gaming machines
By introducing position change effects with varying success probabilities for icon images, the gaming machine addresses the need for enhanced player engagement, offering diverse and exciting gameplay experiences.
Patent Information
- Application Number
- JP2023113896
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-11
- Publication Date
- 2025-12-22
- Estimated Expiration
- 2043-07-11
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack innovative methods to enhance player interest through icon display effects beyond the conventional color changes.
Implementing position change effects for icon images, including first and second position change effects with varying probabilities of success and different display modes, to create diverse and engaging gameplay experiences.
Enhances player interest and engagement by providing varied and probabilistically different outcomes in icon image display modes, increasing the excitement and anticipation in gaming sessions.
Smart Images

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Figure 0007789385000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] As an example of a gaming machine, a pachinko gaming machine that displays a reserve icon in a predetermined display area when a start winning occurs, as described in the following Patent Document 1, has been known. In this gaming machine, the display mode of the reserve icon is changed from the usual white to a special blue or red, etc., to make the player expect a jackpot. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-112132 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the method of using icons to perform effects as described in Patent Document 1 is now commonly seen, and there is room for improvement in order to provide players with more interest. [Means for solving the problem]
[0005] The gaming machine of the present invention comprises: Executing an icon display effect that displays a predetermined icon image; It is possible to execute a change effect that can change the display mode of the icon image, The above-mentioned change performance includes: a first position change effect that can change the display mode of the icon image by moving the icon image to a specific position; a second position change effect that can change the display mode of the icon image by moving the icon image to a non-specific position different from the specific position, The display mode of the changeable icon image includes a first mode and a second mode which has a different expectation of an advantageous state being advantageous to the player from the first mode, The first position change effect and the second position change effect have different expectations of success in changing the display mode of the icon image. the law of nature, In the first position change performance When the change in the display mode of the icon image is successful, the display mode of the icon image after the change is The first aspect is probability teeth In the second position change effect, When the change in the display mode of the icon image is successful, the display mode of the icon image after the change is The first aspect is probability Higher than In the first position change performance When the change in the display mode of the icon image is successful, the display mode of the icon image after the change is The second aspect is probability teeth In the second position change effect, When the change in the display mode of the icon image is successful, the display mode of the icon image after the change is The second aspect is probability lower than This is a gaming machine characterized by the above. [Effects of the Invention]
[0006] According to the gaming machine of the present invention, it is possible to increase the interest in the game through the presentation. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Figure 5] (A) is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and (B) is a front view of the performance unit when the above-board movable device and the below-board movable device are activated. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 2 is a block diagram showing the electrical configuration of the sub-control board. [Figure 8] FIG. 2 is a perspective view showing the back side of the gaming machine. [Figure 9] FIG. 2 is a front view showing a 7-segment display. [Figure 10] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 11] (A) is an example of a winning determination table, (B) is an example of a normal game fluctuation pattern determination table, and (C) is an example of an auxiliary game control table. [Figure 12] (A) is an example of a jackpot determination table, (B) is an example of a jackpot symbol type determination table, and (C) is an example of a reach determination table. [Figure 13] This is an example of a special chart 1 fluctuation pattern determination table. [Figure 14] This is an example of a special chart 2 variation pattern determination table. [Figure 15] 10 is an example of a look-ahead determination table. [Figure 16] 10 is an example of a jackpot game control table. [Figure 17] FIG. [Figure 18] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode. [Figure 19] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 20] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 21] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 22] An explanatory diagram showing a specific example of a hold effect. [Figure 23] An explanatory diagram showing a specific example of a movable object effect. [Figure 24] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 25] 10 is a flowchart of a main control process. [Figure 26] 10 is a flowchart of a main-side timer interrupt process. [Figure 27] 10 is a flowchart of a sub-control main process. [Figure 28] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 29] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 30] This is a jackpot game control table relating to the characteristic features of the pachinko gaming machine PY1. [Figure 31] This is a special chart 1 fluctuation pattern determination table for the non-time-saving state related to the characteristic parts of the pachinko game machine PY1. [Figure 32] This is a special chart 1 pre-reading judgment table for the non-time-saving state related to the characteristic parts of the pachinko game machine PY1. [Figure 33] This is a diagram to explain the types of icons (reserved icons, applicable icons) that are displayed based on the initial winnings. [Figure 34] A figure showing a specific example of an icon display presentation when starting winnings occur non-consecutively. [Figure 35] A figure showing a specific example of an icon display effect when starting winnings occur consecutively. [Figure 36] This is a timing chart showing the status of the first start gate sensor 11a, the door image GD, and the hold icon HA when start winnings occur discontinuously. [Figure 37] This is a timing chart showing the status of the first start gate sensor 11a, the door image GD, and the hold icon HA when start winnings occur consecutively. [Figure 38] (A) is a lottery table for determining whether to execute the pending icon change effect, (B) is a lottery table for determining whether to trigger the pending icon change, (C) is a lottery table for determining whether to execute the icon change effect, and (D) is a lottery table for determining whether to trigger the icon change. [Figure 39] A figure showing a specific example of a downward sword thrust against a hold icon HA. [Figure 40] A figure showing a specific example of an upward sword thrust on a hold icon HA. [Figure 41]A figure showing a specific example of a downward sword thrust towards the icon TA. [Figure 42] A figure showing a specific example of an upward sword thrust towards the icon TA. [Figure 43] This is a diagram showing a specific example of an upward sword thrust for the icon TA, and shows a different presentation pattern from the presentation pattern shown in FIG. [Figure 44] 10 is a diagram showing a specific example of icon grabbing and tilting for the icon TA. FIG. [Figure 45] 45 is a diagram showing a specific example of icon grabbing and tilting for the icon TA, and is a diagram showing a different effect pattern from the effect pattern shown in FIG. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, an embodiment of the gaming machine of the present invention will be described in detail with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and duplicate descriptions of identical parts will be omitted as a general rule. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and omit or abbreviate the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs. Furthermore, in any of the flowcharts described below, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.
[0009] 1. Structure of the gaming machine A pachinko gaming machine PY1 of a first embodiment will be described. First, the structure of the pachinko gaming machine PY1 will be described with reference to FIGS. 1 to 5. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1. In this specification, the conventional and general configuration of the pachinko gaming machine PY1 will be described first, and then its characteristic configuration (characteristic parts) will be described. For this reason, the configuration explained before the section "7. Characteristic parts of the pachinko gaming machine PY1" may also be explained in the section "7. Characteristic parts of the pachinko gaming machine PY1" and subsequent sections, but in this case, the pachinko gaming machine PY1 is deemed to be configured with the contents explained in the section "7. Characteristic parts of the pachinko gaming machine PY1" and subsequent sections.
[0010] As shown in FIG. 1, the pachinko gaming machine PY1 includes a gaming machine frame 2. The gaming machine frame 2 includes a gaming board mounting frame 2A to which a gaming board unit YU (described later) is attached, and a front frame 23m rotatably supported on the gaming board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the gaming board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the gaming board 1 attached to the gaming board mounting frame 2A faces the transparent plate 23t. Therefore, when the pachinko gaming machine PY1 is installed in a gaming parlor, a player standing in front of the pachinko gaming machine PY1 can view the game area 6 formed on the gaming board 1 through the transparent plate 23t. The transparent plate 23t can be made of a transparent glass plate, a transparent synthetic resin plate, or the like. The transparent plate 23t may be any plate as long as it allows the playing area 6 to be seen from the front of the pachinko gaming machine PY1.
[0011] A handle 72k that can be rotated to launch game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is rotated (rotation angle) corresponds to the magnitude (launch strength) of the force applied to the game ball to launch it (the amount by which the launch device 72, described below, drives the launch solenoid). Therefore, the game balls are launched with a launch strength that corresponds to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the top surface of the lower decorative body 36 to store game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.
[0012] A first input device (hereinafter referred to as the "normal button") 40 that can be pressed downward is provided on the upper surface of the lower decorative body 36, forward of the upper tray 34. A second input device (hereinafter referred to as the "special button") 41 that can be pressed downward is provided on the right decorative body 32, which protrudes forward from the right edge of the surface of the front frame 23m. The normal button 40 is configured to vibrate. Specifically, the normal button 40 incorporates a vibration mechanism for vibrating the normal button 40. When a vibration motor included in this vibration mechanism is activated, the normal button 40 vibrates vigorously enough for the player to notice. A known vibration mechanism can be appropriately employed for vibrating the normal button 40. The normal button 40 is an example of an operating unit and also an example of a vibrator.
[0013] Additionally, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31, which is formed by protruding forward from the top of the surface of the front frame 23m. The speaker 52 consists of a left speaker 52L located on the left side and a right speaker 52R located on the right side. Furthermore, illuminating frame lamps 53 are provided on the right edge of the front frame 23m and on the left and right sides of the lower tray 35 at the front of the lower decorative body 36. Furthermore, movable frame movable devices 58 are attached to the upper left and right edges of the front frame 23m as presentation devices intended to enhance the enjoyment of the game. The frame movable devices 58 consist of a left frame movable device 58L located on the left side and a right frame movable device 58R located on the right side.
[0014] The positions and number of components and devices provided in the gaming machine frame 2 can be changed as appropriate within the scope that does not interfere with the game.
[0015] Next, the game board unit YU will be described mainly with reference to Figures 2 to 5. The game board unit YU has a game board 1 and a presentation unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. A substantially ring-shaped inner wall portion 1B is formed to protrude forward along the opening 1A to define a game area 6 into which game balls can flow. In addition, a substantially ring-shaped outer wall portion 1C is formed to protrude forward also on the outside of the inner wall portion 1B to define the game area 6.
[0016] A play area 6 surrounded by an inner wall 1B, an outer wall 1C, etc. is formed on the front surface of the game board 1. That is, the front surface of the game board 1 is divided into the play area 6 and other areas by the inner wall 1B and the outer wall 1C.
[0017] The play area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY1. Numerous game nails (not shown) protrude from the play area 6. The game nails form paths that appropriately guide game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11, the second start opening 12, the general prize opening 10, the gate 13, the first large prize opening 14, and the second large prize opening 15, which will be described later. The start openings, such as the first start opening 11 and the second start opening 12, are referred to as ball entry openings, the large prize openings, such as the first large prize opening 14 and the second large prize opening 15, are referred to as special prize openings or specific prize openings, and the gates can be referred to as passage openings or passage areas.
[0018] A center frame (center decorative body) 61 that decorates the periphery of the opening 1A is provided near the center of the game area 6. The center frame 61 is provided with a stage that can guide the game ball to the first starting hole 11 described below, and a warp that can guide the game ball to the stage.
[0019] In addition, the game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which enables or disables the ball from entering the second start hole 12.
[0020] The first start winning device 11D is stationary. Therefore, the ease with which the game ball enters the first start opening 11 remains constant (unchangeable). The entry of a game ball into the first start opening 11 triggers a lottery for a first special symbol (hereinafter referred to as "Special Symbol 1") (obtaining and determining a random number related to Special Symbol 1, as described below; hereinafter also referred to as "Special Symbol 1 lottery") and the variable display of Special Symbol 1. In addition, when a game ball enters the first start opening 11, a predetermined number of game balls (four in this embodiment) are paid out as prize balls.
[0021] The electric chute 12D is equipped with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is normally (in a normal state) in a closed position that prevents a gaming ball from entering the second start opening 12. When a special state is entered, the electric chute opening / closing member 12k moves to an open position that allows a gaming ball to enter the second start opening 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also referred to as the "open state" of the second start opening 12 or the electric chute 12D, and only when in the open state is a gaming ball allowed to enter the second start opening 12. On the other hand, the electric chute opening / closing member 12k in the closed position is also referred to as the "closed state" of the second start opening 12 or the electric chute 12D. In addition, when the second start opening 12 or the electric chute 12D is in the "open state," it is also referred to as "the electric chute 12D being open," and when the electric chute 12D is in the "closed state," it is also referred to as "the electric chute 12D being closed."
