiment, which will be described in detail later, the game effect lamps 9, such as the main lamp 9a, frame lamp 9b (lower left lamp 9bL1, upper left lamp 9bL2, lower right lamp 9bR1, upper right lamp 9bR2), attacca lamp 9c, movable body lamp 9d, speaker lamps 9eL, 9eR, display device lower lamp 9f (left display device lower lamp 9fL, right display device lower lamp 9fR), and general winning slot vicinity lamp 9g, can be lit sequentially from the lower left to the lower right to suggest to the player that he should hit to the right.
[0173] 10-2 is a flowchart showing an example of the process executed in step S113 of FIG. 6 as the special symbol stop process. In the special symbol stop process shown in FIG. 10-2, the CPU 103 first determines whether the jackpot flag is on (step 042AKS001). If the jackpot flag is on (step 042AKS001; Yes), a jackpot start effect waiting time is set (step 042AKS002). For example, in the process of step 042AKS002, a timer initial value predetermined corresponding to the jackpot start effect waiting time may be set in a game control process timer provided in RAM 102.
[0174] Following the processing of step 042AKS002, settings are made to transmit a winning start command from the main board 11 to the performance control board 12 (step 042AKS003). For example, in the processing of step 042AKS003, setting data indicating the storage address in ROM 101 of a winning start command table prepared in advance for transmitting the winning start command may be stored in a buffer area designated by the transmission command pointer in the transmission command buffer. Thereafter, the jackpot flag is cleared to an OFF state (step 042AKS004). Furthermore, settings are made to terminate the probability variable state or the time-saving state (step 042AKS005). For example, in step 042AKS005, processing may be performed to clear the probability variable flag or the time-saving flag to an OFF state, or to clear a special symbol variation counter for counting the number of times a special symbol game has been executed in the probability variable state or the time-saving state. Then, the value of the special symbol process flag is updated to "4" which corresponds to the process before opening the big prize opening (step 042AKS006), and the special symbol stop process is terminated.
[0175] If the big win flag is off in step 042AKS001 (step 042AKS001; No), it is determined whether the small win flag is on (step 042AKS007). At this time, if the small win flag is on (step 042AKS007; No), a waiting time for the small win start effect is set (step 042AKS008). For example, in the processing of step 042AKS008, a timer initial value predetermined corresponding to the waiting time for the small win start effect may be set in the game control process timer.
[0176] Following the processing of step 042AKS008, similar to the processing of step 042AKS003, settings are made to send a win start designation command from the main board 11 to the performance control board 12 (step 042AKS009). After that, the small win flag is cleared to the OFF state (step 042AKS010). Then, the value of the special chart process flag is updated to "8", which is the value corresponding to the small win release pre-processing (step 042AKS011).
[0177] Also, if the small win flag is OFF in step 042AKS007 (step 042AKS007; No), the value of the special symbol process flag is updated to "0," which corresponds to the normal processing of the special symbol (step 042AKS012). After executing either step 042AKS011 or step 042AKS012, a determination is made as to whether to terminate the special symbol state or the time-saving state (step 042AKS013). For example, in the processing of step 042AKS003, the value of the special symbol fluctuation counter (special symbol fluctuation count value) is updated, for example, by subtracting or adding 1, and a determination is made as to whether the updated special symbol fluctuation count value matches a predetermined special game state termination determination value. If the special game state termination determination value is met, the special symbol state or the time-saving state is terminated and controlled to the normal state by clearing the special symbol flag or the time-saving flag to OFF. On the other hand, if the special game state termination determination value does not match, the state of the probability variable flag or time-saving flag is maintained, and processing of step 042AKS013 is terminated. After such determination of the termination of the probability variable state or time-saving state is performed, the special symbol stop processing is terminated. Note that the termination determination based on the special symbol variation count value may be performed only when the time-saving state is in effect, and the probability variable state may be continued until the next variable display result becomes a "jackpot." Alternatively, for example, numerical data indicating a random number value for determining the termination of the probability variable state may be extracted from a random counter provided in RAM 102, and a determination of whether or not to terminate the probability variable state may be made by referring to a probability variable state termination determination table previously stored in ROM 101 or the like.
[0178] FIG. 10-3 is a flowchart showing an example of the processing executed in step S114 of FIG. 6 as the jackpot release pre-processing. In the jackpot release pre-processing shown in FIG. 10-3, the CPU 103 first determines whether the jackpot start flag is on (step 042AKS021). Here, the jackpot start flag is set to the on state in response to the jackpot flag being on in the special symbol stop processing of step S113 shown in FIG. 6. If the jackpot start flag is on in step 042AKS021 (step 042AKS021; Yes), it is determined whether the jackpot start effect is on standby (step 042AKS022). As an example, in the special symbol stop processing of step S113 shown in FIG. 3, when the value of the special symbol process flag is updated to "4," a predetermined timer initial value corresponding to the jackpot start effect waiting time is set in the game control process timer. In this case, in the processing of step S312, if the game control process timer value does not match a predetermined waiting time elapsed judgment value (for example, "0"), it is determined that the game is waiting for the jackpot start presentation, and if the value matches, it is determined that the game is not waiting for the jackpot start presentation.
[0179] If the jackpot start effect is on standby in step 042AKS022 (step 042AKS022; Yes), the game control process timer value is updated, for example by subtracting 1 (step 042AKS023), and the jackpot release pre-processing is terminated. On the other hand, if the jackpot start effect is not on standby in step 042AKS022 (step 042AKS022; No), the jackpot start flag is cleared (step 042AKS024), the jackpot opening count counter is cleared (step 042AKS025), the jackpot type buffer value stored in RAM 102 is read (step 042AKS026), and an release control pattern corresponding to the jackpot type buffer value is set. In the characteristic section 042AK of this embodiment, a common release control pattern is set regardless of the jackpot type; for example, if there is a "sudden probability" jackpot type, an release control pattern different from the "probability variable" and "non-probability variable" jackpot types may be set. Furthermore, even if the jackpot type is "probably variable" or "non-probably variable," different opening control patterns may be set depending on the jackpot type, for example, different opening control patterns may be set for the jackpot types "probably variable 1" and "probably variable 2."
[0180] After executing the processing of step 042AKS026, it is determined whether or not the game is waiting for the opening of the jackpot opening in the next round (waiting for the next opening) (step 042AKS027). As an example, in the processing of step 042AKS027, it is determined whether or not the game control process timer value matches the next opening wait end determination value. If they do not match, it is determined that the game is waiting for the next opening, while if they do match, it is determined that the game is not waiting for the next opening. If the game is waiting for the next opening in step 042AKS027 (step 042AKS027; Yes), the process proceeds to step 042AKS023 and the game control process timer value is updated. Note that the game control process timer value updated in step 042AKS023 is the time set as the waiting time at the start of the jackpot in step 042AKS002 shown in FIG. 10-2, or the time set as the interval time between each round in the post-jackpot opening processing of step S116 in FIG. 6.
[0181] If it is determined in step 042AKS027 that the machine is not waiting for the next opening (step 042AKS027; No), settings are made to open the special prize opening in accordance with the set opening control pattern and the count value of the special prize opening number counter (step 042AKS028). As an example, in the processing of step 042AKS028, a predetermined timer initial value corresponding to the special prize opening opening time is set in the game control process timer, thereby setting the special prize opening opening time, which is the upper limit of the time for which the special prize opening formed by the special variable winning ball device 7 is kept open. Also, for example, a solenoid drive signal is started to be output to a predetermined special prize opening door solenoid via a predetermined solenoid circuit, thereby setting the special prize opening door solenoid to an ON state to keep the special prize opening open.
[0182] At this time, for example, regardless of whether the count value of the large prize opening count counter is "1" to "15," the timer initial value corresponding to a large prize opening time of 29.5 seconds is set in the game control process timer.
[0183] Then, the CPU 103 performs settings to send a command to specify that the large prize opening is in progress to the performance control board 12 (step 042AKS029). After executing the processing of step 042AKS029, the large prize opening count value is updated by adding 1 (step 042AKS030), and the value of the special chart process flag is updated to "5", which is the value corresponding to the large prize opening processing (step 042AKS031), and the large prize opening pre-opening processing is terminated.
[0184] Fig. 10-4 is a flowchart showing an example of the processing executed in step S115 of Fig. 6 as the jackpot opening processing. In the jackpot opening processing shown in Fig. 10-4, the CPU 103 first determines whether or not a gaming ball has entered the jackpot opening, for example, by determining whether or not the count switch 23 has been turned on (step 042AKS041). If no gaming ball has entered the jackpot opening in step 042AKS041 (step 042AKS041; No), the process proceeds to step 042AKS044.
[0185] On the other hand, if a gaming ball has entered the large prize opening in step 042AKS041 (step 042AKS041; Yes), the CPU 103 updates the prize count value by adding 1, and performs a setting to transmit a prize designation command indicating that a gaming ball has entered the large prize opening from the main board 11 to the performance control board 12 (step 042AKS042). Then, the CPU 103 determines whether the updated prize count value has reached a predetermined number (e.g., 10) (step 042AKS043). If the prize count value has not reached the predetermined number (step 042AKS043; No), the CPU 103 updates the game control process timer value by subtracting 1 (step 042AKS044), and then determines whether 29.5 seconds have elapsed since the large prize opening was opened, for example, depending on whether the game control process timer value matches a timer value corresponding to 29.5 seconds (step 042AKS045). At this time, if 29.5 seconds have not elapsed (step 042AKS045; No), the process for opening the big prize opening is terminated.
[0186] If it is determined in step 042AKS043 that the updated count value of the number of winning prizes has reached a predetermined number (step 042AKS043; Yes), or if it is determined in step 042AKS045 that 29.5 seconds have passed since the large prize opening was opened (step 042AKS043; Yes), the solenoid for the large prize opening door, which closes the large prize opening, is set to an off state (step 042AKS046), for example by stopping the output of the solenoid drive signal to a predetermined large prize opening door solenoid via a predetermined solenoid circuit, and the count value of the number of winning prizes is cleared (step 042AKS047).
[0187] After executing the processing of step 042AKS047, settings are made to send a command to the performance control board 12 to specify after the large prize opening (step 042AKS048), and the value of the special chart process flag is updated to "6", which corresponds to the processing after the large prize opening (step 042AKS049), and then the processing during the large prize opening is terminated.
[0188] In this way, by executing the special symbol stop processing shown in Fig. 10-2, the pre-jackpot opening processing shown in Fig. 10-3, and the jackpot opening processing shown in Fig. 10-4 (including post-jackpot opening processing and jackpot end processing), various presentation control commands such as a win start designation command, a command designating when the large prize opening is open, a prize designation command, and a command designating when the large prize opening is opened, are set to be sent. Then, the command control processing of step S27 in Fig. 5 is executed, and the set presentation control commands are transmitted to a sub-side control board such as presentation control board 12, so that presentation control board 12 knows the timing of the start of the jackpot, the opening (start of a round) and closing (end of a round) of the large prize opening, the entry into the large prize opening, the end of the jackpot, etc.
[0189] Fig. 10-5 is a flowchart showing an example of various display processes performed in the jackpot performance process of step S176 in Fig. 9. In the various display processes shown in Fig. 10-5, the performance control CPU 120 first determines whether or not a win end designation command has been received (step 042AKS051). The win end designation command is a command sent from the main board 11 when it is determined in the post-jackpot opening process of step S116 in Fig. 6 that the number of rounds in which the jackpot opening port is opened has reached the set upper limit of execution times, and is a command for ending the jackpot performance and executing the ending performance.
[0190] If it is determined that a win end command has not been received (step 042AKS051; No), the presentation control CPU 120 determines whether a predetermined period has elapsed since the start of the nth round (nth round predetermined period has elapsed) (step 042AKS052). Note that n is a variable indicating the number of rounds, and is initially set to "1" and sequentially incremented by one in the processing of step 042AKS066 (described later) and cleared to "1" in step 042AKS068. The predetermined period is 0.6 seconds, and is set as a timer value upon the start of round play. When the timer value reaches "0," it is determined that the predetermined period has elapsed since the start of the nth round. More specifically, when the large prize opening is fully opened (when it is detected that the large prize opening door has moved to a position where it is fully open), a large prize opening open command is transmitted from the main board 11, and the timer value starts counting for the predetermined period from the timing of receiving the command.
[0191] In the characteristic part 042AK of this embodiment, as will be described later, after a predetermined period of time has elapsed since the start of the first round of round play, a winning number display, which shows the number of balls won, and a round display, which shows the number of rounds, are displayed. On the performance control board 12 side, during the period from the time of the jackpot to the end (the period from the fanfare to the ending), the processing of adding 15 to the winning number is continuously performed each time a winning command indicating that a game ball has entered the big prize opening is received. When the performance control board 12 receives the winning command, it must first analyze the command, add the winning number, and display the added winning number, which requires a predetermined period of time from the time of the winning to the display. Therefore, if the predetermined period is too short, the process may not be completed in time for winnings between the start of the first round of play and the end of the predetermined period, resulting in the display of "0000" as the winning number, and the display of "0015" may not be able to keep up despite the winning (the display may change from "0000" to "0015," causing a sense of discomfort to the player). Therefore, the feature unit 042AK of this embodiment sets the predetermined period to 0.6 seconds, ensuring that if a game ball located above the large prize opening at the time of opening wins between the opening and the display of the round number, the winning number display will directly display "0015" without displaying "0000." Meanwhile, the feature unit 042AK of this embodiment sets the predetermined period to 0.6 seconds, which is the same as the firing interval for consecutive balls. Even taking into account the time from launch to winning, the time interval required for consecutively launched game balls to enter the large prize opening is the firing interval. Therefore, the number of winning balls in the big prize opening from the time the opening is opened until the winning number display is started is one. Therefore, if the number of winning balls is large before the winning number display or the number of rounds display is started, it is possible to prevent the winning number display from becoming large at the timing when the number of rounds display starts, which gives the player a sense of discomfort. Note that, although an example has been shown in which the predetermined period in the characteristic part 042AK of this embodiment is 0.6 seconds, which is the same as the firing interval, the predetermined period is not limited to 0.6 seconds and may be changed as appropriate.
[0192] If it is determined that a predetermined period of time has not elapsed since the start of the nth round (step 042AKS052; No), the performance control CPU 120 determines whether n=1, i.e., whether it is the first round (step 042AKS053). n is a variable indicating the number of rounds, and is stored in a predetermined area of RAM 122. As described above, the initial value is "1," and n is sequentially incremented by 1 in the processing of step 042AKS066, and is cleared to "1" in step 042AKS068. In the processing of step 042AKS053, the value of n is checked to determine whether n=1.
[0193] If it is determined that n=1 (step 042AKS053; Yes), the effect control CPU 120 performs a right-hit effect that suggests to the player that they should hit the right, and also controls the operation of a fanfare effect that suggests that a jackpot game state has been reached (step 042AKS054). On the other hand, if it is determined that n≠1 (step 042AKS053; No), the effect control CPU 120 displays the number of rounds and the number of wins corresponding to the n-1th round, and also controls the operation of the jackpot effect for that n-1th round (step 042AKS055). In the processing of step 042AKS055, for example, if n=2, the round display indicating that it is the first round and the number of wins are displayed, and also controls the operation of the jackpot effect corresponding to the first round. In the processing of step 042AKS055, a predetermined image may be displayed on the image display device 5 as a jackpot effect, the game effect lamp 9 may be illuminated in a pattern corresponding to the jackpot effect, and predetermined music or sound may be output from the speakers 8L and 8R. The illumination pattern of the game effect lamp 9 during the jackpot effect may be set in advance.