[0022] The entry of a gaming ball into the second starting port 12 triggers a lottery for a second special symbol (hereinafter referred to as "Special Symbol 2") (obtaining and determining a random number related to Special Symbol 2, which will be described later; hereinafter also referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2. When a gaming ball enters the second starting port 12, a predetermined number of gaming balls (four in this embodiment) are paid out as prize balls. In addition, a guide stage 12g that guides gaming balls to the second starting port 12 is provided in the gaming area 6.
[0023] In addition, a general winning opening (normal winning opening) 10 into which game balls can enter is provided in the game area 6. When a game ball enters the general winning opening 10, a predetermined number of game balls (three in this embodiment) are paid out as prize balls.
[0024] In addition, the gaming area 6 is provided with a gate 13 through which the gaming ball can pass. The passage of the gaming ball through the gate 13 triggers the drawing of a regular symbol (hereinafter referred to as "regular symbol") (i.e., the acquisition and determination of a regular symbol random number: hereinafter referred to as "regular symbol drawing") and the variable display of the regular symbol. The electric chute 12D is opened when the auxiliary game is executed. In other words, the auxiliary game is a game that involves the opening of the electric chute 12D.
[0025] The gaming area 6 is also provided with a first large prize device 14D (hereinafter also referred to as "normal AT 14D") having a first large prize opening 14 through which a gaming ball can enter. The first large prize device 14D is equipped with a normal AT opening / closing member 14k that can be operated between an open state and a closed state. The first large prize opening 14 is opened and closed by operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize opening 14, and gaming balls cannot enter the first large prize opening 14. When the normal AT opening / closing member 14k is operated to an open state, gaming balls can enter the first large prize opening 14. In this way, gaming balls can enter the first large prize opening 14 only when the normal AT opening / closing member 14k is in the open state. When a gaming ball enters the first big winning hole 14, a predetermined number of gaming balls (15 in this embodiment) are paid out as prize balls.
[0026] The gaming area 6 is also provided with a second large prize device 15D (hereinafter also referred to as "VAT 15D") having a second large prize opening 15 through which a gaming ball can enter. The second large prize device 15D is equipped with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize opening 15. The VAT opening / closing member 15k can be in an open state. A gaming ball can enter the second large prize opening 15 only when the VAT opening / closing member 15k is in the open state. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize opening 15 is also referred to as a "closed state." In this way, the second large prize opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a gaming ball enters the second large prize opening 15, a predetermined number of gaming balls (15 in this embodiment) are paid out as prize balls.
[0027] Here, second large prize winning device 15D will be described in detail using Figure 3. Inside second large prize winning device 15D, there is provided gate-shaped second large prize winning opening sensor 15a that detects a gaming ball that has entered second large prize winning opening 15 and allows the gaming ball to pass downward.
[0028] A specific area 16 and a non-specific area 17 through which gaming balls can pass (enter) are provided downstream of the second large winning opening sensor 15a. Gaming balls that pass through the second large winning opening sensor 15a are sorted by a sorting device 16D into either the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.
[0029] When the sorting solenoid 16s is not energized, the sorting member 16k is in a first state (passage prevention state: in a front view of FIG. 3(A), the left end of the sorting member 16k is located slightly to the right of the left end of the specific area 16, and the sorting member 16k covers the specific area 16 directly above) in which it prevents the passage of game balls into the specific area 16. When the sorting member 16k is in the first state, a game ball that has entered the second large prize opening 15 cannot pass through the specific area 16 after passing through the second large prize opening sensor 15a, and instead passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.
[0030] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, and the distribution member 16k does not cover the specific area 16 directly above, leaving the area directly above the specific area 16 open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.
[0031] Basically, the distributing member 16k is maintained in the first state. That is, the first state can be said to be the normal state of the distributing member 16k. Then, only in a predetermined round game (e.g., 16R), the distributing solenoid 16s is energized and the distributing member 16k can be changed to the second state. The operating mode of the distributing member 16k can be changed as appropriate.
[0032] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a that detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.
[0033] It is possible to provide only one of the first and second special prize devices 14D and 15D, as long as it does not interfere with gameplay. Also, depending on the gameplay, it is possible to provide two special prize devices, such as the first special prize device 14D, that do not have a specific area or allocation device. Although the first and second special prize devices 14D and 15D are provided, it is possible to use only the first special prize device 14D or only the second special prize device 15D, depending on the gameplay. When only the first special prize device 14D is used, processing related to the second special prize device 15D is not performed, and when only the second special prize device 15D is used, processing related to the first special prize device 14D is not performed.
[0034] 2, two outlets 19 are provided at the bottom of the game area 6 for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. The game board 1 is also provided with an illuminating board lamp 54.
[0035] The play area 6 through which game balls can flow can be divided into a left play area 6A (first play area) on the left side of the center in the horizontal direction, and a right play area 6B (second play area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left play area 6A is called a "left hit." On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right play area 6B is called a "right hit." In the pachinko game machine PY1, the flow path through which game balls can flow when launched by a left hit is called the first flow path R1, and the flow path through which game balls can flow when launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a number of game nails, etc.
[0036] A first start opening 11 and two general winning openings 10 are provided on the first flow path R1. Therefore, a player can aim to win a prize in the first start opening 11 or the general winning opening 10 by hitting the ball from the left so that the game ball flows down the first flow path R1. On the other hand, a second start opening 12, the general winning opening 10, a gate 13, a first large winning opening 14, and a second large winning opening 15 are provided on the second flow path R2. Therefore, a player can aim to win a prize in the second start opening 12, the general winning opening 10, the first large winning opening 14, or the second large winning opening 15 by hitting the ball from the right so that the game ball flows down the second flow path R2.
[0037] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.
[0038] In addition, displays 8 are arranged below and to the left of the play area 6 formed on the front of the game board 1 (in the area other than the play area 6). As shown in Figure 4, the displays 8 include a special chart 1 display 81a that variably displays special chart 1, a special chart 2 display 81b that variably displays special chart 2, and a general chart display 82 that variably displays general charts. In addition, the displays 8 include a special chart 1 reserve display 83a that displays the special chart 1 reserve number (U1: the number of reserved special chart 1 variable displays by the special chart 1 display 81a) described below, and a special chart 2 reserve display 83b that displays the special chart 2 reserve number (U2: the number of reserved special chart 2 variable displays by the special chart 2 display 81b) described below.
[0039] The variable display of special chart 1 is executed when a special chart 1 lottery is held in response to a game ball entering the first starting gate 11. The variable display of special chart 2 is executed when a special chart 2 lottery is held in response to a game ball entering the second starting gate 12. In the following explanation, special chart 1 and special chart 2 are collectively referred to as special charts or special patterns, and special chart 1 lottery and special chart 2 lottery are collectively referred to as special chart lottery. Furthermore, special chart 1 display 81a and special chart 2 display 81b are collectively referred to as special chart display 81. Furthermore, special chart 1 reserve display 83a and special chart 2 reserve display 83b are collectively referred to as special chart reserve display 83.
[0040] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed variably and then statically. The statically displayed special symbol (static special symbol, special symbol derived and displayed as a result of the variable display) is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the static special symbol is a predetermined specific special symbol (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is played in which the jackpot slots (first jackpot slot 14 and second jackpot slot 15) are opened. The game state in which a jackpot game is being played is called a jackpot game state. The jackpot game state is an example of a special game state that is advantageous to the player.
[0041] The special symbol display 81 is composed of, for example, eight horizontally arranged LEDs (Light Emitting Diodes), and displays a special symbol according to the result of the special symbol lottery depending on the lighting state of the LEDs. For example, if the result of the special symbol lottery is a jackpot (one of the multiple types of jackpots described below), the special symbol display 81 displays a jackpot symbol consisting of the first, second, fifth, and sixth LEDs from the left lit, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special symbol lottery is a loss, the special symbol display 81 displays a loss symbol consisting of only the rightmost LED lit, such as "■■■■■■■□." The lighting state of the LEDs corresponding to the result of the special symbol lottery is not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to indicate a loss symbol.
[0042] Furthermore, in the variable display of the special symbol, the special symbol is displayed for a predetermined variable time before being displayed in a static manner. The variable display of the special symbol is, for example, a manner in which each LED lights up so that light flows repeatedly from left to right. The variable display of the special symbol is not particularly limited, and may be set appropriately, such as all LEDs flashing simultaneously, unless each LED is displayed in a static manner (illuminated in a specific manner).
[0043] In the pachinko gaming machine PY1, when a gaming ball enters the first starting hole 11 or the second starting hole 12, various random numbers (an example of judgment information) for conducting a special drawing lottery, etc., may be acquired. These various random numbers are temporarily stored as special drawing reserves in the special drawing reserve memory unit 105 described below. Hereinafter, the various random numbers acquired upon the entry of a gaming ball into the first starting hole 11 are referred to as "special drawing 1-related random numbers," and the various random numbers acquired upon the entry of a gaming ball into the second starting hole 12 are referred to as "special drawing 2-related random numbers." Herein, the special drawing 1-related random numbers are stored as special drawing 1 reserves in the special drawing reserve memory unit 105a within the special drawing reserve memory unit 105. Meanwhile, the special drawing 2-related random numbers are stored as special drawing 2 reserves in the special drawing reserve memory unit 105b within the special drawing reserve memory unit 105. An upper limit (four in this embodiment) is set for the number of special drawing 1 reservations (special drawing 1 reservation number) that can be stored in the special drawing 1 reservation memory unit 105a and the number of special drawing 2 reservations (special drawing 2 reservation number) that can be stored in the special drawing 2 reservation memory unit 105b. The upper limit for the number of special drawing 1 reservations and the number of special drawing 2 reservations can be changed as appropriate, and the upper limit may be set to "none." In the following, special drawing 1 reservations and special drawing 2 reservations are collectively referred to as "special drawing reservations," and the number of special drawing 1 reservations and the number of special drawing 2 reservations are collectively referred to as "special drawing reservation number." In addition, special drawing 1 related random numbers and special drawing 2 related random numbers are collectively referred to as "special drawing related random numbers."
[0044] In the pachinko gaming machine PY1, if the variable display of the special symbol is not performed immediately after the gaming ball enters the first starting hole 11 or the second starting hole 12, specifically, if a prize is won while the variable display of the special symbol is being performed or during the execution of a jackpot game, the variable display of the special symbol (or the right to draw a special symbol) for that prize can be reserved. The reserved special symbol stored in the special symbol reservation memory unit 105 is consumed when the variable display of the special symbol based on that reserved special symbol becomes possible. In other words, the consumption of the reserved special symbol means determining the special symbol-related random number, etc. corresponding to that reserved special symbol and executing the variable display of the special symbol to show the determination result.
[0045] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by lighting up the LEDs corresponding to the number of reserved special drawings.
[0046] Furthermore, the variable display of the normal map notifies the result of the normal map lottery. In the variable display of the normal map, the normal map is displayed variably and then stopped. The stopped and displayed normal map (stop normal map, normal map derived and displayed as a display result of the variable display) is one normal map selected from multiple types of normal maps by the normal map lottery. If the stopped and displayed normal map is a specific normal map determined in advance (a normal map with a predetermined stopping pattern, i.e., a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.
[0047] The normal map display 82 is composed of, for example, two LEDs, and displays a normal map according to the result of the normal map lottery depending on how they are lit. If the result of the normal map lottery is a win, the normal map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: unlit). If the result of the normal map lottery is a loss, the normal map display 82 displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are unlit may also be adopted to indicate a losing pattern. The lighting mode of the LEDs corresponding to the result of the normal map lottery is not limited and can be set as appropriate.
[0048] In addition, before the normal map is displayed as stopped, the normal map is displayed as a variable display for a predetermined variable time. The variable display mode of the normal map is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode of the normal map is not particularly limited, and if each LED is not displayed as stopped (lighted up in a specific mode), it may be set appropriately, such as all LEDs flashing at once.
[0049] In the pachinko gaming machine PY1, when a gaming ball passes through gate 13, a normal symbol random number (an example of judgment information) for conducting a normal symbol lottery may be acquired. This random number is stored in the normal symbol reserve memory unit 106 (described below) provided that variable normal symbol display or auxiliary game play is not being performed. The number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106 is limited (four in this embodiment). The limit on the number of normal symbol reserves can be changed as needed, or may be set to "none." Hereinafter, the normal symbol random number acquired when a gaming ball passes through gate 13 is also referred to as a "normal symbol-related random number." Although this embodiment does not include a normal symbol reserve indicator that displays the number of normal symbol reserves, a normal symbol reserve indicator may be added to the indicators 8. The normal symbol reserve indicator may be configured similarly to the special symbol reserve indicator 83, for example.
[0050] Next, the presentation unit 1U attached to the back of the game board 1 will be explained using Figure 5. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as "above-board movable device") 55, and a second board movable device (hereinafter referred to as "below-board movable device") 56.
[0051] The image display device 50 is configured with, for example, a 20-inch 3D liquid crystal display and is provided with a display unit (display screen) 50a capable of displaying 3D images. Note that the image display device 50 may be any other display device, such as one configured with multiple liquid crystal displays or one configured with an EL (Electro Luminescence) display, as long as it is capable of displaying images.
[0052] The above-board movable device 55 is configured to be movable along the display unit 50a and includes a decorated above-board movable body 55k. The below-board movable device 56 is configured to be movable along the display unit 50a and includes a decorated below-board movable body 56k.
[0053] 5(A) shows a schematic diagram of the state in which the above-board movable body 55k and the below-board movable body 56k are held in a normal standby state (initial position) in which they are not in operation. When the drive source of the above-board movable device 55 is driven, the above-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered above-board movable body 55k or the raised below-board movable body 56k, making the image display device 50 difficult to see.
[0054] The positions and number of components and devices provided on the game board unit YU can be changed as appropriate within the scope that does not interfere with the game.
[0055] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine PY1 will be described with reference to Figures 6 to 7. As shown in Figures 6 to 7, the pachinko gaming machine PY1 is equipped with a game control board (hereinafter referred to as the "main control board") 100 that controls game profits (game progress) such as special symbol lottery, variable display of special symbols, jackpot game, game state setting (described later), normal symbol lottery, variable display of normal symbols, and supplemental games; a presentation control board (hereinafter referred to as the "sub-control board") 120 that controls presentations such as game presentations (variable special symbol presentations, hold presentations, operation presentations, jackpot game presentations, etc.) and customer waiting presentations according to the progress of the game by the main control board 100; and a payout control board 170 that controls the payout of game balls, all located behind the image display device 50 of the gaming board 1. The main control board 100 can be considered a game control unit (main control unit) that controls the game. The sub-control board 120 can be positioned as a performance control unit (sub-control unit) that controls the performance together with the image control board 140, lamp control circuit 151, and audio control circuit 161, which will be described later. The performance control unit only needs to be equipped with at least the sub-control board 120 and be able to control various performances using performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, etc.).
[0056] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a depressible RAM clear switch 191. The RAM clear switch 191 (specific operation means) causes the gaming CPU 102 to clear (hereinafter referred to as "RAM clear") game information (e.g., game status information such as high probability status, number of reserved special symbols, and jackpot determination results) stored in the gaming RAM 104 of the gaming control microcomputer 101 (described later) when the machine is powered on. As shown in FIG. 8, the RAM clear switch 191 is provided on the power supply board 190 located on the back side of the pachinko gaming machine PY1. Therefore, the RAM clear switch 191 cannot be operated by anyone other than an arcade employee who can open or close the front door 23. In other words, the RAM clear switch 191 can be said to be an operating means that cannot be operated by a player. When the RAM clear switch 191 is pressed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcomputer 101. In this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the location of the RAM clear switch 191 can be changed as appropriate, and it may be provided on the main control board 100 or a dedicated board, for example.
[0057] The power supply board 190 is provided with a backup power supply circuit 192. When power is not supplied to the pachinko gaming machine PY1, the backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when power is cut off to the pachinko gaming machine PY1. In addition, a power switch 193 is connected to the power supply board 190. The power supply is turned on and off by turning the power switch 193 on and off. Note that a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, and a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.
[0058] 6, a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101 that controls the progress of a game on the pachinko game machine PY1 according to a program is mounted on the main control board 100. The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs, tables, etc. for controlling the progress of a game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0059] The gaming ROM 103 stores programs for performing main control main processing and main timer interrupt processing, which will be described later. The gaming ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, an auxiliary game control table, and the like, which will be described later. The gaming ROM 103 may be external.
[0060] The gaming RAM 104 is also provided with the special game reserve memory unit 105 and the regular game reserve memory unit 106. The gaming RAM 104 is also provided with a non-erasable memory unit 107, which is provided with a total number of winning balls memory unit 107a, a total number of shot balls memory unit 107b, and a difference in number of balls memory unit 107c. The non-erasable memory unit 107 is designed so that the gaming CPU 102 does not erase the stored contents even when RAM clear is executed.
[0061] The game control microcomputer 101 counts the total number of winning balls as needed after the power is turned on, and information on the counted total number of winning balls is stored in the total winning ball number memory unit 107a. The total number of winning balls refers to the number of winning balls that a player will acquire (be paid out to a player) in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The game control microcomputer 101 also counts the total number of fired balls as needed after the power is turned on, and information on the counted total number of fired balls is stored in the total fired ball number memory unit 107b. The total number of fired balls refers to the number of balls fired by a player in all game states. The game control microcomputer 101 also calculates the difference in the number of winning balls by subtracting the total number of fired balls from the total number of winning balls as needed after the power is turned on, and information on the calculated difference in the number of winning balls is stored in the difference in the number of fired balls memory unit 107c. The game control microcomputer 101 disables the game when the difference in the number of balls (an example of a specific measured number) becomes equal to or exceeds a reference number (for example, "80,000"). This function is called the over-prize ball prevention function. The over-prize ball prevention function may be activated when the maximum difference in the number of balls (also called the maximum number of balls held, MY, etc.) becomes a predetermined reference number. The maximum difference in the number of balls is the difference between the minimum difference in the number of balls, which is the lowest value of the measured difference in the number of balls, and the peak (highest value) of the difference in the number of balls after the minimum difference in the number of balls is measured. In this case, the maximum difference in the number of balls corresponds to the specific measured number.
[0062] The main control board 100 is also provided with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operation means) (see FIG. 8). As shown in FIG. 9, the 7-segment display 300 is a so-called 4-segment display with a total of 32 illuminated (light-emitting) elements. Specifically, the 7-segment display 300 is provided with, from left to right, a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340. Each of the four display areas 310, 320, 330, and 340 has eight illuminated elements (LED elements) LB1-LB8, LB9-LB16, LB17-LB24, and LB25-LB32, respectively, to represent the digits "0" through "9." Display control of the 7-segment display 300 is performed by a game control microcomputer 101.
[0063] The setting key cylinder 180 functions as an operating means for setting a setting value corresponding to the probability of determining a jackpot. With a setting key (not shown) inserted, the setting key cylinder 180 is rotated between an initial position and a rotation position. Therefore, in the present pachinko gaming machine PY1, by rotating the setting key cylinder 180 to the rotation position and turning on the power while pressing the RAM clear switch 191, the machine can transition to a setting mode in which a setting value can be set. In this setting mode, the setting value can be set to "1." However, the present pachinko gaming machine PY1 has only one setting value, "1." Therefore, the setting value cannot be changed from "1." Note that, when the setting mode is set, rotating the setting key cylinder 180 from the rotation position to the standby position ends the setting mode and executes RAM clearing.
[0064] The main control board 100 is also provided with a special reset switch 181 that can be pressed. As shown in FIG. 8, the special reset switch 181 is provided on the main control board 100 located on the back side of the pachinko gaming machine PY1. Therefore, only an employee of the gaming parlor who can open and close the front door 23 can operate the special reset switch 181. In other words, the special reset switch 181 can be said to be an operating means that cannot be operated by a player. The function of the special reset switch 181 will be described in detail later. The main control board 100 is also equipped with a gaming I / O (Input / Output) port unit 118 for inputting and outputting data and signals.
[0065] In addition, various sensors MS and actuators MA are connected to the main control board 100 via predetermined relay boards (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. In addition, the main control board 100 outputs signals to the various actuators MA.
[0066] The various sensors MS connected to the main control board 100 include a first start port sensor 11a, a second start port sensor 12a, a general prize port sensor 10a, a gate sensor 13a, a first large prize port sensor 14a, a second large prize port sensor 15a, a specific area sensor 16a, and a non-specific area sensor 17a.
[0067] The first start opening sensor 11a detects game balls that have entered the first start opening 11. The second start opening sensor 12a detects game balls that have entered the second start opening 12. The general prize opening sensor 10a detects game balls that have entered the general prize opening 10. The general prize opening sensor 10a is provided for each general prize opening 10. The gate sensor 13a is provided at the gate 13 and detects game balls that have passed through the gate 13. The first large prize opening sensor 14a detects game balls that have entered the first large prize opening 14. The second large prize opening sensor 15a detects game balls that have entered the second large prize opening 15. The specific area sensor 16a detects game balls that have passed through the specific area 16 (entered the specific area 16). The non-specific area sensor 17a detects a gaming ball that has passed through (entered) the non-specific area 17. When each sensor detects a gaming ball, it outputs a signal to the main control board 100 according to the detection content.
[0068] Although not shown in FIG. 6, the various sensors MS include an outlet sensor that detects all game balls (total number of balls fired) flowing down the game area 6. Game balls that flow down the game area 6 pass through an outlet path (not shown) located at the bottom of the game board mounting frame 2A and are discharged to the outside of the pachinko game machine PY1. Therefore, the outlet sensor is located within the outlet path. The various sensors MS also include a magnetic sensor that detects illegal magnetism. The magnetic sensor detects the magnetic field generated when a player uses a magnet or the like to illegally place game balls into the various winning slots 10, 11, 12, 14, and 15. When each of the above sensors detects a game ball, it outputs a signal corresponding to the detection result to the main control board 100.
[0069] The various sensors MS also include a front door open sensor that detects the opening of the front door 23 relative to the outer frame 22, and a front frame sensor that detects the opening of the front frame 23m relative to the game board mounting frame 2A. When the front door open sensor detects the opening of the front door 23, it outputs a signal corresponding to the detection content to the main control board 100. When the front frame sensor detects the opening of the front frame 23m, it outputs a signal corresponding to the detection content to the main control board 100. The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0070] In addition, the various actuators MA connected to the main control board 100 include an electric chute solenoid 12s, a first large prize opening solenoid 14s, a second large prize opening solenoid 15s, and a distribution solenoid 16s. The electric chute solenoid 12s drives the electric chute opening / closing member 12k of the electric chute 12D. The first large prize opening solenoid 14s drives the normal AT opening / closing member 14k of the first large prize device 14D. The second large prize opening solenoid 15s drives the VAT opening / closing member 15k of the second large prize device 15D. The distribution solenoid 16s drives the distribution member 16k of the distribution device 16D.
[0071] The type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0072] Furthermore, displays 8 (special chart display 81, regular chart display 82, and special chart reserved display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.
[0073] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (which is installed adjacent to the pachinko gaming machine PY1 and enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, as well as to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).
[0074] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The paid-out game balls are detected by a prize ball sensor 73a for counting, and a detection signal from the prize ball sensor 73a is output to the payout control board 170.
[0075] The launching device 72 is also provided with a touch switch 72a capable of detecting contact with the handle 72k (see FIG. 1) by a player or other person. When the player operates the handle 72k, the touch switch 72a detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. A launch volume knob 72b capable of detecting the rotation angle (operation amount) of the handle 72k is also connected to the launching device 72. The launching device 72 drives the launch solenoid 72s so that gaming balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko gaming machine PY1, when the rotation operation of the handle 72k is maintained, one gaming ball is launched approximately every 0.6 seconds.