[0194] After executing the processing of step 042AKS054 or step 042AKS055, the presentation control CPU 120 determines whether or not a winning designation command has been received, i.e., whether or not a gaming ball has entered a large prize opening (step 042AKS056). Note that the processing of step 042AKS056 determines whether or not a winning has occurred from the start of the nth round up to a predetermined period. If a winning designation command has not been received (step 042AKS056; No), the presentation control CPU 120 simply ends various display processes.
[0195] When a winning command is received, i.e., when a winning occurs in the jackpot slot within a predetermined period of time after the start of the nth round (step 042AKS056; Yes), the presentation control CPU 120 increments the count value of the number of balls won by 15 (step 042AKS057). The count value of the number of balls won is pre-stored in a predetermined area of RAM 122 with an initial value of 0, and is incremented by 15 by the processing of step 042AKS057 and step 042AKS063 (described later). The count continues during a series of consecutive wins and is cleared to 0 when the time-saving control ends without the variable display result becoming a "jackpot," i.e., when the series ends. After executing the processing of step 042AKS057, the presentation control CPU 120 illuminates the attacca lamp 9c and outputs a winning sound corresponding to the winning (step 042AKS058). The illumination of the attacca lamp 9c in the processing of step 042AKS058 (similar to step 042AKS064) is performed, for example, in a manner (a manner informing a player of a win) that is greater than the number of illuminations per unit time of the game effect lamps 9 other than the attacca lamp 9c that illuminate during the jackpot performance. This makes it easier to visually recognize that the game ball has entered the large prize slot, enhancing the player's interest in the game. The illumination of the attacca lamp 9c may also be performed in a manner that illuminates more frequently per unit time during the jackpot performance than during the prize-winning performance. When a game ball enters the large prize slot, the attacca lamp 9c is illuminated and a winning sound is output regardless of whether the entry occurs within a predetermined period. This makes it easier to recognize that the game ball has entered the large prize slot, enhancing the player's interest in the game.
[0196] After executing the processing of step 042AKS058, the performance control CPU 120 determines whether n=1, i.e., whether it is the first round (1R), as in step 042AKS053 (step 042AKS059). If n=1, i.e., if it is the first round (step 042AKS059; Yes), various display processing ends. On the other hand, if n≠1, i.e., if it is not the first round (step 042AKS059; No), the count value of the number of balls won added in step 042AKS057 is displayed (the number of balls won is displayed), and the number of balls won is updated and displayed (step 042AKS060), and various display processing ends. In the characteristic part 042AK of this embodiment, when updating and displaying the number of balls won in the process of step 042AKS060, the count value of the number of balls won added in step 042AKS057 is not displayed as it is, but rather a count-up display (announcement display that the number of balls won is increasing) is displayed as shown in Figure 10-12 (a-23) before the number of balls won is displayed. Therefore, it becomes easier for the player to recognize that the number of balls won is increasing, and it is possible to improve the interest in the game.
[0197] If it is determined in step 042AKS052 of FIG. 10-5 that a predetermined period of time has elapsed since the start of round n (step 042AKS052; Yes), the presentation control CPU 120 displays the number of rounds and the number of wins corresponding to round n, and controls the operation of the presentation during the jackpot of round n (step 042AKS061). If n=1, i.e., if it is the first round, the number of rounds and the number of wins are displayed for the first time in step 042AKS061. In this case, if there is a win before the predetermined period has elapsed, the number of wins is updated and displayed in step 042AKS061. Specifically, if the game ball enters the jackpot opening before the specified period has elapsed, the number of wins is increased by "15" in step 042AKS057, and so in step 042AKS061, a count-up display (announcement display indicating that the number of wins is increasing) is displayed as shown in Figure 10-11(a-20), and then a win number display (a display of "0015") different from the specified display indicating that the number of wins has not increased in this jackpot (if the game is in a winning streak, a display of "15" added to the number of wins from the previous jackpot can be displayed after the count-up) as shown in Figure 10-11(a-21). On the other hand, if no game ball has entered the jackpot slot before the specified period has elapsed, the number of wins remains "0" and has not increased in the current jackpot. Therefore, as shown in FIG. 10-11(a-22), a predetermined display is displayed indicating that the number of wins has not increased (displaying "0000") (if a jackpot is currently being won, the number of wins from the previous jackpot may remain). The predetermined display indicating that the number of wins has not increased (predetermined display) may be other than "0000," such as "----" or "not increased." Furthermore, in step 042AKS061, a predetermined image may be displayed on the image display device 5, the game effect lamp 9 may be illuminated in a pattern corresponding to the jackpot effect, and predetermined music or sound may be output from the speakers 8L and 8R. The illumination pattern of the game effect lamp 9 during the jackpot effect may be preset.Thus, during the predetermined period after the jackpot opening is opened, i.e., when the winning number display is not being performed, the attacca lamp 9c only lights up when a game ball enters the jackpot opening. However, when the winning number display is being performed after the predetermined period has elapsed, the effect lamps 9c on the multi-game machine frame 3 and the game board 2 are alternately lit, and the effect lamps 9c are illuminated more frequently than during the predetermined period. Therefore, since a specific display is performed when a prize is won within the predetermined period, it is possible to prevent a decline in interest in the game without causing anxiety to the player, and it is possible to enhance the effects after the winning number display after the predetermined period, thereby increasing interest in the game. Furthermore, since the effect lamp 9c is illuminated at the same timing as the execution of the jackpot effect, it is possible to enhance the effects at the same time as the execution of the jackpot effect, thereby increasing interest in the game.
[0198] After executing the process of step 042AKS061, the presentation control CPU 120 judges whether or not it has received a winning designation command, i.e., whether or not a gaming ball has entered the large prize opening (step 042AKS062). If it has received a winning designation command, i.e., if there has been a prize in the large prize opening (step 042AKS062; Yes), the presentation control CPU 120 adds 15 to the count value of the number of balls won (step 042AKS063), lights up the Attacka Trump 9c, outputs a winning sound corresponding to the prize, and performs a count-up display (announcement display that the number of balls won is increasing) before performing a winning number update display that displays the number of balls won (step 042AKS064).
[0199] After executing the processing of step 042AKS064, or if no winning command has been received in step 042AKS062 (step 042AKS062; No), the performance control CPU 120 determines whether the next round after the nth round, the n+1th round, has started (step 042AKS065). In step 042AKS065, for example, the determination may be made based on whether a special prize opening command indicating the start of the n+1th round has been received from the main board 11. If the n+1th round has not started, that is, if the special prize opening command has not been received and the nth round remains in progress (step 042AKS065; No), the performance control CPU 120 simply ends the various display processes. On the other hand, if the n+1th round has started, that is, if the special prize opening command indicating the start of the n+1th round has been received (step 042AKS065; Yes), n is incremented by "1" (step 042AKS066) and the various display processes are terminated. For example, if n=1, that is, the first round, then n=2 in step 042AKS066. Note that even though n=2 and it is the second round, steps 042AKS052 and 053 will determine No until a predetermined period has elapsed, and a round display corresponding to the first round, which is the n-1th round, will be displayed in step 042AKS055, and after the predetermined period has elapsed, a round display corresponding to the second round, which is the nth round, will be displayed (after a Yes determination is made in step 042AKS052, it will be displayed in the processing of step 042AKS061).
[0200] If it is determined in step 042AKS051 that a win end designation command has been received (step 042AKS051; Yes), the presentation control CPU 120 sets the jackpot presentation corresponding to the round to end in order to perform the ending presentation (step 042AKS067), clears n to 1 (step 042AKS068), and ends various display processing.
[0201] Next, the display timing and performance examples of the round number display and the winning number display will be specifically explained with reference to Figures 10-6 to 10-14. Note that the illustrated examples are not during a consecutive win, but are for the so-called first win (first big win).
[0202] FIG. 10-6 is a timing chart showing the timing of the opening of the jackpot opening and the timing of various displays. FIGS. 10-7 to 10-14 are diagrams showing examples of the display of the effect operation on the image display device 5, the open / closed state of the jackpot opening, and the lighting status of various lamps. As shown in FIGS. 10-6 and 10-7(a-1), when the combination of decorative symbols that constitute a jackpot is displayed, the jackpot game state is entered. At this stage, the jackpot opening is closed, as shown in FIG. 10-7(b-1). To notify the player of a jackpot, various effect lamps 9, such as the main lamp 9a, frame lamp 9b, attacca lamp 9c, movable body lamp 9d, speaker lamps 9eL and 9eR, lamp below the display device 9f, and lamp near the general winning opening 9g, are lit, as shown in FIG. 10-7(c-1). In the illustrated example, the upper row is the performance effect lamp 9 provided on the gaming machine frame 3, and the lower row is the performance effect lamp 9 provided on the gaming board 2.
[0203] When a jackpot is achieved, as shown in FIG. 10-6, a right-hit effect and a fanfare effect are displayed to notify the player that they should hit the right button until the end of the predetermined period of the first round (step 042AKS054 in FIG. 10-5). Note that the period from the jackpot to the start of the first round shown in FIG. 10-6 is significantly longer than the predetermined period. Specifically, first, a fanfare effect image is displayed on the image display device 5 as shown in FIG. 10-7(a-2). At the same time, all effect lamps 9 are temporarily turned off as shown in FIG. 10-7(c-2). Then, the effect lamps 9 are lit in the order of the lower left, upper left, center, upper right, and lower right, and a right-hit effect is displayed on the image display device, displaying "Right Hit" in large letters. Note that the small right-hit display displayed in the upper right portion of the image display device 5 as shown in FIG. 10-7(a-2) may be continuously displayed throughout the jackpot game state.
[0204] Specifically, in the right-hit effect, as shown in FIGS. 10-7(a-3) to 10-10(a-19), the image display device 5 continuously displays "Right Hit" superimposed on the fanfare image. Therefore, the following explains the lighting order of the effect lamps 9. When the right-hit effect begins, as shown in FIG. 10-7(c-3), the general prize-winning-hole-near lamp 9g located at the lower left of the play area lights up first, followed by the lower-left lamp 9bL1, which is a frame lamp 9 in the lower left portion, as shown in FIG. 10-7(c-4). Next, as shown in FIG. 10-7(c-5), the left-side display-below lamp 9fL, one of the display-below lamps 9f located below the image display device 5 on the game board 2, lights up. Then, as shown in FIG. 10-7(c-6), the upper-left lamp 9bL2, which is a frame lamp 9 in the upper left portion, lights up. Finally, as shown in FIG. 10-8(c-7), the speaker lamp 9eL corresponding to the speaker 8L lights up. In this way, the performance effect lamps 9 light up in order from the lower left to the upper left of the pachinko gaming machine 1. As shown in Figure 10-8 (b-7), the big prize opening is closed, so the launched game medium will not enter the big prize opening at this stage. The example shown in Figure 10-8 (b-7) shows an example in which the launched game ball passes through the second path above the big prize opening door and is guided to the discharge path.
[0205] Next, as shown in Figure 10-8 (c-8), the movable body lamp 9d corresponding to the movable body 32 located in the upper central part of the game board 2 lights up, and as shown in Figure 10-8 (c-9), the main lamp 9 located above the image display device 5 in the game machine frame 3 lights up, causing the performance effect lamp 9 located in the upper central part of the pachinko game machine 1 to light up.
[0206] Next, as shown in FIG. 10-8(c-10), the speaker lamp 9eR corresponding to the speaker 8R lights up. Then, as shown in FIG. 10-8(c-11), the upper right lamp 9bR2, which is a frame lamp 9 in the upper right portion, lights up. As shown in FIG. 10-8(c-12), the right display device lower lamp 9fR, one of the display device lower lamps 9f located below the image display device 5 on the gaming board 2, lights up. Next, as shown in FIG. 10-9(c-13), the lower right lamp 9bR1, which is a frame lamp 9 in the lower right portion, lights up, and the attack lamp 9c located near the special variable winning ball device 7 lights up. In this way, the effect lamps 9 light up sequentially from the upper right to the lower right of the pachinko gaming machine 1. As a result, the effect lamps 9 light up sequentially from the lower left to the upper left, then the center, and then the upper right to the lower right of the pachinko gaming machine 1, creating a right-hit effect instructing the player to hit the ball to the right. In this example, both the performance effect lamp 9 provided on the gaming machine frame 3 and the performance effect lamp 9 provided on the gaming board 2 are used to suggest a right hit, but either one may be used. Also, both may be lit independently, simultaneously or with a time lag, such as by lighting only the performance effect lamp 9 provided on the gaming machine frame 3 from the lower left to the center and then to the lower right, and by lighting only the performance effect lamp 9 provided on the gaming board 2 from the lower left to the center and then to the lower right.
[0207] After the right-hit effect on the effect effect lamps 9 has finished, all effect effect lamps 9 are turned off as shown in Fig. 10-9 (c-15). Note that, as shown in Fig. 10-9 (a-15), the right-hit display on the image display device 5 continues (the right-hit effect itself is being executed).
[0208] Next, as shown in FIG. 10-6, when the timing for the large prize opening arrives, the first round begins, and the large prize opening opens as shown in FIG. 10-10(b-16). At this stage, the right-hit display continues on the image display device 5 as shown in FIG. 10-10(a-16), and all of the effect lamps 9 remain off until a predetermined period has elapsed, as shown in FIG. 10-10(c-16) (the same applies to FIGS. 10-10(a-19) and (c-19)). Even if all of the effect lamps 9 are not turned off, any of the indicators, such as luminosity, brightness, or illuminance, may be lowered below normal. Furthermore, even after the large prize opening opens as shown in FIG. 10-10(b-16), the effect lamps 9 may be sequentially lit to indicate a right hit, as shown in FIG. 10-7(c-3) to FIG. 10-9(c-13), until a predetermined period has elapsed. In this case, the lighting speed of each effect lamp may be faster than before the opening of the large prize opening (the lighting period may be shortened and the transition speed may be faster). Also, if the effect lamps 9 are lit sequentially after the large prize opening is opened to suggest a right hit, the last to light, the Attacka lamp 9c, may remain lit after lighting as shown in Figure 10-9 (c-15), without being turned off. This will make the player aware that the large prize opening has been opened.
[0209] Then, when the large prize opening is completely opened as shown in Fig. 10-10 (b-17), a count of 0.6 seconds begins as a predetermined period corresponding to the first round, and when the game ball enters the large prize opening as shown in Fig. 10-10 (b-18), the game ball is detected by the count switch 23, and a winning designation command is sent from the main board 11 to the performance control board 12. Note that even if a game ball (a game ball that has been hit quickly) is launched by a right-hit performance before the first round begins (before the large prize opening is opened), it can still win within the predetermined period corresponding to the first round, as long as it is above the large prize opening when it is opened. On the effect control board 12 side, by processing step 042AKS058 in FIG. 10-5, a winning sound is output as shown in FIG. 10-10(b-18), and the attacca lamp 9c is illuminated in a manner indicating a winning event as shown in FIG. 10-10(c-18). As mentioned above, the attacca lamp 9c illuminates more frequently per unit time than the other game effect lamps 9 other than the attacca lamp 9c that illuminate during a jackpot performance. In the example shown in FIG. 10-10(b-18), the launched game ball passes through the first path toward the large prize opening and is guided to the winning path where the count switch 23 is provided. The special variable prize ball device 7 is configured so that the time it takes for a game ball present at the large prize opening door to be detected by the count switch 23 is within a predetermined period of 0.6 seconds. Therefore, it is possible to increase the possibility that a game ball present above the large prize opening will be detected by the count switch 23 within a predetermined period from the opening of the large prize opening, and it is possible to prevent a decline in the player's interest in the game without giving the player a sense of anxiety.