[0076] The payout control board 170 is also connected to the external terminal board 160. That is, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits the outer end signal sent from the main control board 100 to an external unit GU (such as a data counter or hall computer) provided outside the pachinko gaming machine PY1. Information contained in the outer end signal includes, for example, information indicating whether a jackpot has been won, information on the game status, and information indicating an error or fraud (abnormality). Note that the external terminal board 160 transmits the outer end signal to the external unit GU via parallel communication, but the outer end signal may also be transmitted via asynchronous serial communication (a common asynchronous serial communication port). Furthermore, although the main control board 100 is connected to the external terminal board 160 via the dispensing control board 170, the main control board 100 may be connected to the external terminal board 160 via a board other than the dispensing control board 170 (for example, a relay board), or the main control board 100 and the external terminal board 160 may be connected directly.
[0077] Furthermore, the main control board 100 transmits various commands containing information related to the game to the sub-control board 120 as the game progresses. The sub-control board 120 can grasp the progress of the game (the content of game control) by the main control board 100 based on the various commands sent from the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that only allows signals to be sent from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 100 and the sub-control board 120 as a means for restricting the direction of communication.
[0078] 7, a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko gaming machine PY1 according to a program is mounted on the sub-control board 120. The performance control microcomputer 121 includes a performance ROM 123 that stores programs and the like for controlling performance as the game progresses using the main control board 100, a performance RAM 124 used as a work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.
[0079] The performance ROM 123 also stores programs for performing sub-control main processing, reception interrupt processing, 1 ms timer interrupt processing, 10 ms timer interrupt processing, etc. The performance ROM 123 may be external.
[0080] The sub-control board 120 also includes a presentation I / O port 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time. The RTC 139 operates on power supplied from a predetermined island power supply device (not shown) when the pachinko gaming machine PY1 is supplied with power. When power is not supplied from the island power supply device, the RTC 139 operates on power supplied from a backup power circuit 192 provided on the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the pachinko gaming machine PY1 is not powered on. A backup power circuit for the RTC 139 may be provided on the sub-control board 120. The backup power circuit may include a circuit including a capacitor and an internal battery (such as a button battery).
[0081] An image control board 140 is connected to the sub-control board 120. The performance control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a two-way communication connection that allows signals to be transmitted both from the sub-control board 120 to the image control board 140 and from the image control board 140 to the sub-control board 120.
[0082] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing image data to be displayed on the image display device 50, a VRAM 146 used for expanding the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images on the image display device 50 (still image data and video data, specifically, image data for characters, items, figures, letters, numbers, symbols, etc. (including effect designs), background images, etc.).
[0083] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 in accordance with a display list created by the image CPU 141 based on instructions from the performance control microcomputer 121. The VDP 144 then appropriately combines the displayed image data and draws an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display unit 50a.
[0084] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0085] The performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100.
[0086] Audio data such as the sound output from the speaker 52 is stored in the performance ROM 123 of the sub-control board 120. The audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. In this case, a ROM may be mounted on the board and audio data may be stored in the ROM. The speaker 52 may also be connected to the image control board 140, and the image CPU 141 of the image control board 140 may be made to execute audio control. In this case, the audio data may be stored in the image ROM 142 of the image control board 140.
[0087] The sub-control board 120 is also connected to various switches serving as input units, various actuators SA serving as drive sources, and various lamps SL via a predetermined relay board (not shown). Signals output by the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators SA. The sub-control board 120 also controls the lighting of the various lamps SL via a lamp control circuit 151 based on commands received from the main control board 100.
[0088] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects when the normal button 40 is pressed. The special button detection switch 41a detects when the special button 41 is pressed. Each detection switch 40a, 41a outputs a signal to the sub-control board 120 according to the detection content. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.
[0089] The various actuators SA connected to the sub-control board 120 include an upper board drive motor 55m that drives the upper board movable device 55, an under-board drive motor 56m that drives the under-board movable device 56, and a frame drive motor 58m that drives the frame movable device 58. The performance control microcomputer 121 drives these motors to cause each movable device to perform a predetermined operation. Specifically, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device and controls the operation of each movable device via a lamp control circuit 151. The sub-control board 120 is also connected to a vibration motor (not shown) that vibrates the normal button 40. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.
[0090] The various lamps SL connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, etc. The performance control microcomputer 121 is capable of lighting up each lamp. In detail, the performance control microcomputer 121 creates light-emitting pattern data (data that determines the on / off state, light color, etc., also called lamp data) that determines the light-emitting mode of each lamp, and controls the light emission of each lamp according to the light-emitting pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light-emitting pattern data.
[0091] A CPU may be mounted on the lamp control circuit 151 as a circuit board. In this case, the CPU may be configured to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may be mounted on the circuit board, and data related to lighting patterns and operation patterns may be stored in the ROM. The type and number of lamps connected to the sub-control board 120 may be changed as appropriate as long as it does not interfere with gameplay.
[0092] 3. Main games played on gaming machines Next, the main games played by the pachinko gaming machine PY1 will be explained using Figures 10 to 17. Note that the tables shown in Figures 10 to 17 are general ones for the purpose of explanation in this section, and if a different table is shown in the explanation of "Characteristic Parts of the Pachinko Gaming Machine PY1" described later, it is assumed that that table is used in the pachinko gaming machine PY1. However, for configurations that do not show a different table in the explanation of "Characteristic Parts of the Pachinko Gaming Machine PY1" described later, it is assumed that the table shown in this section is used, and also for configurations that show a different table in the explanation of "Characteristic Parts of the Pachinko Gaming Machine PY1" described later, it is assumed that the table shown in this section can be changed to the table shown in this section.
[0093] 3-1. Games related to regular maps First, we will explain the game related to the normal map. When a launched game ball passes through the gate 13, the pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 displays a variable normal map (a variable display followed by a static display). Here, the statically displayed normal maps include winning patterns and losing patterns. Note that the losing patterns on the normal maps are also called "losing normal maps" to distinguish them from the losing patterns on the special maps described below. When a winning pattern is statically displayed, an auxiliary game is executed, and the game related to passing through the gate 13 ends. On the other hand, when a losing normal map is statically displayed, no auxiliary game is played, and the game related to passing through the gate 13 ends. In the following, the passing of the game ball through the gate 13 is referred to as "the establishment of the normal map start condition."
[0094] When the pachinko gaming machine PY1 performs this series of games (regular symbol lottery, variable display of regular symbols, auxiliary games), it acquires regular symbol-related random numbers when the regular symbol start conditions are met. The acquired regular symbol-related random numbers include regular symbol random numbers, as shown in Figure 10(A). Regular symbol random numbers are random numbers used to determine whether a win has occurred. Random numbers are also called determination information. Appropriate ranges are set for the random numbers.
[0095] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a win has occurred (whether or not an auxiliary game is executed) according to a hit determination table such as that shown in FIG. 11(A). The hit determination table is associated with the game state, which will be described later. That is, the hit determination table includes a hit determination table used in the non-time-saving state (a hit determination table for non-time-saving) and a hit determination table used in the time-saving state (a hit determination table for time-saving). In each hit determination table, a determination value of the normal symbol random number (a normal symbol random number value) is assigned to the hit and miss results of the hit determination. Therefore, the pachinko gaming machine PY1 determines whether or not a win has occurred by determining the acquired normal symbol random number according to the hit determination table. Then, based on the result of the hit determination, a normal symbol variation pattern is determined for variable display of the normal symbol. If the result of the hit determination is a hit, a winning symbol is basically displayed as a static symbol in the variable display of the normal symbol. On the other hand, if the result of the hit determination is a miss, a losing normal symbol is basically displayed as a static symbol in the variable display of the normal symbol. The probability of winning can be changed as appropriate. Also, the win determination table does not need to be divided for each gaming state.
[0096] 3-1-2. Normal map changes The map fluctuation pattern determination is a determination for determining the map fluctuation pattern according to the map fluctuation pattern determination table as shown in Figure 11 (B). The map fluctuation pattern is identification information regarding predetermined items related to the variable display of the map, such as the map fluctuation time.
[0097] The normal map fluctuation pattern determination table is associated with the game state (non-time-saving state / time-saving state). That is, the normal map fluctuation pattern determination table includes a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in the non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in the time-saving state. Note that the normal map fluctuation pattern determination table does not need to be divided for each game state.
[0098] Each normal map fluctuation pattern determination table stores one normal map fluctuation pattern, which is the result of the normal map fluctuation pattern determination, for each stopped normal map. In other words, the pachinko gaming machine PY1 can vary the normal map fluctuation time between the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing normal map (a losing normal map) is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 30 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 30 seconds is determined for the variable display of the normal map. Also, in the time-saving state, when a losing normal map is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 5 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 5 seconds is determined for the variable display of the normal map. The variable display of the normal map with the normal map fluctuation time corresponding to the normal map fluctuation pattern determined by this determination is performed by the normal map display 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit determination and map fluctuation pattern determination are performed, and the map display 82 displays the map in a variable manner.
[0099] 3-1-3. Supplementary games The auxiliary game is executed when the winning symbol is displayed (derived) as a stop symbol in the variable display of the normal symbol (the result of the normal symbol lottery).
[0100] The elements that make up the auxiliary game (auxiliary game components) include various elements such as the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state (non-time-shortened state / time-shortened state). The pachinko gaming machine PY1 controls the auxiliary game in accordance with an auxiliary game control table such as that shown in FIG. 11(C) based on the game state (non-time-shortened state / time-shortened state). The auxiliary game control table is associated with the game state (non-time-shortened state / time-shortened state). Each auxiliary game control table stores auxiliary game components. The number of times the electric chute 12D opens and the opening time for each of these elements can be changed as appropriate.
[0101] The pachinko gaming machine PY1 has a different opening time of the electric chute 12D for auxiliary games in the non-time-shortened state and auxiliary games in the time-shortened state. For example, in auxiliary games in the non-time-shortened state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to get a game ball to land on the electric chute 12D (e.g., 0.08 seconds)). Hereinafter, auxiliary games in the non-time-shortened state are also referred to as "short-open auxiliary games." Furthermore, in auxiliary games in the time-shortened state, the electric chute 12D is opened for a second opening time (a time during which it is easy to get a game ball to land on the electric chute 12D (e.g., 3.0 seconds)) that is longer than the first opening time. Hereinafter, auxiliary games in the time-shortened state are also referred to as "long-open auxiliary games." The opening time of the electric chute 12D may be the same for auxiliary games in the non-time-shortened state and auxiliary games in the time-shortened state.
[0102] 3-2. Games related to special charts Next, we will explain the game related to the special symbol. When a launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special symbol 1 lottery. When the special symbol 1 lottery is performed, the special symbol 1 display 81a displays a variable special symbol 1 (a variable display followed by a static display) to notify the result of the special symbol 1 lottery. Here, the statically displayed special symbol 1 includes a jackpot symbol and a losing symbol. In other words, the results of the special symbol 1 lottery include a jackpot and a losing symbol. When a jackpot symbol is displayed statically, a jackpot game is executed, a new game state is set, and the game based on that winning is ended. On the other hand, when a losing symbol is displayed statically, the jackpot game is not performed, and the game based on that winning is ended.
[0103] Similarly, the pachinko gaming machine PY1 conducts a special drawing for the 2nd symbol when a launched game ball enters the second starting hole 12. When the special drawing for the 2nd symbol is conducted, the special drawing for the 2nd symbol is displayed variably (variably displayed and then statically displayed) on the special drawing for the 2nd symbol display 81b to notify the result of the special drawing for the 2nd symbol. Here, the statically displayed special drawing for the 2nd symbol includes a jackpot symbol and a losing symbol. In other words, the results of the special drawing for the 2nd symbol include a jackpot symbol and a losing symbol. When a jackpot symbol is displayed statically, a jackpot game is executed, a new game state is set, and the game based on the winning is ended. On the other hand, when a losing symbol is displayed statically, the jackpot game is not conducted, and the game based on the winning is ended.
[0104] In the following, the entry of a game ball into the first start hole 11 is referred to as "the fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as "the fulfillment of the second start condition." Furthermore, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as "the fulfillment of the start condition." Furthermore, the losing special symbols are also referred to as "losing special symbols" to distinguish them from the losing regular symbols mentioned above.
[0105] When the pachinko gaming machine PY1 performs this series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met and performs various judgments on the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers, as shown in Figure 10(B). The special symbol random numbers are random numbers used to determine a jackpot. The jackpot symbol type random numbers are random numbers used to determine the type of jackpot symbol. The reach random numbers are random numbers used to determine reach. The special symbol variation pattern random numbers are random numbers used to determine the variation pattern of the special symbols. The random numbers are also called judgment information. Each random number has an appropriate range.
[0106] 3-2-1.Jackpot Judgment The jackpot determination is a determination to determine whether or not a jackpot has occurred (whether or not a jackpot game is executed) according to a jackpot determination table such as that shown in Fig. 12(A). The jackpot determination table is associated with the game state, more specifically, whether the state is in a normal probability state or a high probability state. That is, the jackpot determination table includes a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).
[0107] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko gaming machine PY1 determines whether the acquired special symbol random number is a jackpot or a miss by determining whether it is a jackpot or a miss according to the jackpot determination table. As shown in FIG. 12(A), the high-probability jackpot determination table has more special symbol random number determination values that determine a jackpot than the normal-probability jackpot determination table. In addition, the probability of winning a jackpot can be changed as needed.
[0108] 3-2-2.Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of jackpot symbol (jackpot symbol type) according to a jackpot symbol type determination table as shown in Fig. 12(B) when the result of the jackpot determination is a jackpot. Each type of jackpot symbol is associated with the content of the jackpot, in other words, the components of the jackpot that are made up of the gaming benefits granted to the player.
[0109] The jackpot symbol type determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that is variably displayed, in other words, the type of start port (first start port 11 / second start port 12) where the winning that caused the jackpot symbol type determination (the winning that caused the jackpot symbol type determination) occurred. That is, the jackpot symbol type determination table includes a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.
[0110] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko gaming machine PY1 determines the type of jackpot symbol by determining the acquired jackpot symbol type random number according to the jackpot symbol type determination table. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is assigned appropriately to various jackpot symbols. Note that the assignment rate of the jackpot symbol type can be changed as appropriate. Also, the types of jackpot symbols can be increased or decreased as appropriate.
[0111] For example, as shown in Figure 12 (B), the allocation rate of the jackpot symbol type determined by the jackpot symbol type for special symbol 1 can be set to 50% for jackpot symbol A and 50% for jackpot symbol B, and the allocation rate of the jackpot symbol type determined by the jackpot symbol type for special symbol 2 can be set to 100% for jackpot symbol C. In this way, it is possible to make the allocation rate of the jackpot symbol type different between the special symbol 1 lottery, which is held when a gaming ball enters the first starting hole 11, and the special symbol 2 lottery, which is held when a gaming ball enters the second starting hole 12.
[0112] 3-2-3.Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart variation effect described below, in accordance with a reach judgment table such as that shown in Figure 12 (C) when the result of the jackpot judgment is a miss.
[0113] The reach determination table is associated with the game state (non-time-saving state / time-saving state). That is, the reach determination table includes a reach determination table used in the non-time-saving state (non-time-saving reach determination table) and a reach determination table used in the time-saving state (time-saving reach determination table). Note that the reach determination table does not need to be divided for each game state.
[0114] In each reach determination table, reach random number determination values (reach random number values) are assigned to reach determination results, "reach (reach occurs)" and "reach not occurs (reach does not occur)." Therefore, the pachinko gaming machine PY1 determines whether a reach is in progress or not (whether a reach occurs) by determining the acquired reach random number according to the reach determination table. As shown in FIG. 12(C), the number of reach random number values determined as "reach is in progress (reach occurs)" differs between the non-time-saving reach determination table and the time-saving reach determination table. Note that the probability of determining that a reach is in progress can be changed as appropriate. In the following, "reach is in progress (reach occurs)" which is performed on the assumption that the result of the jackpot determination is a "miss" is referred to as "reach with miss," and "no reach (reach does not occur)" is also referred to as "no-reach miss."
[0115] 3-2-4. Special chart change pattern determination The special symbol variation pattern determination is a determination to determine the variation pattern (special symbol variation pattern) of the variable display of the special symbol using a special symbol variation pattern determination table (special symbol variation pattern determination table) as shown in Figures 13 and 14, and is performed whether the result of the jackpot determination is a jackpot or a miss. The special symbol variation pattern is identification information for identifying predetermined items such as the special symbol variation time and the presentation flow (presentation content) of the special symbol variation effect described below. Note that the special symbol variation pattern includes identification information regarding the results of the jackpot determination and the reach determination, as well as the special symbol variation time and the presentation flow (presentation content) of the special symbol variation effect. The identification information included in the special symbol variation pattern can be changed as appropriate. Furthermore, multiple types of special symbol variation patterns, each with different identification information, can be used as special symbol variation patterns, and the number of such patterns can be changed as appropriate.
[0116] The special symbol variation pattern determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that performs the variable display to be determined, in other words, the type of start gate (first start gate 11 / second start gate 12) where the winning that caused the special symbol variation pattern determination occurred. That is, the special symbol variation pattern determination table includes a special symbol variation pattern determination table (special symbol 1 variation pattern determination table: Figure 13) that is used when performing the variable display of special symbol 1, and a special symbol variation pattern determination table (special symbol 2 variation pattern determination table: Figure 14) that is used when performing the variable display of special symbol 2. Note that the special symbol variation pattern determination table does not have to be divided according to the type of special symbol (special symbol 1 / special symbol 2).
[0117] Each special chart fluctuation pattern determination table is also associated with the game state (non-time-saving state / time-saving state). That is, the special chart 1 fluctuation pattern determination table includes a special chart 1 fluctuation pattern determination table used in the non-time-saving state (non-time-saving special chart 1 fluctuation pattern determination table) and a special chart 1 fluctuation pattern determination table used in the time-saving state (time-saving special chart 1 fluctuation pattern determination table). Similarly, the special chart 2 fluctuation pattern determination table includes a special chart 2 fluctuation pattern determination table used in the non-time-saving state (non-time-saving special chart 2 fluctuation pattern determination table) and a special chart 2 fluctuation pattern determination table used in the time-saving state (time-saving special chart 2 fluctuation pattern determination table). Note that the special chart fluctuation pattern determination tables do not need to be separated for each game state.
[0118] In addition, each special chart fluctuation pattern determination table associated with a game state (non-time-saving state / time-saving state) is also associated with a jackpot determination result and a reach determination result. That is, the non-time-saving special chart 1 fluctuation pattern determination table and the non-time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach-and-miss, and a reach-and-miss. Similarly, the time-saving special chart 1 fluctuation pattern determination table and the time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach-and-miss, and a reach-and-miss. Note that the special chart fluctuation pattern determination tables do not have to be divided according to the jackpot determination result and the reach determination result.
[0119] Furthermore, the special chart 1 variation pattern determination table for each no-reach miss is also associated with the number of reserved special charts. For example, there is a special chart 1 variation pattern determination table for no-reach misses that is used when the number of reserved special charts (U1) is 0 to 2, and a special chart 1 variation pattern determination table for no-reach misses that is used when the number of reserved special charts (U1) is 3 to 4. Furthermore, the special chart 2 variation pattern determination table for each no-reach miss is also associated with the number of reserved special charts. Specifically, there is a special chart 2 variation pattern determination table for no-reach misses that is used when the number of reserved special charts (U2) is 0 to 2, and a special chart 2 variation pattern determination table for no-reach misses that is used when the number of reserved special charts (U2) is 3 to 4. Note that the special chart variation pattern determination tables do not need to be separated according to the number of reserved special charts.
[0120] Then, the special symbol display device 81 performs variable display of the special symbol for the special symbol variation time according to the special symbol variation pattern determined by each special symbol variation pattern determination. Then, when the jackpot symbol is stopped and displayed as the display result (the result of the special symbol lottery) in the variable display of the special symbol, the next variable display of the special symbol is not immediately performed, and the jackpot game is subsequently executed.
[0121] In addition, each special chart variation pattern is associated with a special chart variation performance flow as shown in the second column from the right in the table of Figures 13 to 14. Note that it is not necessary to associate a special chart variation pattern with a special chart variation performance flow.
[0122] Also, as shown in the rightmost columns of the tables in Figures 13 and 14, special chart variation patterns are sometimes referred to by names that relate to the special chart (jackpot determination result) and the content of the special chart variation effect. For example, a special chart variation pattern related to a jackpot is called a "jackpot variation," and a special chart variation pattern related to a miss is called a "miss variation." Among the jackpot variations, a special chart variation pattern in which an SP reach, which is a type of reach, is performed is called an "SP jackpot variation," a special chart variation pattern in which an L reach is performed is called an "L jackpot variation," a special chart variation pattern in which the special chart variation effect ends with an N reach is called an "N jackpot variation," and a special chart variation pattern in which double numbers line up immediately after a reach is achieved is called an "instant jackpot variation." On the other hand, among misses with reach, the special chart variation pattern in which an SP reach, a type of reach, occurs is called an "SP miss variation," the special chart variation pattern in which an L reach, a type of reach, occurs is called an "L miss variation," the special chart variation pattern in which the special chart variation performance ends with an N reach, a type of reach, is called an "N miss variation," and the special chart variation pattern related to misses without reach is called a "normal miss variation." There are three types of normal miss variations with different variation times (normal A miss variation, normal B miss variation, normal C miss variation). In addition, the special chart variation pattern related to misses without reach that has a shorter variation time than the "normal miss variation" is called a "shortened miss variation." There are two types of shortened miss variations with different variation times (shortened A miss variation, shortened B miss variation). Note that when SP jackpots and SP miss variations are collectively referred to as SP variations or SP reach variations.
[0123] 3-2-5. Prediction The pachinko gaming machine PY1 performs a look-ahead determination based on the acquired special symbol-related random number in accordance with a look-ahead determination table such as that shown in FIG. 15. The look-ahead determination is performed before the jackpot determination (specifically, for example, when the ball enters the starting slot). Examples of look-ahead determinations include determining whether a special symbol random number is determined to be a jackpot in the jackpot determination, determining which jackpot symbol type a jackpot symbol type a jackpot symbol type random number is determined to be, and determining which special symbol variation pattern a special symbol variation pattern random number is determined to be in the special symbol variation pattern determination. The look-ahead determination table is associated with the type of starting slot (first starting slot 11 / second starting slot 12) associated with the starting slot. Specifically, the look-ahead determination table includes a look-ahead determination table (first look-ahead determination table) for when the ball enters the first starting slot 11 and a look-ahead determination table (second look-ahead determination table) for when the ball enters the second starting slot 12. Since the first starting port 11 is the starting port that triggers the drawing of the special drawing 1, the first look-ahead judgment table can also be called the special drawing 1 look-ahead judgment table. Also, since the second starting port 12 is the starting port that triggers the drawing of the special drawing 2, the second look-ahead judgment table can also be called the special drawing 2 look-ahead judgment table. Note that the look-ahead judgment table does not need to be divided according to the type of starting port (first starting port 11 / second starting port 12). Also, a starting winning refers to winning at a starting port.
[0124] The look-ahead determination table is also associated with the game state (non-time-shortening state / time-shortening state). That is, the look-ahead determination table includes a look-ahead determination table used in the non-time-shortening state (non-time-shortening look-ahead determination table) and a look-ahead determination table used in the time-shortening state (time-shortening look-ahead determination table).
[0125] That is, the look-ahead judgment table includes a first look-ahead judgment table used in the non-time-saving state, a first look-ahead judgment table used in the time-saving state, a second look-ahead judgment table used in the non-time-saving state, and a second look-ahead judgment table used in the time-saving state. Note that the look-ahead judgment tables do not need to be divided for each game state. Also, it is possible to change as appropriate what judgments are included in the look-ahead judgment.