[0210] After the game ball enters the jackpot as shown in Figure 10-10 (b-18), or after time has passed without a prize being awarded from the state shown in Figure 10-10 (b-17), and a predetermined period has passed as shown in Figures 10-10 (a-19), (b-19) and (c-19), as shown in Figure 10-6, it is time to display the number of rounds corresponding to the first round and the jackpot performance, and also to display the number of balls won, so the processing of step 042AKS061 in Figure 10-5 is executed.
[0211] Specifically, as shown in FIG. 10-10(b-18), if the game ball enters the jackpot slot before the predetermined period has elapsed, the round number "1R" indicating that it is the first round is displayed, and a count-up display is also displayed, as shown in FIG. 10-11(a-20). At the same time as these displays, as a jackpot effect (first round effect), as shown in FIG. 10-11(a-20), decorative symbols constituting the jackpot, the "BOUNUS" display, and characters are displayed. Although the decorative symbols constituting the jackpot and the "BOUNUS" display that are displayed as part of the jackpot effect (first round effect) are not shown (the same applies to FIG. 10-20 described later), they are displayed in a manner that suggests that the player should hit the ball to the right, as shown in FIG. 10-21. Specifically, as shown in Figure 10-21(A-1), a fanfare and right-hit effect are played, and after a predetermined period of time has passed since the jackpot opening, the jackpot effect begins. As shown in Figure 10-21(A-2), the "7" decorative symbol that constitutes the jackpot is displayed facing forward, and a star-shaped image is displayed above the "B" in the "BOUNUS" display. Next, as shown in Figure 10-21(A-3), the "7" decorative symbol that constitutes the jackpot tilts toward the back right, and a star-shaped image is shifted above the "O" in the "BOUNUS" display. Next, as shown in Figure 10-21(A-4), the "7" decorative symbol that constitutes the jackpot faces forward, and a star-shaped image is shifted above the "N" in the "BOUNUS" display. Then, as shown in Figure 10-21(A-5), the "7" decorative symbol that constitutes the jackpot tilts toward the back left, and a star-shaped image shifts above the "U" in the "BOUNUS" display. Then, as shown in Figure 10-21(A-6), the "7" decorative symbol that constitutes the jackpot again faces forward, and a star-shaped image shifts above the "S" in the "BOUNUS" display, returning to Figure 10-21(A-2). In this way, during the jackpot performance, the decorative symbols that constitute the jackpot move toward the back right, forward, and back left, and the star-shaped image shifts from the left letter of the "BOUNUS" display to the right, suggesting to the player that they should hit to the right.The display of the movement of the decorative symbols that constitute a jackpot and the transition of the star-shaped image are called effect displays, and other effect displays include, for example, a clockwise rotation of a predetermined image or a character gradually turning to the right. In other words, the effect display may be displayed in a manner that suggests hitting to the right. In this way, the effect display suggests that a right hit should be made, making it easier to recognize that a right hit should be made.
[0212] During the jackpot performance, as shown in FIG. 10-11(c-20), the performance effect lamp 9 lights up according to a preset lighting pattern corresponding to the jackpot performance. In this example, a lighting pattern is set to alternately light up the performance effect lamp 9 on the gaming machine frame 3 and the performance effect lamp 9 on the gaming board 2. Then, as shown in FIG. 10-11(a-21), the winning number display shows "0015." Thus, as shown in FIGS. 10-9(c-16) to (c-19), the performance effect lamp 9 does not light up until the jackpot opening is opened and a predetermined period of time has elapsed. Instead, as shown in FIGS. 10-11(c-20) and (c-22), the performance effect lamp 9 lights up only after the winning number display is displayed after the predetermined period of time has elapsed. This prevents players from quickly drawing and encourages them to time their shots.
[0213] On the other hand, if a predetermined period of time has passed without a game ball entering the jackpot, as shown in Fig. 10-11 (a-22), the count-up display is not performed, and "0000" is displayed as the number of wins. Note that the following are common regardless of whether a win has been achieved: the round number display of "1R" indicating that it is one round, the display of decorative symbols that constitute the jackpot, the display of "BOUNUS" and characters as jackpot effects (first round effects), and the lighting of the effect effect lamp 9 according to a preset light-emitting pattern according to the jackpot effects.
[0214] Next, as time passes, as shown in FIG. 10-12(b-23), when the tenth game ball enters the jackpot slot in the first round, the maximum time limit for opening the jackpot slot is reached. In response to this winning, step 042AKS064 shown in FIG. 10-5 is executed, a count-up display is displayed as shown in FIG. 10-12(a-23), and the winning number display shows "0150" as shown in FIG. 10-12(a-24). In response to this winning, a winning sound is output as shown in FIG. 10-12(b-23), and in addition to the lighting of the performance effect lamp 9 corresponding to the jackpot performance, the Attack Lamp 9c lights up to indicate a winning win as shown in FIG. 10-12(c-23). Regarding the maximum time limit for opening the jackpot slot, the count is long enough to allow ten game balls to enter the slot, even if it starts counting from the predetermined time. Specifically, the upper limit is 29.5 seconds after release, and 28.9 seconds even after the specified time has elapsed. Since the interval between successive shots is 0.6 seconds, it is possible to win 10 balls in this time. Therefore, players can feel secure knowing that there is enough time to win.
[0215] When the tenth game ball enters the jackpot opening in the first round, the maximum time period during which the jackpot opening can be opened is reached, and the jackpot opening is controlled to be closed as shown in FIG. 10-12(b-24). Thereafter, until the second round shown in FIG. 10-6 begins, the jackpot opening is controlled to be completely closed as shown in FIG. 10-12(b-25). Meanwhile, until the predetermined period of the second round has elapsed (until the predetermined period has elapsed since n=2), the round number display and jackpot effects corresponding to the first round continue to be displayed as shown in FIG. 10-12(a-25) (the number of wins displayed is updated according to the number of wins), and the effect lamp 9 lights up in response to the jackpot effects as shown in FIG. 10-12(c-25).
[0216] In addition, if the tenth game ball enters the jackpot opening in the first round and the upper limit period is reached, the jackpot opening is controlled to be closed. However, in this case, an over-winning may occur, in which the eleventh game ball enters the jackpot opening immediately after the tenth game ball. Even in the case of an over-winning, the count-up display shown in Figure 10-12(a-23) is displayed, and the winning number display of "0165" is displayed. In this case, the count-up display and winning number display corresponding to the tenth game ball are displayed, followed by the count-up display and winning number display corresponding to the over-winning. However, as shown in Figure 10-12(b-25), the count-up display and winning number display corresponding to the over-winning are completed within the period from when the jackpot opening is completely closed to when it opens, corresponding to the second round. This makes it easier for the player to recognize that an over-winning has occurred in the first round, enhancing the player's interest in the game. Furthermore, since the update of the winning number display in the opening corresponding to the first round does not overlap with the update of the winning number display in the opening corresponding to the second round, it becomes easy to determine which round the winning corresponds to. The winning sound corresponding to an over-winning may be a sound different from the normal winning sound (over-winning sound). In this case, the over-winning sound is output when the count value exceeds the upper limit of "10." The attacca lamp 9c may also be illuminated in a manner corresponding to an over-winning, different from the illumination of the normal winning mode.
[0217] Then, corresponding to the second round, the timing comes for the large prize opening to be reopened as shown in Figure 10-6, and the large prize opening is controlled to be reopened as shown in Figure 10-13 (b-26). At this time, step 042AKS065 in Figure 10-5 is judged as Yes, that is, a large prize opening command indicating the start of the n+1th round is received, and processing of 042AKS066 is executed, resulting in n=2. At this stage, processing of step 042AKS055 in Figure 10-5 is executed, and the large prize opening effect and round number display corresponding to the first round are performed as shown in Figures 10-13 (a-26) and (c-26) (see also Figure 10-6).
[0218] Next, when the jackpot opening is fully opened and the game ball enters the jackpot opening as shown in FIG. 10-13(b-27), unlike in the first round, step 042AKS060 of FIG. 10-5 processes a count-up display as shown in FIG. 10-13(a-27), and displays the number of wins as "0165" as shown in FIG. 10-13(a-28). In addition, upon winning, a winning sound is output as shown in FIG. 10-13(b-27), and in addition to lighting up the performance effect lamp 9 corresponding to the jackpot performance, the Attack Lamp 9c is lit as shown in FIG. 10-13(c-27). In this way, in rounds other than the first round, even if a win occurs during a predetermined period, the number of wins displayed is updated during that predetermined period. Then, when the predetermined period of the second round has elapsed, the processing of step 042AKS061 in FIG. 10-5 is executed, and as shown in FIG. 10-14 (a-30), the round number display of "2R" indicating the second round is displayed, and the jackpot effect corresponding to the second round is executed. In this case, the number "1" in the round number display of "1R," which is the first round, is changed to "2." That is, the "R" continues to be displayed from the first round. Furthermore, the display of "1R" continues to be displayed until the predetermined period of the second round has elapsed. In addition, in the characteristic part 042AK of this embodiment, an example is shown in which a common jackpot effect is executed regardless of the number of rounds (the same applies to the lighting control of the effect effect lamp 9), but the jackpot effect executed in each round may be different. The same applies to the lighting of the effect effect lamp 9. In this way, the big prize opening is opened before the round number display indicating the second round is displayed, so that the game balls of the player who has been continuously shot since the first round can be placed in the big prize opening at an early stage. Therefore, in each round of a multiple-round game, it is possible to increase the possibility that the game balls shot in succession will be placed in the big prize opening that is opened earlier than the round display.
[0219] On the other hand, as shown in Figures 10-13(a-26), (b-26), and (c-26), the opening of the jackpot opening is controlled in response to the second round, and as shown in Figures 10-13(a-29), (b-29), and (c-29), if a predetermined period of time passes without a game ball entering the opening after the jackpot opening is fully opened, the display of the number of wins acquired in the first round will continue as is, as shown in Figures 10-14(a-31), (b-31), and (c-31). From then on, the same processing is performed until the predetermined final round, and when it is determined that a win end command has been received in step 042AKS051 of Figure 10-5, a setting is made to end the jackpot performance corresponding to the round in order to perform the ending performance. In this way, from the second round onwards, if no prize is won within the specified period, the display of the number of balls won that was displayed in the previous round will continue to be displayed, but if a prize is won within the specified period, the display of the number of balls won that was displayed in the previous round will be added to the display of the number of balls won that was displayed in the previous round. Therefore, it is easy to recognize a prize in the big prize slot even from the second round onwards.
[0220] For example, if the tenth game ball enters the special prize opening in the final round and the upper limit period is reached, the special prize opening is controlled to close. However, as shown in FIG. 10-15, the jackpot game state may end with the eleventh game ball trapped in the special variable prize ball device 7 (more specifically, between the special prize door and the glass door frame 3a). In this case, if a jackpot is next hit, the game ball will enter the special prize opening at the start of the first round (when the special prize opening corresponding to the first round opens), resulting in the winning of game balls during the predetermined period of the first round. In this case, too, the attacca lamp 9c is lit in a manner to indicate a win, as shown in FIG. 10-10(c-18). After the predetermined period has elapsed, a count-up display is performed, followed by the display of "0015" as the number of wins, as shown in FIG. 10-11(a-20) and (a-21). In such a case, there is a possibility that the launched gaming ball will win again during the predetermined period (the second ball may win), and in that case, after the predetermined period has elapsed, as shown in Figures 10-11 (a-20) and (a-21), a count-up display is performed, and then the winning number display will directly show "0030" instead of "0000" or "0015". This can provide a sense of surprise to the player and increase their interest in the game.
[0221] As described above, the pachinko gaming machine 1 having the characteristic part 042AK in this embodiment can provide the following effects.
[0222] The presentation control CPU 120 displays the number of winning balls in step 042AKS061 of FIG. 10-5 after a predetermined period of time has passed since the first round began and the special prize opening is opened. If a gaming ball does not enter the special prize opening within the predetermined period of time after the first round begins, a predetermined display indicating that the number of winning balls has not increased is displayed after the predetermined period of time. If a gaming ball enters the special prize opening within the predetermined period of time after the first round begins, a special display indicating the number of winning balls, different from the predetermined display, is displayed after the predetermined period of time. This allows the special display to be displayed if a winning ball is entered within the predetermined period of time, thereby preventing a decline in the player's interest in the game without causing anxiety to the player.
[0223] Furthermore, if a gaming ball enters the big prize slot within a predetermined period after the start of the first round, the effect control CPU 120 will not display the predetermined display of "0000" as the number of wins, but will directly display the specific display of "0015" as the number of wins. This prevents confusion for the player and a decline in interest in the game.
[0224] Furthermore, if a game ball enters the big prize slot within a predetermined period after the start of the first round, the effect control CPU 120 displays a count-up display as a notification display indicating that the number of wins has increased, and then displays the number of wins display "0015" as a specific display. This makes it easy to recognize that a win has occurred and the number of wins has increased.
[0225] In addition, the performance control CPU 120 starts counting the timer value for a predetermined period from the timing when it receives the command to specify that the large prize opening is open, which is sent from the main board 11 in response to the large prize opening being opened, and displays the number of wins after the predetermined period has elapsed. This allows the predetermined period to be counted appropriately, and a specific display to be displayed if a prize is won within the predetermined period, so that it is possible to prevent a decline in the player's interest in the game without causing anxiety to the player.
[0226] Furthermore, by closing the large prize opening door, the pachinko gaming machine 1 guides the launched game ball through the second path above the large prize opening door and into the discharge path, while by opening the large prize opening door, the launched game ball is guided through the first path to the large prize opening and detected by the count switch 23. The special variable prize ball device 7 is configured so that the time it takes for a game ball present in the large prize opening door portion to be detected by the count switch 23 is a predetermined period of 0.6 seconds or less. This increases the likelihood that a game ball present above the large prize opening will be detected by the count switch 23 within the predetermined period from the opening of the large prize opening, preventing a decrease in the player's interest in the game without causing anxiety to the player.
[0227] In addition, as shown in Fig. 10-6, the presentation control CPU 120 displays to the player that he should hit right by performing a right-hit presentation as shown in Fig. 10-7(a-3) during the period from when the jackpot is hit until the big prize opening is opened. This indicates the play area that should be launched during the jackpot, making it easier to recognize the play method and increasing the interest in the game.
[0228] The open state of the large prize opening is when the large prize opening is fully open, that is, when the large prize opening door has moved to a position where it is fully open, and in response to the detection that the large prize opening door has moved to a position where it is fully open, a large prize opening open command is sent from the main board 11. This counts the predetermined period from when the large prize opening is fully open, making it possible to prevent a decline in the player's interest in the game without causing anxiety to the player.
[0229] Furthermore, even if a game ball (a game ball that has been thrown quickly) is released by performing a right-hand hit effect before the start of the first round (before the big prize opening is opened), if it is located above the big prize opening when the opening is opened, it can win within a predetermined period corresponding to the first round, and if a prize is won within the predetermined period, the effect control CPU 120 will display the number of wins as a special display after the predetermined period. This prevents the game balls that have been thrown quickly from going to waste.
[0230] Furthermore, for example, if the tenth game ball enters the special prize opening in the final round and the upper limit period is reached, the special prize opening is controlled to be closed. However, in this case, as shown in Figure 10-15, the jackpot game state may end with the eleventh game ball stuck in the special variable prize ball device 7 (more specifically, between the special prize door and the glass door frame 3a). In this case, if a next jackpot occurs, the game ball will enter the special prize opening at the start of the first round (when the special prize opening corresponding to the first round opens), and the game ball will enter the special prize opening during the predetermined period of the first round. After the predetermined period has elapsed, the CPU 120 for effect control will display the number of balls won as a special display. This prevents players from feeling dissatisfied when an irregular event occurs.
[0231] In addition, the effect control CPU 120 can execute a fanfare effect to indicate that a jackpot game state has been reached while the jackpot opening is changing from a closed state to an open state. After the jackpot opening has been opened and a predetermined period of time has passed, the CPU 120 can display the number of wins and the number of rounds, and execute a jackpot effect corresponding to the number of rounds played. This can add variety to the effects and increase the enjoyment of the game.
[0232] Furthermore, as shown in FIG. 10-10(b-18), if a gaming ball enters the large prize opening during a predetermined period after the large prize opening is opened, the presentation control CPU 120 turns on the attacca lamp 9c as shown in FIG. 10-10(c-18). Also, as shown in FIG. 10-12(b-23), if a gaming ball enters the large prize opening outside of the predetermined period, the presentation control CPU 120 turns on the attacca lamp 9c as shown in FIG. 10-12(c-23). This allows a specific display to be displayed if a prize is won within the predetermined period, preventing a decline in the player's interest in the game without causing anxiety to the player, and also making it easier to visually recognize that a prize has been won within the predetermined period.
[0233] 10-5 (step 042AKS064) in a manner (a manner informing that a prize has been won) that is greater than the number of times per unit time that the game effect lamps 9 other than the attacca lamp 9c that emits light during the jackpot performance. This makes it easier to visually recognize that the game ball has entered the jackpot opening, thereby increasing the enjoyment of the game.
[0234] Furthermore, as shown in Fig. 10-10(b-18), if a gaming ball enters the large prize opening during a predetermined period after the large prize opening is opened, the presentation control CPU 120 outputs a winning sound corresponding to the winning. Furthermore, as shown in Fig. 10-12(b-23), if a gaming ball enters the large prize opening outside the predetermined period, the presentation control CPU 120 also outputs a winning sound corresponding to the winning. This makes it easier to recognize that a gaming ball has entered the large prize opening, increasing the enjoyment of the game.
[0235] Furthermore, for rounds after the first round, the performance control CPU 120 also displays the round number corresponding to the round in the processing of step 042AKS061 in Fig. 10-5 after a predetermined period of time has passed since the start of the round. This makes it possible to prevent a decline in the player's interest in the game without giving the player a sense of anxiety, and also to increase the possibility of consecutively shot game balls winning a prize in a big prize slot that opened earlier than the round display in each round of a multiple-round game.
[0236] Furthermore, when a round game is played from the second round onwards, if no gaming medium enters the large prize opening within a predetermined period of time after the large prize opening is opened, the presentation control CPU 120 continues to display the number of balls won that was displayed in the previous round game, as shown in Fig. 10-14(a-31), but if a gaming medium enters the large prize opening within that predetermined period of time, the presentation control CPU 120 adds the number of balls won that was awarded in response to that winning to the number of balls displayed in the previous round game, as shown in Fig. 10-14(a-30). This makes it easier to recognize a winning ball in the large prize opening even in the second round onwards.
[0237] Furthermore, even in the event of an over-winning, for example, the presentation control CPU 120 displays a count-up display as shown in FIG. 10-12(a-23), displaying the number of wins of "0165." In this case, after the count-up display and win number display corresponding to the 10th win, the count-up display and win number display corresponding to the over-winning are displayed next. However, as shown in FIG. 10-12(b-25), the count-up display and win number display corresponding to the over-winning are completed within the period from when the large prize opening is completely closed to when it opens corresponding to the second round. This makes it easy to determine which opening corresponds to the win, since the update of the win number display at the time of one opening does not overlap with the update of the win number display at the time of the next opening.
[0238] Furthermore, during a predetermined period after the large prize opening is opened, i.e., when the winning number display is not being performed, the effect control CPU 120 only lights up the attacca lamp 9c when the game ball enters the large prize opening, as shown in Fig. 10-10(c-18). However, when the winning number display is being performed after the predetermined period has elapsed, the effect control CPU 120 alternately lights up the effect effect lamps 9 on the multi-game machine frame 3 and the effect effect lamps 9 on the game board 2, as shown in Figs. 10-11(c-20) and (c-21), for example, so that more effect effect lamps 9 are illuminated than during the predetermined period. This causes a specific display to be performed if a prize is won within the predetermined period, preventing a decline in interest in the game without causing anxiety to the player, and also enhances the effect after the winning number display is performed after the predetermined period, thereby increasing interest in the game.
[0239] Furthermore, the effect control CPU 120 can execute a right-hit effect and a fanfare effect before the start of the first round, as shown in FIG. 10-6. Furthermore, even after the jackpot opening, the effect lamps 9 may be sequentially lit to indicate a right-hit, as shown in FIGS. 10-7(c-3) to 10-9(c-13), until a predetermined period of time has elapsed. After the predetermined period of time has elapsed, the effect lamps 9 on the multi-game machine frame 3 and the effect lamps 9 on the game board 2 may be alternately lit, as shown in FIGS. 10-11(c-20) and (c-21). This allows the effect lamps 9 to be used to indicate a right-hit. Furthermore, when the effect lamps 9 are sequentially lit to indicate a right-hit after the jackpot opening, the last-lit attack lamp 9c may remain lit instead of being turned off, as shown in FIG. 10-9(c-15). This allows the player to be aware that the jackpot opening has been opened.
[0240] In addition, the maximum period for which the big prize slot can be opened is set to a period long enough for 10 game balls to win, which gives players a sense of security since there is enough time to win.
[0241] Furthermore, the performance control CPU 120 does not light up the performance effect lamp 9 as shown in Fig. 10-9 (c-16) to (c-19) until the large prize opening is opened and a predetermined period of time has elapsed, i.e., until the number of winnings is displayed, but lights up the performance effect lamp 9 after the predetermined period of time has elapsed and the number of winnings is displayed, as shown in Fig. 10-11 (c-20) and (c-22). This can prevent the player from quickly drawing and encourage the timing of firing.
[0242] 10-11(c-20) and (c-22), the effect control CPU 120 illuminates the effect lamp 9 at the same timing as the execution timing of the jackpot effect after the lapse of a predetermined period. This allows the effect to be enhanced all at once at the timing when the jackpot effect is executed, thereby increasing the interest in the game.
[0243] 10-21, the CPU 120 for effect control displays transitional images of decorative symbols and star-shaped images that constitute a jackpot in a manner that suggests hitting to the right, at the timing when the number of wins is displayed. This suggests that a player should hit to the right by the effect display, making it easier for the player to recognize that they should hit to the right.
[0244] (Variation of feature 042AK) In the above embodiment, as shown in FIGS. 10-9(a-15), (b-15), and (c-15), the effect lamps 9 light up sequentially to indicate a right-hit effect, and then all effect lamps 9 are turned off after the right-hit effect is completed. However, this is merely an example. For example, after the state shown in FIGS. 10-9(a-15), (b-15), and (c-15), the state shown in FIGS. 10-16(a-16A), (b-16A), and (c-16A) may be transitioned to. When the special prize opening is opened (FIG. 10-16(b-16A)), the attack lamp 9c located near the special variable prize ball device 7 may be turned on, as shown in FIG. 10-16(c-16A). This allows the player to easily see that the special prize opening is open. The attacca lamp 9c may be kept lit until a predetermined period has elapsed or during the open period.
[0245] In the above embodiment, when updating the round display from the first round to the second round, the "1" in the round number display for "1R," which is the first round, is changed to "2," and "R" continues to be displayed from the first round, and "1R" continues to be displayed until the predetermined period for the second round has elapsed. However, this is merely an example. For example, as shown in FIG. 10-17, when the open state corresponding to the first round ends, i.e., when the big prize opening is closed, the "1" in the "1R" display may be erased, leaving only "R" displayed. Then, when the predetermined period for the second round has elapsed, the "2" may be displayed, and a round display of "2R" indicating the second round may be displayed. The same applies to the second round and subsequent rounds. This allows the end of each round to be visually confirmed, adding excitement to the game.
[0246] In addition, in the above embodiment, an example was shown in which the maximum number of winning balls during the period in which the large winning slot can be opened is 10 (maximum number of winning balls is 10), but for example, the maximum number of winning balls may be set to 1, and if two balls are won during the predetermined period before the number of rounds is displayed, an over-winning ball is awarded. In this case, a sound (over-winning ball sound) different from the normal winning sound is output as the winning sound for an over-winning ball during the predetermined period, and the attacca lamp 9c is also illuminated in a manner indicating the occurrence of an over-winning ball.
[0247] In the above embodiment, an example was shown in which the winning number display counted the number of game balls entering the special prize slot, but in addition, winnings into the general prize slot 10 during a jackpot may also be counted. Since right-hand shots are performed during a jackpot, the general prize slot into which the winning ball is entered is the general prize slot 10 located above the variable prize ball device 6B. Figure 10-18 is a flowchart showing an example of various display processes when winnings into the general prize slot 10 during a jackpot are also counted. Note that explanations of parts similar to those in Figure 10-5 will be omitted.
[0248] In the various display processes shown in FIG. 10-18, if it is determined in step 042AKS056 that a winning designation command has not been received (step 042AKS056; No), it is further determined whether a general winning designation command indicating that a game ball has won into the general winning port 10 has been received (step 042AKS081). Then, if a general winning designation command has been received, i.e., if a winning has occurred in the general winning port 10 (step 042AKS081; Yes), the performance control CPU 120 adds "3" to the count value of the number of balls won (step 042AKS082). After executing the process of step 042AKS082, or if a general winning designation command has not been received, i.e., if no winning has occurred in the general winning port 10 (step 042AKS081; No), the process proceeds to the process of step 042AKS059. In addition, when a game ball wins at a general winning port 10, a winning sound (different from the winning sound when a game ball wins at a large winning port) may be output to indicate that the game ball has won at that general winning port 10.
[0249] 10-18, if it is determined in step 042AKS062 that a winning designation command has not been received (step 042AKS062; No), it is further determined whether or not a general winning designation command indicating that a gaming ball has entered the general winning port 10 has been received (step 042AKS083). Then, if a general winning designation command has been received, that is, if a winning has occurred in the general winning port 10 (step 042AKS083; Yes), the performance control CPU 120 adds "3" to the count value of the number of balls won (step 042AKS083), and updates and displays the number of balls won (step 042AKS085). Even when updating and displaying the number of balls won in step 042AKS085, a count-up display (a notification display indicating that the number of balls won is increasing) is displayed before the number of balls won is displayed. After executing the processing of step 042AKS085, or if the general winning designation command has not been received, i.e., if there has been no winning at the general winning port 10 (step 042AKS083; No), the processing proceeds to step 042AKS065. In addition, when a game ball wins at the general winning port 10, a winning sound (a winning sound different from that when the game ball wins at the large winning port) may be output to indicate that the game ball has won at the general winning port 10.
[0250] Next, examples of presentation operations when counting wins at the general prize winning slot 10 will be described with reference to Figs. 10-19 and 10-20. Figs. 10-19 and 10-20 are diagrams showing examples of presentation operation display on the image display device 5, the open / closed state of the special prize winning slot, and the lighting status of various lamps. (a-16), (b-16), (c-16), (a-17), (b-17), and (c-17) shown in Fig. 10-19 are the same as (a-16), (b-16), (c-16), (a-17), (b-17), and (c-17) shown in Fig. 10-10. As shown in the figures, when the special prize winning slot opens, a 0.6-second countdown begins as a predetermined period. When a gaming ball enters the general winning slot 10, the state changes to that shown in Figures 10-19(a-18A), (b-18A), and (c-18A). Then, after the gaming ball enters the general winning slot 10 as shown in Figure 10-19(b-18A), or after time has passed from the state shown in Figure 10-19(b-17) without the gaming ball entering either the big winning slot or the general winning slot 10, and a predetermined period has passed as shown in Figures 10-19(a-19A), (b-19A), and (c-19A), if the gaming ball enters the general winning slot 10, the state changes to that shown in Figures 10-20(a-20A), (b-20A), and (c-20A), and as shown in Figure 10-20(a-20A), the round number "1R" is displayed, indicating that it is the first round, and a count-up display is also displayed. At the same time as these displays, as shown in Figure 10-20 (a-20A), the decorative symbols that make up the jackpot, the "BOUNUS" message, and characters are displayed as part of the jackpot performance (first round performance). During the jackpot performance, as shown in Figure 10-20 (c-20A), the performance effect lamp 9 lights up according to a preset lighting pattern depending on the jackpot performance. Then, as shown in Figure 10-20 (a-21A), "0003" is displayed as the number of wins.
[0251] On the other hand, if a predetermined period of time has passed without a game ball winning into the general winning slot 10, as shown in Fig. 10-20 (a-22A), no count-up display is performed, and "0000" is displayed as the winning number display. Note that the following are common regardless of whether a prize is won or not: the round number display "1R" indicating that it is one round is performed, the decorative symbols that constitute the jackpot, the display "BOUNUS" and characters are displayed as the jackpot performance (first round performance), and the performance effect lamp 9 lights up according to a preset light-emitting pattern according to the jackpot performance.
[0252] In this way, even if a gaming ball enters the general winning port 10 during the predetermined period after the big winning port is opened at the start of the first round, as in the above embodiment, after the predetermined period has elapsed, the number of winning balls displayed will be "0003" corresponding to the winning ball entering the general winning port 10. Furthermore, if no gaming balls enter the general winning port 10 during the predetermined period, the number of winning balls displayed will be "0000" indicating that no prize balls have been awarded. Therefore, the number of winning balls corresponding to the winning balls that enter the general winning port 10 during the predetermined period will also be displayed, preventing players from feeling anxious.
[0253] (Explanation of the means related to the feature 042AK) (1) The gaming machine relating to the characteristic part 042AK is A gaming machine (such as a pachinko gaming machine 1) that can be controlled to an advantageous state that is advantageous to a player, Display means (for example, a performance control CPU 120 that instructs the image display device 5 to display content, etc.); A variable winning means (such as a special variable winning ball device 7) that can be changed between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; and a control means (for example, a CPU 103 that performs a round game) that can execute a round game multiple times, in which the variable winning means is changed from the second state to the first state and then changed back to the second state when the variable winning means is controlled to the advantageous state, The display means A display of the amount of gaming value awarded as a result of the gaming medium winning the variable winning means can be displayed (for example, by displaying the number of winnings), When the first of the multiple round games is played, the awarded amount display is displayed after a predetermined period of time has elapsed since the variable winning means changed from the second state to the first state (for example, in the first round, the number of winnings is displayed after a predetermined period of time has elapsed since the large winning opening was opened); If the gaming medium does not win a prize in the variable prize winning means within the predetermined period, a predetermined display corresponding to the fact that the gaming value has not been awarded is displayed as the awarded amount display after the predetermined period has elapsed (for example, "0000" is displayed as the number of winnings display); If the gaming medium wins in the variable winning means within the predetermined period, a specific display different from the predetermined display is displayed as the awarded amount display after the predetermined period has elapsed (for example, "0015" is displayed as the number of winnings display). It is characterized by:
[0254] According to this configuration, if a prize is won within a predetermined period, a specific display is displayed, thereby preventing a decline in the player's interest in the game without causing anxiety to the player.
[0255] (2) In the gaming machine described in (1) above, When the game medium wins the variable prize winning means within the predetermined period, the display means displays the specific display without displaying the predetermined display (for example, "0015" instead of "0000"); This may be done.
[0256] This configuration can prevent confusion among players and prevent a decline in their interest in the game.