[0126] 3-3. Jackpot games Next, we will explain the jackpot game. The jackpot game includes multiple rounds of play accompanied by the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of play, and an ending (also referred to as ED) from the end of the final round of play until the end of the jackpot game. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play or the start of the ending. It is also possible to have no OP or ED. Note that, hereinafter, a predetermined number of rounds of play (predetermined order) will simply be referred to as a "round." For example, the first round of play will be referred to as "1st round (1R)," and the tenth round of play will be referred to as "10th round (10R)."
[0127] The elements that make up such a jackpot game (jackpot game components) include the number of rounds of play, the number of times the jackpot openings (first jackpot opening 14, second jackpot opening 15) in each round of play, the type of jackpot opening and opening time, the time it remains closed until the next opening (closing time or interval time), the opening time (opening time), and the ending time (ending time), etc. After the special symbol is stopped and displayed, the pachinko game machine PY1 controls the jackpot game in accordance with a jackpot game control table such as that shown in Figure 16.
[0128] As shown in FIG. 16, the jackpot game control table stores jackpot game components for each jackpot game (for example, for each of jackpot games A to C). In each jackpot game, from Round 1 to Round 15, a round game is played in which the first large prize opening 14 is open for a maximum of 29.5 seconds, or a round game in which the first large prize opening 14 is open for a maximum of 0.1 seconds. Then, in Round 16 (the final round), a round game is played in which the second large prize opening 15 is open for a maximum of 29.5 seconds, or a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensors 14a, 15a, the round game is ended even before the maximum opening time of the large prize openings 14, 15 has elapsed.
[0129] It is possible to configure the jackpot game A shown in Figure 16 to be executed when the type of the winning jackpot pattern is jackpot pattern A (see Figure 12 (B)), the jackpot game B to be executed when the type of the winning jackpot pattern is jackpot pattern B, and the jackpot game C to be executed when the type of the winning jackpot pattern is jackpot pattern C.
[0130] Furthermore, the number of times and duration of each jackpot game component can be changed as appropriate. Furthermore, the jackpot game can be played using both the first jackpot opening 14 and the second jackpot opening 15, or using only one of them. In a configuration in which only the first jackpot opening 14 is used for the jackpot game, or in which only the second jackpot opening 15 is used for the jackpot game, the unused jackpot opening may not be provided. Furthermore, the number of types of jackpot games that can be played may be multiple or may be one type.
[0131] Here, the specific area 16 will be described in detail. The specific area 16 is placed in a closed state where prizes cannot be won and an open state where prizes can be won, by the sorting member 16k, and therefore the operating mode of the sorting member 16k can be referred to as the opening / closing mode of the specific area 16. Hereinafter, the operating mode of the sorting member 16k will also be referred to as the "opening / closing mode of the specific area 16." In addition, the open state of the specific area 16 will also be referred to as "V open," and the closed state of the specific area 16 will also be referred to as "V closed."
[0132] The distribution member 16k is controlled in a fixed operating mode (i.e., the specific area 16 is controlled in a fixed opening / closing mode). For example, for 15 seconds after the second large prize opening 15 starts to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing during which the distribution member 16k is controlled to the second state makes it easy for the gaming ball to pass through the specific area 16 (to enter the specific area 16). On the other hand, in a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds, it is nearly impossible (difficult) for the gaming ball to pass through the specific area 16 (to enter the specific area 16) due to the relationship between the opening time and timing of the second large prize opening 15 and the time and timing for which the sorting member 16k is controlled to the second state. In this way, by combining a certain operating mode of the sorting member 16k (a certain opening / closing mode of the specific area 16) with the opening / closing mode of the second large prize opening 15 in a jackpot game, it is possible to set the difficulty (ease) of the gaming ball entering the specific area 16 in a jackpot game. Note that the operating mode of the sorting member 16k can be changed as appropriate. When a different operating mode is indicated in the description of "Characteristic Parts of the Pachinko Game Machine PY1" described below, it is assumed that the pachinko game machine PY1 employs that operating mode.
[0133] During a jackpot game, a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in the first opening pattern (V-long opening pattern) in which it is easy for the game ball to pass through to the specific area 16 (hereinafter also referred to as "V passage") is called a "V-long jackpot", and a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in the second opening pattern (V-short opening pattern) in which it is impossible or difficult for the game ball to pass through the specific area 16 is called a "V-short jackpot".
[0134] 3-4. Game status Next, the game states will be explained. As shown in FIG. 17, the pachinko game machine PY1 can be set to any one of the game states of a "low-probability low base game state," a "low-probability high base game state," a "high-probability low base game state," a "high-probability high base game state," and a "jackpot game state." The "low-probability low base game state" may be abbreviated as a "low-probability low base state," the "low-probability high base game state" as a "low-probability high base state," the "high-probability low base game state" as a "high-probability low base state," and the "high-probability high base game state" as a "high-probability high base state." The game states include a state related to the probability of determining a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. The latter includes a non-time-shortened state and a time-shortened state.
[0135] The normal probability state is set in a "low probability, low base game state" or a "low probability, high base game state," in which the probability of a jackpot being determined by a jackpot determination is normal. The high probability state is set in a "high probability, low base game state" or a "high probability, high base game state," in which the probability of a jackpot being determined by a jackpot determination is higher than the normal probability. Therefore, the high probability state can be said to be a game state that is more advantageous to the player than the normal probability state. When the pachinko game machine PY1 is first turned on, the normal probability state is set. Then, by winning a jackpot, it is possible to switch from the normal probability state to the high probability state. For example, during a jackpot game, it is possible to switch to the high probability state by the game ball passing through the specific area 16. It is also possible to switch to the high probability state depending on the type of jackpot symbol. Whether the trigger for switching to the high probability state is the passing of a V or the type of jackpot symbol is determined in advance depending on the gameplay characteristics to be achieved. In the high probability state, a predetermined number of jackpot determinations may be made without winning a jackpot, or the high probability state can be switched to the normal probability state by winning the next jackpot.
[0136] The non-time-saving state is set in a "low-probability, low-base game state," a "high-probability, low-base game state," or a "jackpot game state." The time-saving state is set in a "low-probability, high-base game state" or a "high-probability, high-base game state," and is a game state in which the opening time of the electric chute 12D during one supplementary game is more likely to be longer than in a non-time-saving state. For example, in the time-saving state, the opening time of the electric chute 12D is longer (e.g., 3.0 seconds) than in a non-time-saving state (e.g., 0.08 seconds). Furthermore, in the time-saving state, the special symbol variation pattern is determined according to a special symbol variation pattern determination table that is designed to select a special symbol variation pattern with a shorter special symbol variation time more frequently than in a non-time-saving state (see Figures 13 and 14). As a result, in the time-saving state, the pace of consumption of reserved special symbols increases, making it easier for a valid win (a win that can be stored as reserved special symbols) to occur in the starting slot. This allows for smooth gameplay and the aim of winning a jackpot.
[0137] In addition, the time-saving state tends to shorten the normal map variation time compared to the non-time-saving state. For example, in the time-saving state, the normal map variation time (5 seconds) is determined, which is shorter than the normal map variation time (30 seconds) determined in the non-time-saving state (Figure 11(B)). Therefore, the time-saving state has more normal map lottery draws per unit time.
[0138] In addition, the time-saving state is more likely to be judged as a hit in the hit judgment than the non-time-saving state. For example, in the time-saving state, a hit is judged with a higher probability (e.g., 59936 / 65536) than the probability of being judged as a hit in the non-time-saving state (e.g., 6600 / 65536) (FIG. 11(A)). Therefore, in the time-saving state, the number of times a hit is judged as a hit in the hit judgment per unit time is higher.
[0139] In this way, in the time-saving mode, the electric chute 12D is open for a longer period of time per unit of time than in the non-time-saving mode, making it easier for game balls to enter the second starting slot 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving mode with a high base, players can aim for a jackpot without significantly reducing their game balls. Therefore, the time-saving mode can be said to be a more advantageous game mode for players than the non-time-saving mode.
[0140] When the pachinko gaming machine PY1 is first turned on, it is set to the non-time-shortening state. Then, for example, the time-shortening state can be set by winning a jackpot. In the time-shortening state, a predetermined number of jackpot determinations can be made without winning a jackpot, or the time-shortening state can be changed to the non-time-shortening state by winning the next jackpot.
[0141] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win, the normal symbol fluctuation time is more likely to be shorter, and the opening time of the electric chute 12D in one supplementary game is more likely to be longer. In other words, three points are set to be advantageous to the player regarding the normal symbol game. However, these points that are set to be advantageous to the player may only be part of these. Furthermore, the special symbol fluctuation pattern determination table in the time-saving state does not have to be one that makes it easier to select a special symbol fluctuation pattern with a shorter special symbol fluctuation time than in the non-time-saving state.
[0142] After the pachinko gaming machine PY1 is first powered on, the gaming state is a "low probability, low base gaming state" in which a normal probability state and a non-time-saving state are set. This gaming state is also called the "normal gaming state." In the "jackpot gaming state," a normal lottery (a hit determination for a normal lottery) is performed, but a special lottery (a hit determination for a jackpot) is not performed, so a non-time-saving state is set upon the start of the jackpot game. It is also possible to use all or some of the gaming states described above. The various gaming states described in this specification can be arbitrarily expressed in the form of an "nth gaming state" (n is an integer greater than or equal to 1). In addition, a low-probability, low-base game state (low-probability, low-base state) can be called a low-probability, non-time-shortened state, a low-probability, high-base game state (low-probability, high-base state) can be called a low-probability, time-shortened state, a high-probability, low-base game state (high-probability, low-base state) can be called a high-probability, non-time-shortened state, and a high-probability, high-base game state (high-probability, high-base state) can be called a high-probability, time-shortened state.
[0143] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.
[0144] 4-1.Performance mode First, we will explain the presentation mode. The presentation mode is a classification of presentation (or a higher-level conceptual attribute). The pachinko gaming machine PY1 can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.
[0145] The customer waiting mode can be set when special symbol variation effects are not being performed in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state," and is a mode indicating a standby state in which special symbol variation effects are not being performed. When the customer waiting mode is set, the customer waiting effect is performed. For example, as shown in FIG. 18(A-1), a customer waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display unit 50a. Furthermore, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, a setting screen G101 is displayed, as shown in FIG. 18(A-2), for configuring settings related to the effects of the pachinko gaming machine PY1. The settings related to the effects include the volume of the sound output from the speaker 52, the brightness of the display unit 50a, and the frequency of the effects to be executed.
[0146] The normal presentation mode can be set when a special symbol variation presentation is being performed in a "low probability low base game state" or a "high probability low base game state," and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in FIG. 18(B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scene is displayed on the display unit 50a as shown in FIG. 18(B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scene is displayed on the display unit 50a as shown in FIG. 18(B-3). The modes can be switched based on one condition: the special symbol variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal presentation modes has a normal early presentation mode before the reach is established in the special chart variation presentation, and a normal late presentation mode after the reach is established. In the normal early presentation mode, one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display unit 50a, while in the normal late presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.
[0147] The probability variable presentation mode is a presentation mode that can be set when a special symbol variation presentation is being performed in a "high probability, high base game state," and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variable presentation mode, for example, as shown in FIG. 18 (B-4), a background image representing space (probability variable background image G105) is displayed on the display unit 50a. Furthermore, the probability variable presentation mode includes a probability variable pre-stage presentation mode before a reach is achieved in the special symbol variation presentation, and a probability variable post-stage presentation mode after the reach is achieved. In the probability variable pre-stage presentation mode, the probability variable background image G105 is displayed on the display unit 50a, while in the probability variable post-stage presentation mode, a dedicated background image according to the type of reach is displayed.