[0257] (3) In the gaming machine described in (1) or (2) above, When the game medium wins the variable winning means within the predetermined period, the display means performs a count-up display indicating that the game value has been awarded, and then performs a display according to the awarded game value as the specific display (for example, a count-up display that notifies the user that the number of wins is increasing, and then displays "0015"); This may be done.
[0258] With this configuration, it is easy to recognize that a prize has been won and the number of prizes won is increasing.
[0259] (4) In the gaming machine described in any one of (1) to (3) above, The display means starts displaying the award amount display after the predetermined period has elapsed after receiving a command indicating that the variable winning means has changed from the second state to the first state (for example, starts counting a timer value for a predetermined period from the timing of receiving a command to specify that the large winning opening is open, transmitted from the main board 11 side). This may be done.
[0260] With this configuration, the specified period is counted appropriately, and if a prize is won within the specified period, a specific display is made, thereby preventing a decline in the player's interest in the game without causing anxiety to the player.
[0261] (5) In the gaming machine described in any one of (1) to (4) above, The variable winning means includes a path forming means including a first path that guides the game medium to the winning path when the first state is reached (for example, by opening the large prize opening door, the launched game ball is guided through the first path to the large prize opening), and a second path that guides the game medium to the discharge path when the second state is reached (for example, by closing the large prize opening door, the launched game ball is guided through the second path above the large prize opening door to the discharge path), and a detection means (for example, count switch 23, etc.) that is formed within the winning path and detects the winning of the game medium, The time taken for the game medium to travel from the path forming means to the detection means is within the predetermined period (for example, the special variable winning ball device 7 is configured so that the time taken for a game ball present in the large winning opening door portion to be detected by the count switch 23 is within the predetermined period of 0.6 seconds, etc.). This may be done.
[0262] With this configuration, the likelihood that a game ball present above the large prize opening will be detected within a specified period of time after the large prize opening is opened can be increased, preventing a decline in the player's interest in the game without causing anxiety to the player.
[0263] (6) In the gaming machine described in any one of (1) to (5) above, After the advantageous state is reached and before the variable winning means enters the first state, an operation prompting display is displayed to prompt the player to perform an operation (for example, during the period from when a jackpot is hit until the big prize opening is opened, a right-hit effect is displayed as shown in FIG. 10-7(a-3) to indicate to the player that he or she should hit the right). This may be done.
[0264] With this configuration, the operations that should be performed during an advantageous state are suggested, making it easier to understand how to play the game and increasing interest in the game.
[0265] (7) In the gaming machine described in any one of (1) to (6) above, The first state is a state in which the variable prize door included in the variable prize means is completely open (for example, the open state of the large prize opening is a state in which the large prize opening is completely open, that is, the large prize opening door has moved to a position in which it is completely open, and in response to the detection that the large prize opening door has moved to a position in which it is completely open, a large prize opening open command is transmitted from the main board 11 side), This may be done.
[0266] With this configuration, the predetermined period is counted from when the big prize opening is fully opened, so that it is possible to prevent a decline in the player's interest in the game without giving the player a sense of anxiety.
[0267] (8) In the gaming machine described in any one of (1) to (7) above, If the game medium launched by the operation prompting display before the start of the first round of play in the advantageous state wins in the variable winning means, the specific display is displayed after the predetermined period has elapsed (for example, if a game ball launched by a right-hit effect before the start of the first round can win at the timing when the big winning opening is opened, and if a game ball wins within the predetermined period, the number of wins is displayed as a specific display after the predetermined period, etc.). This may be done.
[0268] This configuration can prevent game media that have been released before the start of a round of play from going to waste.
[0269] (9) In the gaming machine described in any one of (1) to (8) above, In the last round of the multiple rounds of play in the advantageous state, the advantageous state ends with the game medium being sandwiched when the variable winning means changes from the first state to the second state (for example, in the final round, the big win game state ends with the 11th game ball being sandwiched between the special variable winning ball device 7 (more specifically, between the big win door and the glass door frame 3a) as shown in Figure 10-15), When the variable winning means changes from the second state to the first state in the first round of play after the advantageous state is restored, and the game medium in the clamped state wins in the variable winning means, the specific display is displayed after the predetermined period has elapsed (for example, when the next jackpot is hit, the game ball enters the big winning slot at the start of the first round, and the number of wins is displayed as a specific display after the predetermined period has elapsed). This may be done.
[0270] This configuration can prevent players from feeling dissatisfied when an irregular event occurs.
[0271] (10) In the gaming machine described in any one of (1) to (9) above, When the variable winning means is controlled to the advantageous state, it is possible to execute a suggestive effect that suggests that it has been controlled to the advantageous state, while the variable winning means changes from the second state to the first state (for example, it is possible to execute a fanfare effect that suggests that a jackpot game state has been reached, while the large prize winning port changes from a closed state to an open state), and together with the start of displaying the award amount display after the predetermined period has elapsed, it is possible to execute a round game display that can identify the round game being played and an in-round effect corresponding to the round game (for example, after the large prize winning port is opened and a predetermined period has elapsed, it is possible to display the number of rounds together with the number of wins, and execute an in-round effect corresponding to the round game),
[0272] This configuration can add variety to the presentation and increase the enjoyment of the game.
[0273] (Explanation of the means relating to the characteristic part 043AK) Feature 042AK includes the following feature 043AK. (1) The gaming machine relating to the characteristic part 043AK is A gaming machine (such as a pachinko gaming machine 1) that can be controlled to an advantageous state that is advantageous to a player, Display means (for example, a performance control CPU 120 that instructs the image display device 5 to display content, etc.); A variable winning means (such as a special variable winning ball device 7) that can be changed between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; and a control means (for example, a CPU 103 that performs a round game) that can execute a round game multiple times, in which the variable winning means is changed from the second state to the first state and then changed back to the second state when the variable winning means is controlled to the advantageous state, The display means A display of the amount of gaming value awarded as a result of the gaming medium winning the variable winning means can be displayed (for example, by displaying the number of winnings), When the first of the multiple round games is played, the awarded amount display is displayed after a predetermined period of time has elapsed since the variable winning means changed from the second state to the first state (for example, in the first round, the number of winnings is displayed after a predetermined period of time has elapsed since the large winning opening was opened); If the gaming medium does not win a prize in the variable prize winning means within the predetermined period, a predetermined display corresponding to the fact that the gaming value has not been awarded is displayed as the awarded amount display after the predetermined period has elapsed (for example, "0000" is displayed as the number of winnings display); If the gaming medium wins in the variable winning means within the predetermined period, a specific display different from the predetermined display is displayed as the awarded amount display after the predetermined period has elapsed (for example, "0015" is displayed as the number of winnings display); Light-emitting means (such as a performance effect lamp 9); Further provided is a light emission control means (for example, a performance control CPU 120, etc.) for controlling the light emission means, The light emission control means controls the light emission means with a light emission pattern corresponding to the winning of the game medium when the game medium wins the variable winning means after the predetermined period has elapsed and when the game medium wins the variable winning means before the predetermined period has elapsed (for example, when a game ball wins a big winning hole, the attacca lamp 9c is illuminated regardless of whether the winning occurs within the predetermined period). It is characterized by:
[0274] With this configuration, a specific display is made if a prize is won within a specified period, which prevents a decline in interest in the game without causing anxiety to the player, and also makes it easier to see that a prize has been won within the specified period.
[0275] (2) In the gaming machine described in (1) above, The light emitting means includes a specific light emitting means (e.g., an attacca lamp 9c) located near the variable winning means that emits light when a game medium wins in the variable winning means, and a predetermined light emitting means other than the specific light emitting means (e.g., a performance effect lamp 9 other than the attacca lamp 9c), When a game medium wins a prize in the variable prize winning means, the specific light emitting means emits light more frequently per unit time than the predetermined light emitting means (for example, the light emission of the attacca lamp 9c in the processing of step 042AKS058 (similar to step 042AKS064) is made to emit light in a manner (a manner in which a prize is notified) that is more frequent than the light emission per unit time of the game effect lamps 9 other than the attacca lamp 9c that emits light in the performance during a jackpot). This may be done.
[0276] This configuration makes it easier to visually recognize that the game ball has entered the big prize slot, thereby increasing interest in the game.
[0277] (3) In the gaming machine described in (1) or (2) above, Further provided with sound output means (for example, speakers 8L, 8R, etc.), The sound output means When the game medium wins in the variable winning means, a winning sound corresponding to the winning is output; The winning sound is output both when the game medium enters the variable winning means after the predetermined period has elapsed and when the game medium enters the variable winning means before the predetermined period has elapsed (for example, when a game ball enters a large winning slot, the winning sound is output regardless of whether the winning occurs within the predetermined period). This may be done.
[0278] This configuration makes it easier to recognize that the game ball has entered the big prize slot, thereby increasing interest in the game.
[0279] (Explanation of the means relating to the characteristic part 044AK) Feature 042AK includes the following feature 044AK. (1) The gaming machine relating to the characteristic part 044AK is A gaming machine (such as a pachinko gaming machine 1) that can be controlled to an advantageous state that is advantageous to a player, Display means (for example, a performance control CPU 120 that instructs the image display device 5 to display content, etc.); A variable winning means (such as a special variable winning ball device 7) that can be changed between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; and a control means (for example, a CPU 103 that performs a round game) that can execute a round game multiple times, in which the variable winning means is changed from the second state to the first state and then changed back to the second state when the variable winning means is controlled to the advantageous state, The display means A display of the amount of gaming value awarded as a result of the gaming medium winning the variable winning means can be displayed (for example, by displaying the number of winnings), A round game display that can identify the round game being played (for example, by displaying the number of rounds) can be displayed; When the first of the multiple round games is played, the award amount display and the round game display corresponding to the first of the multiple round games are displayed after a predetermined period of time has elapsed since the variable winning means changed from the second state to the first state (for example, in the first round, the number of rounds and the number of wins are displayed after a predetermined period of time has elapsed since the big prize opening was opened); When the second or subsequent round game is played among the plurality of round games, the round game display corresponding to the second or subsequent round game is displayed after the predetermined period has elapsed since the variable winning means changed from the second state to the first state (for example, in the second round, the round number display is displayed after the predetermined period has elapsed since the big winning opening was opened); If the gaming medium does not win a prize in the variable prize winning means within the predetermined period, a predetermined display corresponding to the fact that the gaming value has not been awarded is displayed as the awarded amount display after the predetermined period has elapsed (for example, "0000" is displayed as the number of winnings display); If the gaming medium wins in the variable winning means within the predetermined period, a specific display different from the predetermined display is displayed as the awarded amount display after the predetermined period has elapsed (for example, "0015" is displayed as the number of winnings display). It is characterized by:
[0280] According to this configuration, if a prize is won within a predetermined period, a specific display is made, which prevents a decline in the player's interest in the game without causing anxiety to the player, and also increases the possibility that the game balls fired consecutively will win a prize in the big prize slot that opens earlier than the round display in each round of multiple rounds of play.
[0281] (2) In the gaming machine described in (1) above, When the second or subsequent round of play is played, if the game medium does not enter the variable winning means within a predetermined period of time after the variable winning means changes from the second state to the first state, the award amount display that was displayed in the previous round of play continues to be displayed (for example, when the second or subsequent round of play is played, if the game medium does not enter the large winning opening within a predetermined period of time after the large winning opening becomes open, the winning number display that was displayed in the previous round of play continues to be displayed, as shown in Figure 10-14 (a-31)), When the second or subsequent round of play is played, if a gaming medium wins in the variable winning means within a predetermined period of time after the variable winning means has changed from the second state to the first state, the amount of the award corresponding to the gaming value awarded in response to the award is added to the award amount display displayed in the previous round of play and displayed (for example, if a gaming medium wins in the large winning slot within a predetermined period of time, the number of balls awarded in response to the award is added to the number of balls awarded in response to the award and displayed, as shown in Figure 10-14 (a-30)). This may be done.
[0282] This configuration makes it easier to recognize a win in the big prize slot even in the second or subsequent rounds of play.
[0283] (3) In the gaming machine described in (1) or (2) above, the display means is capable of updating and displaying the displayed award amount display in response to the winning of the gaming medium in the variable winning means; The update display of the award amount display is completed once the variable winning means has changed from the first state to the second state, and before it returns to the first state (for example, the count-up display and the display of the number of wins corresponding to the over-winning are completed within the period from when the large winning port is completely closed to when it becomes an open state corresponding to the second round, etc.). This may be done.
[0284] With this configuration, the update of the winning number display at one opening does not overlap with the update of the winning number display at the next opening, making it easy to determine which opening the winning corresponds to.
[0285] (Explanation of the means relating to the characteristic part 045AK) Feature 042AK includes the following feature 045AK. (1) The gaming machine relating to the characteristic part 045AK is A gaming machine (such as a pachinko gaming machine 1) that can be controlled to an advantageous state that is advantageous to a player, Display means (for example, a performance control CPU 120 that instructs the image display device 5 to display content, etc.); A variable winning means (such as a special variable winning ball device 7) that can be changed between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; and a control means (for example, a CPU 103 that performs a round game) that can execute a round game multiple times, in which the variable winning means is changed from the second state to the first state and then changed back to the second state when the variable winning means is controlled to the advantageous state, The display means A display of the amount of gaming value awarded as a result of the gaming medium winning the variable winning means can be displayed (for example, by displaying the number of winnings), When the first of the multiple round games is played, the awarded amount display is displayed after a predetermined period of time has elapsed since the variable winning means changed from the second state to the first state (for example, in the first round, the number of winnings is displayed after a predetermined period of time has elapsed since the large winning opening was opened); If the gaming medium does not win a prize in the variable prize winning means within the predetermined period, a predetermined display corresponding to the fact that the gaming value has not been awarded is displayed as the awarded amount display after the predetermined period has elapsed (for example, "0000" is displayed as the number of winnings display); If the gaming medium wins in the variable winning means within the predetermined period, a specific display different from the predetermined display is displayed as the awarded amount display after the predetermined period has elapsed (for example, "0015" is displayed as the number of winnings display); A plurality of light emitting means (for example, a performance effect lamp 9, etc.); Further provided is a light emission control means (for example, a performance control CPU 120, etc.) for controlling the light emission means, The light emission control means controls the light emission means to emit more light when the variable winning means is in the first state and the award amount display after the predetermined period has elapsed is displayed than when the variable winning means is in the first state and the award amount display before the predetermined period has elapsed is not displayed (for example, during the predetermined period, i.e., when the number of winnings is not displayed, as shown in Figure 10-10 (c-18), only the attacca lamp 9c lights up when the game ball enters the big winning slot, but when the number of winnings after the predetermined period has elapsed is displayed, for example, as shown in Figures 10-11 (c-20) and (c-21), the performance effect lamp 9 provided on the frame 3 for the multiple game machine and the performance effect lamp 9 provided on the game board 2 are alternately lit, causing the performance effect lamp 9 to emit more light than during the predetermined period, etc.). It is characterized by:
[0286] With this configuration, a specific display is made if a prize is won within a specified period, which prevents a decline in interest in the game without causing anxiety to the player, and also makes the presentation more exciting after the number of prizes is displayed after the specified period, thereby increasing interest in the game.
[0287] (2) In the gaming machine described in (1) above, After the advantageous state is reached and before the variable winning means is brought into the first state, an operation prompting display for prompting the player to perform an operation can be displayed (for example, a right-hit display is displayed), The light emitting means includes a specific light emitting means (e.g., an attacca lamp 9c) located near the variable winning means that emits light when a game medium wins in the variable winning means, and a predetermined light emitting means other than the specific light emitting means (e.g., a performance effect lamp 9 other than the attacca lamp 9c), When the variable winning means is in the first state, if the display of the awarded amount before the predetermined period has elapsed is not displayed, the specific light emitting means is illuminated and the predetermined light emitting means is illuminated in a light emitting pattern corresponding to the operation prompt display, and if the display of the awarded amount after the predetermined period has elapsed is displayed, the specific light emitting means and the predetermined light emitting means are illuminated in a light emitting pattern corresponding to the round game (for example, after the big winning opening is opened, until the predetermined period has elapsed, as shown in Figures 10-7 (c-3) to 10-9 (c-13)). As shown in the figure, the effect lamps 9 are sequentially lit to indicate a right hit, and after a predetermined period has elapsed, for example, as shown in Figures 10-11 (c-20) and (c-21), the effect lamps 9 provided on the frame 3 for the multiple game machine and the effect lamps 9 provided on the game board 2 are alternately lit, and after the big prize opening is opened, the effect lamps 9 are sequentially lit to indicate a right hit, and after the last light, the attacca lamp 9c, is lit, it is not turned off as shown in Figure 10-9 (c-15), but remains lit). This may be done.
[0288] According to this configuration, it is possible to promote operation using the predetermined light emitting means, and also to make the player aware that the variable winning means has entered the first state.
[0289] (3) In the gaming machine described in (1) or (2) above, In the round game, one round game ends when a specific number of game media wins, and the game moves to the next round game (for example, when 10 game balls win, the maximum period during which the big prize opening can be opened is reached), The time from when the predetermined period has elapsed until when the variable winning means enters the second state is a sufficient time for the gaming medium to win the specified number of games (for example, with regard to the upper limit period during which the large winning port can be opened, the time is sufficient even if counted from when the predetermined period has elapsed for 10 gaming balls to win), This may be done.
[0290] This configuration provides a sense of security to the player as it guarantees sufficient time for winning.
[0291] (4) In the gaming machine described in (1) above, In the round game, one round game ends when a specific number of game media wins, and the game moves to the next round game (for example, when 10 game balls win, the maximum period during which the big prize opening can be opened is reached), The time from the lapse of the predetermined period until the variable winning means enters the second state is a sufficient time for the game medium to win the specific number of games (for example, with respect to the upper limit period during which the large prize opening can be opened, the time is sufficient even if counted from the lapse of the predetermined period until 10 game balls win), When the variable winning means is in the first state, if the display of the amount of prize awarded before the predetermined period has elapsed is not displayed, the light emission of the light emitting means is restricted, and the light emitting means is made to emit light only after the display of the amount of prize awarded after the predetermined period has elapsed is displayed (for example, until the large prize opening is opened and the predetermined period has elapsed, i.e., until the number of prizes won is displayed, the performance effect lamp 9 is not made to emit light as shown in Figures 10-9 (c-16) to (c-19), and the performance effect lamp 9 is made to emit light only after the display of the number of prizes won after the predetermined period has elapsed is displayed, as shown in Figures 10-11 (c-20) and (c-22)). This may be done.
[0292] This configuration allows the player to refrain from quick firing and encourages the timing of firing.
[0293] (5) In the gaming machine described in (4) above, The game is controlled to the advantageous state, and during the time the variable winning means changes from the second state to the first state, it is possible to execute a suggestive effect suggesting that the game has been controlled to the advantageous state (for example, it is possible to execute a fanfare effect), and together with the start of displaying the award amount display after the predetermined period has elapsed, it is possible to execute a round game display that can identify the round game being played and an in-round effect corresponding to the round game (for example, displaying the number of rounds, displaying the number of wins, and performing an in-round effect after the predetermined period has elapsed), The light emitting means is illuminated at the same timing as the execution timing of the in-round performance (for example, as shown in Figures 10-11 (c-20) and (c-22), the performance effect lamp 9 is illuminated at the same timing as the execution timing of the jackpot performance), This may be done.
[0294] According to this configuration, the effects can be made more exciting at the timing when the mid-round effects are executed, thereby increasing the interest in the game.
[0295] (6) In the gaming machine described in any one of (1) to (5) above, Further provided is a general winning means (for example, a general winning slot 10) through which the game medium can be won; The display means The amount of gaming value awarded as a result of the gaming medium winning at the general winning means can be displayed as the award amount display (for example, displaying the number of winnings in response to the winning at the general winning slot 10, etc.), If the gaming medium does not win in the general winning means within the predetermined period, a predetermined display corresponding to the fact that the gaming value has not been awarded is displayed as the awarded amount display after the predetermined period has elapsed (for example, if no gaming ball wins in the general winning port 10 during the predetermined period, "0000" is displayed as a predetermined display indicating that no prize balls have been awarded); If a gaming medium wins in the general winning means within the predetermined period, a display corresponding to the winning in the general winning means will be displayed as the awarded amount display after the predetermined period has elapsed (for example, if a gaming ball wins in the general winning port 10 during a predetermined period after the large winning port has been opened, after the predetermined period has elapsed, "0003" will be displayed as the winning number display corresponding to the winning in the general winning port 10). This may be done.
[0296] According to this configuration, even if a general winning means is won during a specified period, a display corresponding to the winning of the general winning means is displayed, thereby preventing anxiety from being caused to the player.
[0297] (7) In the gaming machine described in any one of (1) to (6) above, The variable winning means is provided in a predetermined area in the game area (for example, the special variable winning ball device 7 is provided in the right game area), The display means The first image (for example, a decorative pattern constituting a jackpot) can be displayed at the same timing as the display of the award amount, The first image is displayed with an effect at the same timing as the display of the amount of the award during the advantageous state (for example, an effect display that activates a decorative pattern that constitutes a jackpot), The effect display is displayed in a manner suggesting the predetermined area (for example, the effect display is such that the decorative symbols constituting the jackpot move toward the back right, the front, and the back left, suggesting a right hit). This may be done.
[0298] According to this configuration, the effect display suggests the game area to which the ball should be launched, making it easier for the player to recognize the game area to which the ball should be launched.
[0299] The present invention is not limited to the above-described embodiments. Furthermore, the specific configurations of the present invention may include modifications and additions to the above-described embodiments and other exemplary embodiments described below, provided that the modifications and additions do not deviate from the gist of the present invention.
[0300] Furthermore, all or part of the configurations shown in the above-described embodiment and each modified example, and the configurations shown in the embodiment and each modified example described below, may be combined in any manner.
[0301] It should be noted that the above-described and following embodiments disclosed herein are to be considered as illustrative in all respects and not restrictive. The scope of the present invention is defined by the claims, not the above and following descriptions, and is intended to include all modifications within the meaning and scope of the claims.
[0302] The gaming machine of the present invention is also a gaming machine (such as a pachinko gaming machine 1) that can be controlled to an advantageous state that is advantageous to the player, A display means (such as a CPU 120 for controlling the performance that instructs the image display device 5 to display content) that can move and display the pseudo-movable body display from a first display position to a second display position different from the first display position; A variable winning means (such as a special variable winning ball device 7) that can be changed between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; and a control means (for example, a CPU 103 that performs a round game) that can execute a round game multiple times, in which the variable winning means is changed from the second state to the first state and then changed back to the second state when the variable winning means is controlled to the advantageous state, The display means A display of the amount of gaming value awarded as a result of the gaming medium winning the variable winning means can be displayed (for example, by displaying the number of winnings), When the first of the multiple round games is played, the awarded amount display is displayed after a predetermined period of time has elapsed since the variable winning means changed from the second state to the first state (for example, in the first round, the number of winnings is displayed after a predetermined period of time has elapsed since the large winning opening was opened); If the gaming medium does not win a prize in the variable prize winning means within the predetermined period, a predetermined display corresponding to the fact that the gaming value has not been awarded is displayed as the awarded amount display after the predetermined period has elapsed (for example, "0000" is displayed as the number of winnings display); If the gaming medium wins in the variable winning means within the predetermined period, a specific display different from the predetermined display is displayed as the awarded amount display after the predetermined period has elapsed (for example, "0015" is displayed as the number of winnings display). moreover, a movable body that is movable from a first position to a second position different from the first position; a performance execution means capable of executing a performance; Equipped with The performance execution means a pseudo-movable body display effect in which the pseudo-movable body display is moved from the first display position to the second display position; A movable body effect of moving the movable body from the first position to the second position; is executable, Examples of gaming machines include those in which the probability of being controlled to the advantageous state is higher when the effect execution means executes the movable body effect and the pseudo-movable body display effect for a predetermined period of time than when the effect execution means executes the pseudo-movable body display effect without executing the movable body effect for the predetermined period of time.
[0303] With this configuration, if a player wins within a predetermined period, a specific display is displayed, which prevents the player from feeling anxious and reduces their interest in the game. Furthermore, the player's attention can be drawn to the fact that the moving object effect and the pseudo-moving object display effect are being executed.
[0304] In other words, after a predetermined period of time has passed since the variable winning means changed from the second state to the first state, a predetermined display (if no prize is won within the predetermined period) or a special display (if a prize is won within the predetermined period) is displayed as the award amount display, thereby preventing a decline in interest in the game and, at the same time, when the pseudo movable body display effect is executed, the player will pay attention to the effect in the hope that the movable body effect will be executed, thereby increasing interest in the effect. In other words, it is possible to provide a gaming machine that is likely to attract the interest of players when installed in an amusement facility and is likely to increase interest in the effect.
[0305] In addition, the display of the awarded amount may be associated with the movable body. For example, the movable body may be operated when a specific awarded amount (5,000 or 10,000 balls, etc.) is awarded as the awarded amount display. This makes it possible to further increase the interest.
[0306] Furthermore, as an example of a gaming machine form that can more suitably execute group effects and can draw the player's attention to the execution of movable body effects and pseudo-movable body display effects, there is a gaming machine that can be controlled to an advantageous state that is advantageous to the player, a display means capable of moving and displaying the pseudo movable body display from a first display position to a second display position different from the first display position; a movable body that is movable from a first position to a second position different from the first position; a performance execution means capable of executing a performance; Equipped with The performance execution means a pseudo-movable body display effect in which the pseudo-movable body display is moved from the first display position to the second display position; A movable body effect of moving the movable body from the first position to the second position; is executable, An example of such a gaming machine is one in which the rate at which the advantageous state is achieved is higher when the effect execution means executes the movable body effect and the pseudo-movable body display effect for a predetermined period of time than when the effect execution means executes the pseudo-movable body display effect without executing the movable body effect for the predetermined period of time. An example of such a gaming machine will be described below as another example of a form of the gaming machine.
[0307] (Other examples)
[0308] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A gaming machine according to an embodiment of the present invention will be described below with reference to the accompanying drawings.
[0309] (Feature 241SG form) The gaming machine of type 1 is A gaming machine (for example, a pachinko gaming machine 1) capable of playing games, A display means capable of moving and displaying the pseudo-movable body display from a first display position to a second display position different from the first display position (for example, a part in which the performance control CPU 120 can move and display the first pseudo-movable body display Z100 on the image display device 5 from a first initial display position to a first performance display position); a movable body that can move from a first position to a second position different from the first position (for example, a mounted movable body 32 that can move from an origin position to a performance position); Equipped with The direction in which the pseudo movable body display moves from the first display position to the second display position and the direction in which the movable body moves from the first position to the second position are the same direction (for example, the direction in which the first pseudo movable body display Z100 moves from the first initial display position to the first performance display position and the direction in which the mounted movable body 32 moves from the origin position to the performance position are the same downward direction), The movement display of the pseudo movable body display from the first display position to the second display position is faster than the movement of the movable body from the first position to the second position (for example, the movement amount L2 per unit time TL2 of the first pseudo movable body display Z100 is greater than the movement amount L1A per unit time TL2 of the mounted movable body 32. See Figure 14-37). It is characterized by the following. According to this feature, the pseudo movable body display can produce an impactful effect that is faster than the movement of the movable body, thereby surprising the player.
[0310] The gaming machine of type 2 is A gaming machine (for example, a pachinko gaming machine 1) capable of playing games, A display means capable of displaying a pseudo-movable body display (for example, a part in which the performance control CPU 120 can display the first pseudo-movable body display Z100 on the image display device 5) is provided, The pseudo movable body display is a display imitating a movable body (e.g., a first non-mounted movable body M100) that undergoes a recoil action of a predetermined amount when moved from a first position (e.g., a first origin position) to a second position (e.g., a first performance position) different from the first position, The display means is capable of moving and displaying the pseudo-movable body display from a first display position corresponding to the first position to a second display position corresponding to the second position (for example, a portion in which the performance control CPU 120 is capable of moving and displaying the first pseudo-movable body display Z100 in the image display device 5 in the vertical direction between a first initial display position corresponding to the first origin position and a first performance display position corresponding to the first performance position), The pseudo-movable object display performs a recoil movement display of a specific amount of movement when it is moved from the first display position to the second display position (for example, when the performance control CPU 120 moves the first pseudo-movable object display Z100 from the first initial display position to the first performance display position and stops it at the first performance display position, it performs a recoil movement display (bouncing display) of a specific amount of movement), The specific movement amount is greater than the predetermined movement amount (for example, the movement amount L12 of the first recoil action display performed when the first pseudo-movable body display Z100 is moved from the first initial display position to the first performance display position is greater than the movement amount L13 of the first recoil action display performed when the first non-mounted movable body M100 is moved from the first origin position to the first performance position. See Figure 14-38). It is characterized by the following. According to this feature, the pseudo-movable body display makes it possible to simulate the same effect as a movable body without having to mount a movable body, and by displaying the recoil action that occurs when the movable body moves to the second position in an exaggerated manner, it is possible to provide an effect that will leave an impression on the player.
[0311] Form 3 gaming machines are: A gaming machine (for example, a pachinko gaming machine 1) that can be controlled to an advantageous state that is advantageous to a player, A display means capable of moving and displaying the pseudo-movable body display from a first display position to a second display position different from the first display position (for example, a part in which the performance control CPU 120 can move and display the first pseudo-movable body display Z100 on the image display device 5 from a first initial display position to a first performance display position); a movable body that can move from a first position to a second position different from the first position (for example, a mounted movable body 32 that can move from an origin position to a performance position); A performance execution means (for example, a performance control CPU 120) capable of executing a performance; Equipped with The performance execution means A pseudo-movable body display effect that moves and displays the pseudo-movable body display from the first display position to the second display position (for example, a part where the effect control CPU 120 can move and display the first pseudo-movable body display Z100 from the first initial display position to the first effect display position); A movable body effect that moves the movable body from the first position to the second position (for example, a part where the effect control CPU 120 can move the mounted movable body 32 from the origin position to the effect position); is executable, When the effect execution means executes the movable body effect and the pseudo-movable body display effect during a predetermined period, the probability of being controlled to the advantageous state is higher than when the effect execution means executes the pseudo-movable body display effect without executing the movable body effect during the predetermined period (for example, during the variable display period of the pattern based on the fluctuation pattern of Super Reach β or Super Reach γ, when development effect A using the mounted movable body 32 and development effect B using the second pseudo-movable body display Z200 are executed, the probability of being controlled to the jackpot game state (expected jackpot probability) is higher than when development effect A is not executed and development effect B is executed. See Figure 14-11). It is characterized by the following. According to this feature, it is possible to draw the player's attention to the execution of the movable body effect and the pseudo movable body display effect.