[0148] The time-saving presentation mode is a presentation mode that can be set when a special symbol variation presentation is being performed in a "low probability, high base game state," and is a presentation mode that indicates that the game is in a normal probability state and a time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 18 (B-5), a background image representing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a first stage of time-saving presentation mode before a reach is achieved in the special symbol variation presentation, and a second stage of time-saving presentation mode after the reach is achieved. In the first stage of time-saving presentation mode, the time-saving background image G106 is displayed on the display unit 50a, while in the second stage of time-saving presentation mode, a dedicated background image corresponding to the type of reach is displayed.
[0149] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state" and indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of a jackpot game, as shown in FIG. 18(C-1), the display unit 50a displays an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging a "right hit." During a round of a jackpot game, as shown in FIG. 18(C-2), the display unit 50a displays a round presentation in which a round image G109 indicating the number of rounds and a prize ball number image G110 indicating the number of prize balls paid out are displayed. During the ending of a jackpot game, as shown in FIG. 18(C-3), the display unit 50a displays a jackpot ending presentation in which an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 indicating the total number of prize balls paid out are displayed.
[0150] The types of presentation modes can be changed or added as appropriate.
[0151] 4-2. Special chart change performance Next, the special symbol variation effect (also simply referred to as "variation effect") will be explained. When the pachinko gaming machine PY1 starts the variable display of the special symbol, it executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbol and the special symbol lottery result (jackpot determination result, jackpot symbol type determination result, reach determination result, and special symbol variation pattern determination result). In the special symbol variation effect, the display unit 50a displays the variation of the effect symbol superimposed on a predetermined background image. In the variable display of the effect symbol, the effect symbol changes and then stops. In other words, after the variable display of the effect symbol for the special symbol variation time is performed, the variation stops and the effect symbol is displayed as still. Then, the result of the special symbol lottery is announced by the display of the still effect symbol.
[0152] In addition, in the special chart variation performance, in addition to the display of the variation of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, normal button 40, and special button 41. In this case, it is possible to continue performing other performances even after the display of the performance pattern has stopped.
[0153] 4-2-1.Performance pattern display area As shown in Figure 19(A), the display unit 50a of the image display device 50 can be divided horizontally into three approximately equal sections: left, center, and right. The left display area 50b1, center display area 50b2, and right display area 50b3 can be provided on each of the three sections. The left display area 50b1 is an area that displays the left display area EZ1 when the display area is stopped during the special display variation display. Similarly, the center display area 50b2 and right display area 50b3 are areas that display the center display area EZ2 and right display area EZ3.
[0154] 19(A), a small symbol area 50c can be provided in a section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when the special symbol is variably displayed.
[0155] In Figure 19 (A), the left effect pattern area 50b1, the middle effect pattern area 50b2, the right effect pattern area 50b3, and the small effect pattern area 50c are indicated by dashed two-dot lines, but this is written to indicate the range of the left effect pattern area 50b1, the middle effect pattern area 50b2, the right effect pattern area 50b3, and the small effect pattern area 50c, and is not actually displayed. Furthermore, the range of each area can be changed as appropriate. Furthermore, not only the effect patterns EZ1, EZ2, and EZ3 (left effect pattern EZ1, middle effect pattern EZ2, and right effect pattern EZ3), but also the small patterns KZ1, KZ2, and KZ3 are examples of "effect patterns" because they are patterns displayed on the display unit 50a for effect.
[0156] 4-2-2.Normal fluctuations The pachinko gaming machine PY1 can first perform a normal variation in the special chart variation effect. The normal variation functions as an effect that indicates that the variable display of the special chart has begun.
[0157] When the variable display of the special chart begins, for example, as shown in Figure 19(A), the left performance pattern EZ1, the middle performance pattern EZ2 and the right performance pattern EZ3 are displayed frozen on the display unit 50a, and the left small pattern KZ1, the middle small pattern KZ2 and the right small pattern KZ3 are displayed frozen, and the variable display of the special chart is not being performed and the state is waiting for the variable display of the special chart.As shown in Figure 19(B), as the display starts, the variable display of the performance patterns EZ1, EZ2 and EZ3 begins, and the variable display of the small patterns KZ1, KZ2 and KZ3 begins. If the special symbol variation pattern of the variable display of the special symbol is, for example, a "normal miss variation," then, as shown in FIG. 19(C-1), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in FIG. 19(D), the effect symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern suggesting a miss (a so-called "variable pattern"). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern suggesting a miss. On the other hand, if the special symbol variation pattern of the variable display of the special symbol is, for example, a special symbol variation pattern with a reach, such as an "N miss variation," then, as shown in FIG. 19(C-2), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in the same stopping pattern, and a reach is established. At this time, the variable display of the small symbols KZ1, KZ2, and KZ3 continues, and a reach effect is performed according to the special symbol variation pattern. The stopping order and stopping manner of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0158] 4-2-3.N Reach The pachinko gaming machine PY1 can perform N-reach when a reach is achieved during normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot," and functions as a presentation to make players look forward to a jackpot.
[0159] In the N reach, as shown in FIG. 20(A), the reach state is maintained for a predetermined time (e.g., 10 seconds), and as shown in FIG. 20(B), the fluctuation speed of the middle effect symbol EZ2 gradually slows down. If the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N miss fluctuation," the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a miss (so-called "barake" patterns) as shown in FIG. 20(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped in a manner suggesting a miss. On the other hand, if the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N jackpot fluctuation," the small symbols KZ1, KZ2, and KZ3 are displayed stopped in a manner suggesting a jackpot (so-called "double numbers") as shown in FIG. 20(C-2). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped in a manner suggesting a jackpot. In addition, the content of the N Reach performance is not limited to the middle performance pattern EZ2 gradually slowing down, but can be changed or added as appropriate.
[0160] Furthermore, with regard to the stopping modes of the effect symbols EZ1, EZ2, and EZ3 that indicate a miss, the spread symbols when a reach is not established are called "non-reach spread symbols" or "non-reach miss symbols," and the spread symbols when a reach is established are called "reach spread symbols" or "reach miss symbols." The combinations of the effect symbols EZ1, EZ2, and EZ3 that make up the non-reach spread symbols (for example, "2·3·1" or "5·8·6") and the combinations of the effect symbols EZ1, EZ2, and EZ3 that make up the reach spread symbols (for example, "2·1·2" or "5·4·5") are selected by the effect control microcomputer 121. In addition, the combination of each of the effect symbols EZ1, EZ2, and EZ3 that make up the stopping pattern (double number) that indicates a jackpot (for example, "2·2·2" or "7·7·7") is selected by the effect control microcomputer 121 based on the type of jackpot symbol that has been won.
[0161] 4-2-4. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the jackpot determination is more likely to be a "jackpot" than an N reach, and functions as a presentation to make the player expect a jackpot.
[0162] In the SP reach, after the N reach, for example, as shown in FIG. 21(A), a background image dedicated to the SP reach (SP reach background image G113) is displayed on the display unit 50a, and an image indicating the start of the SP reach (SP reach start title image) G1 is displayed in the center of the display unit 50a. Then, as shown in FIG. 21(B), a special SP reach effect (e.g., a battle effect) is performed. Then, when the final stage of the special reach effect is reached, if the special symbol variation pattern of the variable display of the special symbol is, for example, "SP jackpot variation," as shown in FIG. 21(C-1), an effect suggesting a jackpot (e.g., a display in which the main character (one of the ally characters) has won the battle and is standing tall) is performed on the display unit 50a, and the effect symbols EZ1, EZ2, and EZ3 are displayed in a stopped state suggesting a jackpot (so-called double numbers). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stopped state suggesting a jackpot. On the other hand, when the special symbol variation pattern of the variable display of the special symbol is, for example, "SP Miss Variation," as shown in Figure 21 (C-2), an effect suggesting a miss (for example, an enemy character standing in a pose after winning the battle) is performed, and the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping pattern suggesting a miss (so-called barake eyes). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping pattern suggesting a miss. The effect content of the SP reach can be changed or added as appropriate.
[0163] Here, we will explain in detail the possibility (jackpot expectation) of the effect symbols EZ1, EZ2, and EZ3 for each reach stopping in a manner indicating a jackpot. The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of an N reach is set to 10% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," and the execution probability of an SP reach is set to 4% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation for an SP reach higher than the jackpot expectation for an N reach. Furthermore, by making SP Reach A and SP Reach B executable as SP reaches, and setting the execution probability of SP Reach A to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," and setting the execution probability of SP Reach B to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation rate of SP Reach A higher than that of SP Reach B. In this way, by appropriately setting the execution probability according to the result of the jackpot determination, it is possible to set the jackpot expectation rate.
[0164] 4-2-5.L Reach The pachinko gaming machine PY1 can perform an L reach after an N reach. The L reach is an effect that suggests that the possibility that the result of the special chart lottery is a "jackpot" is lower than that of an SP reach, but higher than that of an N reach, and functions as an effect that makes the player expect a jackpot. The execution time of the L reach reach effect is shorter than that of the SP reach reach effect (FIGS. 13 and 14). Therefore, in the L reach reach effect, for example, a video shorter than that of the SP reach reach effect is displayed on the display unit 50a. The content of the L reach reach effect can be changed as appropriate. A special chart variation pattern may be provided in which the SP reach reach effect is executed in a progressive manner after the L reach reach effect.
[0165] 4-3. Hold icon display area As shown in Figure 22(A), the display unit 50a of the image display device 50 can be provided with a hold icon display area 50d consisting of four display areas. The hold icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. A hold icon HA can be displayed in each display area 50d1, 50d2, 50d3, or 50d4 depending on the number of reserved special drawings 1 or 2. For example, if the number of reserved special drawings 1 is "1," the hold icon HA is displayed in the first display area 50d1, and if the number of reserved special drawings 1 is "2," the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2. Furthermore, when the number of reserved special charts 1 is "3", the reserved icon HA is displayed in the first display area 50d1, the second display area 50d2, and the third display area 50d3, and when the number of reserved special charts 1 is "4", the reserved icon HA is displayed in the first display area 50d1, the second display area 50d2, the third display area 50d3, and the fourth display area 50d4.
[0166] In addition, near the reserved icon display area 50d, it is possible to provide the icon display area 50e consisting of one display area, as shown in Fig. 22 (A). The icon display area 50e can display the icon TA (also called the reserved icon TA) that is the same as the reserved icon HA in response to the start of the special chart change performance. Note that the icon TA may be an icon different from the reserved icon HA.
[0167] The number of display areas constituting the hold icon display area 50d can be changed as appropriate. The hold icon display area 50d can be a display area that displays both the special chart 1 hold number and the special chart 2 hold number, or a display area that displays only one of them. It is also possible to provide the hold icon display area 50d but not the icon display area 50e, or to provide neither.
[0168] 4-3-1.Holding effect The pachinko game machine PY1 can perform a hold effect in response to a game ball entering the first start hole 11 or the second start hole 12. The hold effect can notify the player of the number of special chart 1 holds or special chart 2 holds.
[0169] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 22 (B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first starting hole 11 during the special chart change performance, as shown in Fig. 22 (C), the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, and the player is notified that the number of reserved special charts 1 is "2". 22(D), the reserved icon HA displayed in the first display area 50d1 of the reserved icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserved icon HA displayed in the second display area 50d2 of the reserved icon display area 50d is moved to the first display area 50d1 and displayed, and the player is notified that the number of reserved special symbols is "1". Note that the effect of displaying the reserved icon HA in the reserved icon display area 50d (first display area 50d1, second display area 50d2, third display area 50d3, or fourth display area 50d4) or displaying the icon TA in the icon display area 50e is also referred to as an icon display effect.
[0170] 4-4. Preview performance The pachinko gaming machine PY1 can perform a notice performance at any timing during the special chart variation performance. The notice performance is a performance using the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, input devices (normal button 40, special button 41), etc., and can suggest the results of the jackpot determination and the special chart variation pattern determination.
[0171] 4-4-1. Movable object production The pachinko gaming machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are activated, and functions as an effect to make the player expect a big win.