[0312] Form 4 gaming machines are: A gaming machine (for example, a pachinko gaming machine 1) that can be controlled to an advantageous state that is advantageous to a player, A display means capable of moving and displaying the pseudo-movable body display from a first display position to a second display position different from the first display position (for example, a part in which the performance control CPU 120 can move and display the second pseudo-movable body display Z200 on the image display device 5 from a first specific initial display position to a first specific performance display position); A performance execution means (for example, a performance control CPU 120) capable of executing a performance; Equipped with The performance execution means A special suggestion effect (for example, a notice effect A that predicts the possibility (expectation) that the variable display result will be a jackpot) that suggests that the pseudo-movable body display will be controlled to the advantageous state by being displayed; A notification effect that notifies the player of advantageous content (for example, a development effect B that notifies the player of the development of a strong super reach effect), A predetermined effect (for example, a development suggestion effect suggesting the possibility that development effect B will be executed) that is executed before the notification effect and suggests that the notification effect will be executed by displaying a notification-related image (for example, character image Z310) related to the notification effect; is executable, In the predetermined performance, the pseudo-movable body display is displayed in one of a plurality of modes (for example, patterns PS-1 to PS1-4) having different expectations of the notification performance being executed, The display means In the special suggestion performance, the pseudo-movable object display is moved from the first display position to the second display position, then moved from the second display position to the first display position, and then hidden (see Figures 14-25(C) to (F)). In the predetermined performance, after the pseudo-movable object display is displayed at the second display position, it is hidden without moving from the second display position to the first display position (see Figures 14-26(A) to (J) and Figure 14-27(A)); Before the notification performance is executed, when the pseudo-movable body display displayed at the second display position is hidden, the notification-related image (e.g., character image Z310) can be displayed in a display area including the second display position (see Figures 14-26(F) to (J) and Figure 14-27(A)). It is characterized by the following. According to this feature, in the special suggestion effect, the pseudo-movable body display is displayed moving in the same way as a movable body as a structure, so that the player can focus on whether or not it will be controlled to an advantageous state without feeling any discomfort, while in the specified effect, the pseudo-movable body display is hidden without returning from the second display position to the first display position, prioritizing the display of the notification-related image over the movement of the pseudo-movable body display in the same way as a movable body, so that the player can focus on the suggestion that the notification effect will be executed.
[0313] The gaming machine of type 5 is A gaming machine (for example, a pachinko gaming machine 1) that can be controlled to an advantageous state that is advantageous to a player, A display means capable of moving and displaying the pseudo-movable body display from a first display position to a second display position different from the first display position (for example, a part in which the performance control CPU 120 can move and display the first pseudo-movable body display Z100 from a first initial display position to a first performance display position, or a part in which the image display device 5 can move and display the second pseudo-movable body display Z200 from a first specific initial display position to a first specific performance display position); A performance execution means (for example, a performance control CPU 120) capable of executing a performance; Equipped with The performance execution means A special effect that notifies the player that the game will be controlled to the advantageous state (for example, a decisive effect that notifies the player whether the game will be controlled to a jackpot game state), A specific effect (for example, a development effect B that develops into a strong super reach effect and notifies that a deciding effect will be executed) that suggests that the special effect will be executed before the special effect is executed; is executable, The display means The pseudo-movable object display can be moved and displayed in the specific effect and the special effect, When the pseudo-movable object display is moved and displayed in the specific effect, the pseudo-movable object display is moved and displayed from the first display position to the second display position, and then is hidden without being moved and displayed from the second display position to the first display position, and a suggestive image suggesting the execution of the special effect (for example, the state at the start of display of the reach title image Z51) can be displayed in a display area including the second display position (see Figures 14-27(B)(D) to (F)), When the pseudo-movable object display is moved during the special effect, the pseudo-movable object display is moved from the first display position to the second display position, then moved from the second display position to the first display position, and then hidden (see Figures 14-30(A) to (F)). It is characterized by the following. According to this feature, before the special effect is executed, the pseudo-movable body display is hidden without returning from the second display position to the first display position, prioritizing the display of the suggestive image over moving in the same way as the movable body as a structure, so that the player can be drawn to the suggestion that the special effect will be executed, while during the special effect, the pseudo-movable body display is moved in the same way as the movable body, so that the player can be drawn to the notification of content that is advantageous to the player without feeling uncomfortable.
[0314] The gaming machine of type 6 is A gaming machine (for example, a pachinko gaming machine 1) capable of playing games, A display means capable of moving and displaying the pseudo-movable body display from a first display position to a second display position different from the first display position (for example, a part in which the performance control CPU 120 can move and display the first pseudo-movable body display Z100 from a first initial display position to a first performance display position), The display means The pseudo movable object display is moved and displayed from the first display position to an intermediate display position (for example, a first intermediate display position) and then to the second display position; The pseudo movable body display is moved from the first display position to the second display position in the order of the first display position, the intermediate display position, and the second display position for each display frame (see Figures 14-40(A) to (C)); In a display area including the first display position, the intermediate display position, and the second display position, a specific image that emphasizes the movement of the pseudo-movable body display (for example, an effect image Z71 in which glass cracks and an image Z71A showing multiple glass fragments scatters) can be displayed (see Figure 14-31). It is characterized by the following. According to this feature, the pseudo-movable object display can be displayed moving quickly without reducing visibility, and the moving display can be emphasized with a specific image, making a good impression on the player.
[0315] The gaming machine of type 7 is A gaming machine (for example, a pachinko gaming machine 1) that can be controlled to an advantageous state that is advantageous to a player, The display means is capable of displaying a pseudo-movable body display including a first pseudo-movable body display and a second pseudo-movable body display different from the first pseudo-movable body display (for example, a part in which the performance control CPU 120 can move and display the first pseudo-movable body display Z100 from a first initial display position to a first performance display position, or a part in which the image display device 5 can move and display the second pseudo-movable body display Z200 from a first specific initial display position to a first specific performance display position), The first pseudo-movable object display can be moved and displayed from a first display position to a second display position different from the first display position (see FIG. 14-16(B)). The second pseudo movable body display can be moved and displayed from a first predetermined display position to a second predetermined display position different from the first predetermined display position (see FIG. 14-16(C) ); The display means The first pseudo movable body display is moved and displayed from the first display position to an intermediate display position (for example, the first intermediate display position) and then to the second display position (see Figures 14-40(A) to (C)), The first pseudo movable body display is moved from the first display position to the second display position in the order of the first display position, the intermediate display position, and the second display position for each display frame (see Figures 14-40(A) to (C)); The speed of the movement display of the first pseudo-movable body display from the first display position to the second display position is different from the speed of the movement display of the second pseudo-movable body display from the first predetermined display position to the second predetermined display position (for example, the movement display of the first pseudo-movable body display Z100 from the first initial display position to the first performance display position is faster than the movement display of the second pseudo-movable body display Z200 from the first specific initial display position to the first specific performance display position. See Figure 14-40). The rate at which the first pseudo-movable body display is controlled to the advantageous state differs between when the first pseudo-movable body display is moved from the first display position to the second display position and when the second pseudo-movable body display is moved from the first predetermined display position to the second predetermined display position (for example, in the preview performance B, the rate at which the first pseudo-movable body display Z100 is controlled to the jackpot game state (the expected probability of a jackpot) differs between when pattern PBY-3 in which the first pseudo-movable body display Z100 is moved from the first initial display position to the first performance display position or pattern PBY-4 in which the second initial display position is moved to the second performance display position is executed and when pattern PBY-1 in which the second pseudo-movable body display Z200 is moved from the second specific initial display position to the second intermediate performance display position or pattern PBY-2 in which the second pseudo-movable body display Z200 is moved to the second specific performance display position is executed. See Figures 14-10 and 14-20(B)). It is characterized by the following. According to this feature, the player can be made to pay attention to which of the first pseudo-movable body display and the second pseudo-movable body display is being displayed moving, and the player can be made to recognize that the first pseudo-movable body display and the second pseudo-movable body display have different rates of being controlled to an advantageous state by the difference in the speed of the moving display.
[0316] The gaming machine of aspect 8 is the gaming machine according to any one of aspects 1 to 7, A movable body (e.g., a first non-mounted movable body M100) that can move from a first position (e.g., a first origin position) to a second position (e.g., a first performance position) that is different from the first position, When the movable body is moved from the first position to the second position, a recoil action of a certain amount of movement occurs (see Figure 14-36), When the pseudo-movable object display is moved from the first display position to the second display position, a recoil movement display of a specific movement amount is performed (see FIG. 14-36 ); The specific movement amount is greater than the fixed movement amount (for example, the movement amount L12 of the first recoil action display performed when the first pseudo-movable body display Z100 is moved from the first initial display position to the first performance display position is greater than the movement amount L13 of the first recoil action display performed when the first non-mounted movable body M100 is moved from the first origin position to the first performance position. See Figure 14-38). It is characterized by the following. According to this feature, the pseudo-movable body display makes it possible to simulate the same effect as a movable body without having to mount a movable body, and by displaying the recoil action that occurs when the movable body moves to the second position in an exaggerated manner, it is possible to provide an effect that will leave an impression on the player.
[0317] A gaming machine of aspect 9 is the gaming machine according to any one of aspects 1 to 8, A movable body (e.g., a mounted movable body 32) that can move from a first position (e.g., an origin position) to a second position (e.g., a performance position) different from the first position, The distance from the first display position to the second display position (e.g., the moving display distance L2) is longer than the distance from the first position to the second position (e.g., the moving distance L1) (see FIGS. 14-16 ); It is characterized by the following. According to this feature, the pseudo-movable body display moves faster and over a longer distance than the movable body, providing a performance that leaves a lasting impression on the player.
[0318] A gaming machine according to a tenth aspect is the gaming machine according to any one of the first to ninth aspects, The pseudo-movable body display includes a performance display unit (e.g., performance display unit Z100A, Z200A) and a mechanism display unit (e.g., mechanism display unit Z100B, Z200B), In the movement display of the pseudo-movable body display, the mechanism display unit reaches the second display position before the performance display unit (see Figures 14-36 (B1) (B2)), It is characterized by the following. According to this feature, the pseudo movable body display can be displayed moving in a more realistic manner.
[0319] The gaming machine of aspect 11 is the gaming machine according to any one of aspects 1 to 10, The movement display of the pseudo movable body display from the first display position to the second display position is faster than the movement display from the second display position to the first display position (for example, the movement amount L2 of the first pseudo movable body display Z100 per unit time TL2 is greater than the movement amount L1A of the mounted movable body 32 per unit time TL2. See Figure 14-37). It is characterized by the following. According to this feature, the pseudo movable body display can be displayed moving in a more realistic manner.
[0320] A gaming machine of aspect 12 is the gaming machine according to any one of aspects 1 to 11, The period during which the movable body moves between the first position and the second position includes a first period during which the speed increases and a second period during which the speed decreases (see FIG. 14-39(A)). The moving display period of the pseudo movable object display does not include the first period and the second period (see Figure 14-39(B)). It is characterized by the following. According to this feature, the pseudo movable body display can be displayed moving more smoothly than the movement of the movable body.
[0321] A gaming machine of aspect 13 is the gaming machine according to any one of aspects 1 to 12, The pseudo-movable body display includes a light-emitting display unit (e.g., light-emitting display units Z108A, Z208A to Z208E), The display means is capable of illuminating the light-emitting display unit when the pseudo-movable body display is moved and displayed to the second display position (the part in which the performance control CPU 120 moves and displays the first pseudo-movable body display Z100 to the first performance position, and then executes the illumination of the mounted movable body LED 208 and the illumination display of the light-emitting display unit Z108A at approximately the same cycle. See Figure 14-31 (D)). It is characterized by the following. According to this feature, it is possible to draw the player's attention to the pseudo movable object display that has been moved and displayed at the second display position.
[0322] A gaming machine of aspect 14 is the gaming machine according to any one of aspects 1 to 13, The pseudo-movable body display includes a light-emitting display unit (e.g., light-emitting display units Z108A, Z208A to Z208E), The display means does not illuminate the light-emitting display unit when the pseudo-movable body display is being moved (see FIG. 14-31). It is characterized by the following. According to this feature, by making the (incomplete) pseudo movable object display during the movement display less conspicuous, it is possible to suppress a decrease in the dramatic effect.
[0323] A gaming machine of aspect 15 is the gaming machine according to aspect 13 or aspect 14, The movable body includes a light-emitting unit (e.g., light-emitting display units Z108A, Z208A to Z208E) that can emit light, When the display means moves and displays the pseudo-movable body display to the second display position, it causes the light-emitting display unit to emit light in the same manner as the light-emitting unit (the performance control CPU 120 moves and displays the first pseudo-movable body display Z100 to the first performance position, and then causes the mounted movable body LED 208 to emit light and the light-emitting display unit Z108A to emit light at approximately the same cycle. See Figure 14-31 (D)). It is characterized by the following. According to this feature, the pseudo movable body display can be displayed moving in a more realistic manner.
[0324] A gaming machine of aspect 16 is the gaming machine according to any one of aspects 1 to 17, The display means is capable of moving and displaying the pseudo-movable body display from a first special display position to a second special display position different from the first special display position (for example, the performance control CPU 120 is capable of moving and displaying the second pseudo-movable body display Z200 from a second specific initial display position to a second intermediate performance display position or a second specific performance display position), The direction in which the pseudo-movable body display moves from the first display position to the second display position is different from the direction in which the pseudo-movable body display moves from the first special display position to the second special display position (for example, the downward direction in which the performance control CPU 120 moves the second pseudo-movable body display Z200 from the first specific initial display position to the first specific performance display position in preview performance A is different from the right direction in which the second pseudo-movable body display Z200 moves from the second specific initial display position to the second specific performance display position in preview performance B. See Figure 14-33). It is characterized by the following. According to this feature, one pseudo-movable object display can be moved and displayed from multiple display positions, providing players with unexpected effects that would be difficult to achieve with a movable object.
[0325] A gaming machine of aspect 17 is the gaming machine according to any one of aspects 1 to 16, The display means is capable of moving and displaying the pseudo movable body display from the first display position to the second display position, and then moving and displaying the pseudo movable body display in a direction different from the direction in which the pseudo movable body display is moved and displayed from the first display position to the second display position (see Figure 14-43). It is characterized by the following. This feature allows the player to experience unexpected effects that would be difficult to achieve with a moving object.
[0326] Fig. 11 shows an example of the configuration of a display result determination table. Fig. 11(A) shows an example of the configuration of a display result determination table for a first special symbol used when the variable special symbol is the first special symbol, and Fig. 11(B) shows an example of the configuration of a display result determination table for a second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, a win determination value compared with a random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is updated randomly within the range of 0 to 65535. A common display result determination table may be used for the first special symbol and the second special symbol.
[0327] As shown in Figure 11 (A), when the variable special chart is the first special chart, if the setting value is 1 and the game state is normal or time-saving, the value can be a number in the range of 0 to 65535. Of the hit determination values compared with the random number value MR1 for determining the special chart display result, 1020 to 1237 are assigned to "jackpot", 65317 to 65535 are assigned to "time-saving miss", and other numerical ranges are assigned to "miss". Also, when the setting value is 1 and the game state is a probability variable state, of the hit determination values mentioned above, 1020 to 1346 are assigned to "jackpot", and other numerical ranges are assigned to "miss". Note that when the setting value for the variable special chart in the first special chart is 2 to 6 and the game state is normal or time-saving, it is as shown in Figure 11 (A).
[0328] As shown in Figure 11 (B), when the variable special chart is the second special chart, if the setting value is 1 and the game state is normal or time-saving, the value can be a number in the range of 0 to 65535. Of the hit determination values compared with the random number value MR1 for determining the special chart display result, 1020 to 1237 are assigned to "jackpot", 65317 to 65425 are assigned to "time-saving miss", and other numerical ranges are assigned to "miss". Also, when the setting value is 1 and the game state is a probability variable state, of the hit determination values mentioned above, 1020 to 1346 are assigned to "jackpot", and other numerical ranges are assigned to "miss". Note that when the setting value for the variable special chart in the second special chart is 2 to 6 and the game state is normal or time-saving, it is as shown in Figure 11 (B).
[0329] Here, if we focus on the numerical range of the hit determination value assigned to "jackpot" or "miss with time reduction" in each display result determination table, as shown in Figure 12, in the display result determination table for the first special chart when the game state is normal or time reduction, the range of hit determination values from 1020 to 1237 is set as a common numerical range of jackpot determination values for determining a jackpot regardless of the set value.
[0330] In addition, when the setting value is 1, only the common numerical range of the jackpot determination value for determining a jackpot is set (1020 to 1237 is assigned to "jackpot"), while in the case of setting values 2 to 6, the numerical range corresponding to each setting value is set from 1238 as the non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value. This non-common numerical range of the jackpot determination value is set to the range of 1238 to 1253 for setting value 2, the range of 1238 to 1272 for setting value 3, the range of 1238 to 1292 for setting value 4, the range of 1238 to 1317 for setting value 5, and the range of 1238 to 1346 for setting value 6.
[0331] That is, in the first special chart display result judgment table when the game state is normal state or time-saving state, when the set value is 1, among the hit judgment values that can take a value in the range of 0 to 65535, only the numerical values within the common numerical range (1020 to 1237) are assigned to "jackpot", while when the set value is 2 or more, among the jackpot judgment values, the numerical values within the range obtained by adding the non-common numerical range to the common numerical range are assigned to "jackpot". Furthermore, as the set value becomes larger, the non-common numerical range increases from 1238 as the reference.
[0332] Therefore, the probability of a jackpot increases as the set value increases, with 1020 being the reference value for determining a jackpot (jackpot reference value), and the non-common numerical range that is continuous with the common numerical range increases as the set value increases.
[0333] Furthermore, in the first special chart display result judgment table when the game state is normal or time-saving, the range of 65317 to 65535 among the hit judgment values is set as a common numerical range of the time-saving loss judgment value for determining a time-saving loss regardless of the set value. Here, when the set value is 6, as described above, 1020 to 1346 among the hit judgment values is set as the numerical range of the jackpot judgment value, and the time-saving loss judgment value is set in a numerical range different from the range (1020 to 1346) of the jackpot judgment value of the set value 6, with 65317 as the reference value for time-saving loss (time-saving loss reference value), and is set in the range of 65317 to 65535, so that the numerical range of the time-saving loss judgment value does not overlap with the range of the jackpot judgment value that changes according to each set value.
[0334] In addition, in the display result determination table for the first special chart when the game state is in a special state, the range of 1020 to 1346 among the hit determination values is set as a common numerical range of the hit determination value for determining a hit regardless of the set value.
[0335] When the setting value is 1, only the common numerical range of the jackpot determination value for determining a jackpot is set (1020 to 1346 is assigned to "jackpot"), while when the setting value is 2 to 6, the numerical range corresponding to each setting value is set as the non-common numerical range of the jackpot determination value, starting from 1347, so as to be continuous from the common numerical range of the jackpot determination value. This non-common numerical range of the jackpot determination value is set to the range of 1347 to 1383 for setting value 2, the range of 1347 to 1429 for setting value 3, the range of 1347 to 1487 for setting value 4, the range of 1347 to 1556 for setting value 5, and the range of 1347 to 1674 for setting value 6.
[0336] That is, in the first special chart display result judgment table when the game state is in the probability variable state, when the set value is 1, among the hit judgment values that can take a value in the range of 0 to 65535, only the numerical values within the common numerical range (1020 to 1346) are assigned to "jackpot", while when the set value is 2 or more, among the hit judgment values, the numerical values within the range obtained by adding the non-common numerical range to the common numerical range are assigned to "jackpot". Furthermore, as the set value becomes larger, the non-common numerical range increases from 1347 as the base.
[0337] Therefore, the probability of a jackpot increases as the set value increases, with 1020 being the reference value for determining a jackpot (jackpot reference value), and the non-common numerical range that is continuous with the common numerical range increases as the set value increases.
[0338] In the display result determination table for the second special chart when the game state is normal or time-saving, the range of hit determination values from 1020 to 1237 is set as a common numerical range of jackpot determination values for determining a jackpot regardless of the set value.
[0339] In addition, when the setting value is 1, only the common numerical range of the jackpot determination value for determining a jackpot is set (1020 to 1237 is assigned to "jackpot"), while in the case of setting values 2 to 6, the numerical range corresponding to each setting value is set from 1238 as the non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value. This non-common numerical range of the jackpot determination value is set to the range of 1238 to 1253 for setting value 2, the range of 1238 to 1272 for setting value 3, the range of 1238 to 1292 for setting value 4, the range of 1238 to 1317 for setting value 5, and the range of 1238 to 1346 for setting value 6.
[0340] In other words, in this pachinko gaming machine 1, in the second special symbol display result determination table when the game state is normal or time-saving, when the set value is 1, among the hit determination values that can take a value in the range of 0 to 65535, only values within the common numerical range (1020 to 1237) are assigned to "jackpot", while when the set value is 2 or more, among the jackpot determination values, values within the range obtained by adding the non-common numerical range to the common numerical range are assigned to "jackpot". Furthermore, the non-common numerical range increases from 1238 as the set value increases.
[0341] Therefore, the probability of a jackpot increases as the set value increases, with 1020 being the reference value for determining a jackpot (jackpot reference value), and the non-common numerical range that is continuous with the common numerical range increases as the set value increases.
[0342] Furthermore, in the second special display result judgment table when the game state is normal or time-saving, the range of 65317 to 65425 among the hit judgment values is set as a common numerical range of the time-saving loss judgment value for determining a time-saving loss regardless of the set value. Here, when the set value is 6, as described above, 1020 to 1346 among the hit judgment values is set as the numerical range of the jackpot judgment value, and the time-saving loss judgment value is set in the range of 65317 to 65425, with 65317 as the reference value for time-saving loss (time-saving loss reference value), in a numerical range different from the range (1020 to 1346) of the jackpot judgment value of the set value 6, so the numerical range of the time-saving loss judgment value is prevented from overlapping with the range of the jackpot judgment value that changes according to each set value.
[0343] In the display result determination table for the second special symbol when the game state is in the probability variable state, the range of the hit determination value from 1020 to 1346 is set as a common numerical range of the jackpot determination value for determining the jackpot regardless of the set value. Other features of the display result determination table for the second special symbol are the same as those of the display result determination table for the first special symbol.
[0344] As described above, in the present pachinko gaming machine 1, when the variable special symbol is the first special symbol, the common numerical range for a time-saving loss is set to 65317 to 65535 regardless of the setting value, whether the game state is normal or time-saving. When the variable special symbol is the second special symbol, the common numerical range for a time-saving loss is set to 65317 to 65425 regardless of the setting value, whether the game state is normal or time-saving. In other words, the proportion of variable display results that result in a time-saving loss is the same for both the normal and time-saving game states, regardless of the setting value, thereby preventing excessive gambling depending on the setting value. Furthermore, for time-saving losses to which a common determination value is assigned for each setting value, the numerical range is set to a continuous range from 65317, the time-saving loss reference value, regardless of the setting value, thereby reducing the processing load on the CPU 103 related to determining whether the variable display result is a time-saving loss.
[0345] In this pachinko gaming machine 1, six setting values can be set, from 1 to 6, but the setting values that can be set in the pachinko gaming machine 1 may be five or less or seven or more. Also, the smaller the setting value set in the pachinko gaming machine 1, the more advantageous it may be for the player.
[0346] The type of jackpot may be determined at different rates depending on the setting value, based on the allocation of judgment values in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The fluctuation pattern may be determined at different rates depending on the setting value, based on the allocation of judgment values in the fluctuation pattern determination table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, so that the setting value may be suggested by the frequency at which normal reaches and super reaches are executed. Alternatively, the execution rate of normal reaches and super reaches may be common regardless of the setting value. In addition, any setting suggestion effect may be able to be executed at different rates depending on the setting value.
[0347] Fig. 13 is a flowchart showing an example of the processing executed in step S76 of Fig. 9 as the performance control process. In the performance control process shown in Fig. 13, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing the pre-reading notice performance are made based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.
[0348] After executing the process of step S161, the performance control CPU 120 selects and executes one of the following processes of steps S170 to S90175 according to the value of a performance process flag provided in the RAM 122, for example.
[0349] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0350] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.
[0351] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the mounted movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.
[0352] The special symbol winning wait process of step S173 is a process executed when the value of the presentation process flag is "3." In this special symbol winning wait process, the presentation control CPU 120 determines whether or not a presentation control command specifying the start of a jackpot gaming state has been received from the main board 11. Then, when a presentation control command specifying the start of a jackpot gaming state is received, the value of the presentation process flag is updated to "4." Also, when a command specifying the start of a jackpot gaming state is not received and the waiting time for receiving the command has elapsed, it is determined that the display result in the special symbol game was a "miss," and the value of the presentation process flag is updated to the initial value of "0." When the value of the presentation process flag is updated, the special symbol winning wait process is terminated.
[0353] The jackpot performance processing in step S90174 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance process flag is updated to "5," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.
[0354] The ending presentation process in step S90175 is executed when the presentation process flag value is "7." In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various presentation controls for the ending presentation at the end of the jackpot gaming state based on the settings. Thereafter, the presentation process flag value is updated to the initial value "0," and the ending presentation process is terminated.
[0355] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.
[0356] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.
[0357] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0358] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but this invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can play a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.
[0359] The programs and data for realizing this invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing this invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0360] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0361] In this specification, expressions of comparison of various percentages such as the performance percentage (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."
[0362] (Explanation of feature part 241SG) Next, the pachinko gaming machine 1 as the characteristic part 241SG in this embodiment will be described with reference to Figures 14-1 to 14-40. Note that, in the following, the same reference numerals are used to denote components that are similar to the pachinko gaming machine 1 described in the basic description, or that have similar functions but differ in form or location, etc., and detailed description thereof will be omitted, and differences from the pachinko gaming machine 1 described in the basic description will be mainly described.
[0363] As shown in FIG. 14-1, in the pachinko gaming machine 1 as the characteristic part 241SG, the mounted movable body 32 is formed to be slightly larger than the mounted movable body 32 shown in FIG.
[0364] 14-2, a vibration motor 61 built into the stick controller 31A is connected to the performance control board 12, and the performance control CPU 120 is capable of vibrating the stick controller 31A and the push button 31B. Also, a button LED 62 built into the push button 31B is connected to the lamp control board 14, and the performance control CPU 120 is capable of turning the button LED 62 on and off.
[0365] FIG. 14-3 is an explanatory diagram showing an example of the contents of a performance control command used in the pachinko gaming machine 1. The performance control command is, for example, two bytes in length, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "1," and the first bit of the EXT data is set to "0." Note that the command format shown in FIG. 14-3(A) is just an example, and other command formats may also be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.
[0366] In the example shown in FIG. 14-3(A), command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variable pattern specification command that specifies the variable pattern (variation time (variable display time)) of decorative symbols (also called effect symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5 in response to the variable display of special symbols in the special symbol game. Here, XXH represents an unspecified hexadecimal number and may be any value set according to the instructions of the effect control command. Note that the variable pattern specification command sets different EXT data depending on the specified variable pattern, etc.
[0367] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies variable display results such as special symbols and decorative symbols. In the variable display result specification command, as shown in Figure 14-3(B), for example, different EXT data is set depending on the determination result (predetermined result) of whether the variable display result (also called variable display result) is a "miss," a "jackpot," or a "minor hit," and the determination result of which of several types of jackpot type will be used if the variable display result is a "jackpot."
[0368] For example, as shown in FIG. 14-3(B), command 8C00H is a first variable display result designation command indicating a predetermined result that the variable display result will be a "miss." Command 8C01H is a second variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot A." Command 8C02H is a third variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot B." Command 8C03H is a fourth variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot C." Command 8C04H is a fifth variable display result designation command that notifies the predetermined result and the jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "non-variable jackpot". Command 8C05H is a sixth variable display result designation command that notifies the predetermined result that the variable display result will be "small jackpot".
[0369] Command 8F00H is a symbol determination command that specifies the stopping (determination) of the variation of decorative symbols in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5. Command 95XXH is a game state designation command that specifies the current game state of the pachinko gaming machine 1. In the game state designation command, different EXT data is set depending on the current game state of the pachinko gaming machine 1, for example. As a specific example, command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), and command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state). In addition, command 9502H is a third game state designation command corresponding to a game state in which special probability control is performed but time-saving control is not performed (high probability low base state, special probability state without time-saving), and command 9503H is a fourth game state designation command corresponding to a game state in which time-saving control and special probability control are both performed (high probability high base state, special probability state with time-saving).
[0370] Command 9000(H) is a presentation control command (initialization designation command: power-on designation command) that is sent when power supply to the pachinko gaming machine 1 is started. Command 9200(H) is a presentation control command (power outage recovery designation command) that is sent when power supply to the pachinko gaming machine 1 is resumed after being temporarily stopped. When power supply to the gaming machine is started, the gaming control microcomputer 100 sends a power outage recovery designation command if data is saved in the backup RAM, and sends an initialization designation command if not.
[0371] Command A0XXH is a start-of-win command (also called a "fanfare command") ...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a display means capable of moving and displaying a specific pseudo-movable body display from a specific first display position to a specific second display position different from the specific first display position, and capable of moving and displaying a special pseudo-movable body display from the special first display position to a special second display position different from the special first display position; a performance execution means capable of executing a performance; a variable winning means that can change between a first state in which the game medium is easy to win a prize and a second state in which the game medium is impossible or difficult to win a prize; a control means capable of executing a round game in which the variable winning means is changed to the first state; a movable body that is movable from a first position to a second position at a predetermined moving speed, When the round of games is played, a given amount display regarding the given amount of gaming value is displayed after a predetermined period has elapsed since the variable winning means changed from the second state to the first state; If the game medium does not win a prize in the variable prize winning means within the predetermined period, a predetermined display corresponding to the fact that no game value has been awarded is displayed at the start of the award amount display; If the gaming medium wins the variable winning means within the predetermined period, a count-up display corresponding to the award of gaming value is displayed at the start of the award amount display, and then a specific display different from the predetermined display is displayed; The performance execution means A special effect can be executed to notify the player that the game will be controlled to the advantageous state. A specific effect can be executed before the special effect is executed, It is possible to perform a movable body effect that moves the movable body, The display means When the specific pseudo-movable object display is moved and displayed in the specific performance, the specific pseudo-movable object display is moved and displayed from the specific first display position to the specific second display position, and then the specific pseudo-movable object display is made invisible without being moved and displayed from the specific second display position, and a suggestion image suggesting the execution of the special performance is displayed in a display area including the specific second display position; When the special pseudo-movable object display is moved and displayed in the special performance, the special pseudo-movable object display is moved and displayed from the special first display position to the special second display position, and then moved and displayed from the special second display position to the special first display position, and then hidden; The special pseudo-movable object display can be moved and displayed from the special first display position to the special second display position at a speed faster than the predetermined moving speed, In the special effect, the movable body effect and the movement display of the special pseudo-movable body display can be executed, The display means does not move and display the special pseudo-movable object display during the period in which the movable object performance is executed in the special performance, and moves and displays the special pseudo-movable object display after the movable object performance is finished, When the movable body effect is executed and the specific pseudo-movable body display is displayed in the specific performance, the rate of being controlled to the advantageous state is higher than when the movable body effect is not executed and the specific pseudo-movable body display is displayed in the specific performance. A gaming machine characterized by:
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