[0172] In the movable body effect, for example, when an N reach progresses to an SP reach, as shown in FIG. 23(A), the on-board movable device 55 and the under-board movable device 56 are activated, and the on-board movable device 55k and the under-board movable device 56k move to overlap on the display unit 50a, suggesting the progress to an SP reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the on-board movable device 55k and the under-board movable device 56k. Then, as shown in FIG. 23(B), the on-board movable device 55k and the under-board movable device 56k return to their normal standby state (initial position), and the progress progresses to an SP reach. This movable body effect is an example of a progress effect. Note that the movable body effect is not limited to suggesting progress to an SP reach, and can be changed or added as appropriate. Furthermore, the operation of the movable device in the movable body effect can be changed or added as appropriate. Furthermore, the movable device operated in the movable body effect can be changed as appropriate. Also, if the effect does not develop (for example, in the case of N miss fluctuation), it is possible to perform a moving body effect as a so-called false effect. The moving body effect is also called a moving body drive effect.
[0173] 4-4-2. Operation direction The pachinko gaming machine PY1 can perform, as a preview effect, an operation effect using the normal button 40 or the special button 41. The operation effect is an effect that makes the player operate the normal button 40 or the special button 41, and functions as an effect that makes the player expect a jackpot.
[0174] In the operation presentation, for example, in the case of an SP reach, a period (valid operation period) occurs during which pressing of the input device (special button 41) is valid, and with the occurrence of this valid operation period, a presentation (operation prompt presentation) is performed to prompt the player to operate the special button 41, as shown in FIG. 24(A). In the operation prompt presentation, an operation prompt image G30 is displayed on the display unit 50a. The operation prompt image G30 includes an image (special button image G31) that resembles the special button 41, an image (operation method instruction image G32) that shows how to operate the special button 41 (i.e., the pressing operation), and an image (valid period image G33) that shows the remaining time of the valid operation period. The valid period image G33 is composed of a generally curved progress bar, and changes over time so that the player can easily understand the remaining time of the valid operation period. Thereafter, in response to the special button 41 being pressed during the valid operation period, or after the valid operation period has elapsed without the special button 41 being operated during the valid operation period, the on-board movable device 55 is activated, and the on-board movable body 55k moves to overlap the display unit 50a, indicating the likelihood of a jackpot, as shown in FIG. 24(B). Note that the operation effects are not limited to the activation of the on-board movable device 55, and can be changed or added as appropriate. In addition, operation promotion effects that encourage the operation of operation means (operation units) such as the special button 41 and normal buttons 40 are also referred to as operation instruction effects.
[0175] 4-4-3. Predictive performance The pachinko gaming machine PY1 can perform a pre-reading effect for the special chart 1 reserve or special chart 2 reserve for which the special chart lottery has not yet been held as a notice effect. The pre-reading effect functions as an effect to suggest in advance the result of the special chart lottery for the special chart 1 reserve or special chart 2 reserve.
[0176] In the pre-reading effect, for example, if the result of the pre-reading judgment for the special chart 1 reserve is a "jackpot," the reserve icon HA, which is normally displayed as a "circle," may be displayed as a "star" in the reserve icon display area 50d, as shown in FIG. 22(C). Also, if the result of the pre-reading judgment is a "miss," the reserve icon HA may be displayed as a "star" as a so-called false effect. This pre-reading effect, in which the reserve icon HA or the icon TA is displayed in a special mode (for example, a "star," also referred to as a special display mode in this embodiment) rather than in a normal mode (in this embodiment, "circle," also referred to as a normal display mode), is referred to as a reserve change effect or an icon change effect. The reserve icon HA and the icon TA are collectively referred to as a reserve display or icon. In this embodiment, the reserve icon HA and the icon TA are displayed as a reserve display, but it is also possible to display only the reserve icon HA and not the icon TA. In addition, the timing for displaying the special mode of the reserved display in the reserved change performance may be when the start winning occurs, which is the trigger for the reserved display, or when the reserved display shifts (when the display area of the reserved icon HA is changed), or when the special chart change (the so-called change) corresponding to the reserved display is being executed (when it is displayed as the icon TA). Also, there may be multiple types of special modes of the reserved display.
[0177] In addition, the pre-reading effect can be performed on both or either the special chart 1 reserve and the special chart 2 reserve. In addition, the pre-reading effect is not limited to changes in the display mode of the reserve icon HA or the icon TA, but can be changed or added as appropriate. Examples of pre-reading effects other than the reserve change effect include so-called continuous notices.
[0178] 5. Game control by game control microcomputer 101 Next, the control of the game by the game control microcomputer 101 will be described with reference to Figures 25 and 26. Note that counters, timers, buffers, etc. that appear in the control of the game by the game control microcomputer 101 described below are provided in the game RAM 104.
[0179] [1. Main control main processing] When the pachinko gaming machine PY1 is powered on, the gaming control microcomputer 101 provided on the main control board 100 reads out and executes the main control main processing program shown in Fig. 25 from the gaming ROM 103. As shown in the figure, the main control main processing first performs power-on processing (S001). The power-on processing performs settings such as permission to access the gaming RAM 104, settings for the gaming CPU 102, and settings for the SIO, PIO, and CTC (circuit for managing interrupt time).
[0180] Furthermore, in the power-on process (S001), when a signal based on the pressing operation of the RAM clear switch 191 is input, the game control microcomputer 101 executes RAM clear. When RAM clear is executed, game information stored in the game RAM 104 (for example, information on the game state such as a high probability state, information such as the number of reserved special symbols and the result of the jackpot hit / miss judgment) is erased. This sets the game state to the normal game state (low probability low base state, low probability non-time-saving state). However, even if RAM clear is executed, the information on the total number of prize balls stored in the total prize ball number memory unit 107a, the information on the total number of shot balls stored in the total shot ball number memory unit 107b, and the information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c are not cleared.
[0181] Following the power-on process, interrupts are disabled (S002), and a normal / special symbol main random number update process (S003) is executed. In this normal / special symbol main random number update process (S003), the counter values of the various random numbers shown in Figures 10(A) and 10(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, at least some of the random numbers may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.
[0182] When the normal / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, the main timer interrupt process (S005) is executed at a 4 msec cycle. Then, between the end of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the update process of the counter values of various random numbers by the normal / special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the gaming CPU 102 while the interrupt is prohibited, the main timer interrupt process (S005) does not start immediately, but starts after the interrupt is permitted (S004).
[0183] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 26, in the main timer interrupt process (S005), first, input process (S102) is executed. In the input process (S102), the game control microcomputer 101 takes in, for example, a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.
[0184] The normal symbol / special symbol main random number update process (S103) that is carried out next is the same as the normal symbol / special symbol main random number update process (S003) that is carried out in the main control main process of Fig. 25. That is, the update process of the counter values of various random numbers shown in Fig. 10(A) and Fig. 10(B) is carried out both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).
[0185] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S107). The sensor detection process, normal action process, and special action process will be described later.
[0186] Following the special operation process (S107), a sorting device control process (S108) is performed to control the sorting device 16D. The sorting device 16D is operated when a special game using the second big prize winning device 15D is played. However, the sorting device 16D may be operated in a constant manner from the time the power is turned on.
[0187] Next, the gaming control microcomputer 101 executes an output process (S112). In the output process (S112), the commands and the like set in the output buffer provided in the gaming RAM 104 of the main control board 100 in each of the above processes are output to the sub-control board 120, the payout control board 170, and the like.
[0188] Thereafter, the game control microcomputer 101 executes other processing (S113) and ends the main timer interrupt processing (S005). Other processing (S113) includes power-off monitoring processing when the power is turned off, updating of the timer provided in the game RAM 104, and the like. Also included in other processing (S113) is payout control processing for paying out prize balls to the player. In the payout control processing, a prize ball request signal is sent to the payout control board 170 in response to the entry of a game ball into each winning slot. In other words, the payout control board 170 pays out prize balls based on the prize ball request signal.
[0189] Then, the game control microcomputer 101 repeatedly executes steps S002 to S004 of the main control main processing (see Figure 25) until the next interrupt pulse is input to the game CPU 102, and when the interrupt pulse is input (approximately 4 msec later), it again executes the main side timer interrupt processing (S005).
[0190] [2-1. Sensor detection process] In the sensor detection process (S104), the general winning slot sensor process, the gate sensor process, the second starting slot sensor process, the first starting slot sensor process, the first large winning slot sensor process, the second large winning slot sensor process, the specific area sensor process, and the outlet sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.
[0191] In the general winning opening sensor process, it is determined whether or not a gaming ball has been detected by the general winning opening sensor 10a. Also, a command for the general winning opening sensor is generated according to the result of this process.
[0192] In the gate sensor processing, it is determined whether or not a gaming ball has been detected by the gate sensor 13a. If it is determined that a gaming ball has been detected, a normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (for example, four) have been stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Furthermore, a command for the gate sensor is generated according to the result of this processing.
[0193] In the second start hole sensor process, it is determined whether or not a gaming ball has been detected by the second start hole sensor 12a. If it is determined that a gaming ball has been detected, a special symbol 2-related random number consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter is acquired, and the acquired special symbol 2-related random number is stored in the special symbol 2 reserve memory unit 105b provided in the gaming RAM 104. The special symbol 2 reserve memory unit 105b has multiple storage areas from area 1 to area n (n is an integer equal to or greater than 2, for example, "4"), and the acquired special symbol 2-related random numbers are stored in order from area 1. Note that if special symbol 2-related random numbers have been stored up to area n, the newly acquired special symbol 2-related random number is not stored. In addition, a second look-ahead determination is performed using the acquired special symbol 2-related random number and a second look-ahead determination table. In addition, depending on the result of the processing, a command for the second start port sensor is generated, which includes a special chart 2 reserve number command representing the number of special chart 2 related random numbers (special chart 2 reserve number) stored in the special chart 2 reserve memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.
[0194] In the first start gate sensor process, it is determined whether or not a gaming ball has been detected by the first start gate sensor 11a. If it is determined that a gaming ball has been detected, a special symbol 1-related random number consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter is acquired, and the acquired special symbol 1-related random number is stored in the special symbol 1 reserve memory unit 105a provided in the gaming RAM 104. The special symbol 1 reserve memory unit 105a has multiple storage areas from area 1 to area n (n is an integer equal to or greater than 2, for example, "4"), and the acquired special symbol 1-related random numbers are stored in order from area 1. Note that if special symbol 1-related random numbers have been stored up to area n, newly acquired special symbol 1-related random numbers are not stored. In addition, a first pre-reading judgment is performed using the acquired special symbol 1-related random number and a first pre-reading judgment table. In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 hold number command representing the number of special chart 1 related random numbers (special chart 1 hold number) stored in the special chart 1 hold memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.
[0195] In the first special winning opening sensor process, it is determined whether or not a gaming ball has been detected by the first special winning opening sensor 14a. Also, a command for the first special winning opening sensor is generated according to the result of this process.
[0196] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor 15a. Also, a command for the second large prize opening sensor is generated according to the result of this process.
[0197] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor 16a, and a command for the specific area sensor is generated according to the result of the process.
[0198] In the outlet sensor process, it is determined whether or not a gaming ball has been detected by the outlet sensor.
[0199] [2-2. Normal operation processing] In the normal operation process (S105), normal symbol standby process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are performed in sequence. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.
[0200] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is made based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.
[0201] The normal pattern change process is a process performed during the variable display of the normal map. In the normal pattern change process, the normal map is stopped based on the result of the hit determination as the normal map change time elapses since the variable display of the normal map started. Then, a normal map change stop command is generated to indicate the end of the variable display of the normal map.
[0202] The normal symbol determination process is a process that is performed when a normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on whether a predetermined stop time (for example, 0.8 seconds) has passed since the normal symbol display started. If a winning symbol is displayed, an auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.
[0203] The auxiliary game control process is performed when an auxiliary game is being played. The auxiliary game control process controls the auxiliary game based on the current game state and the auxiliary game control table. Furthermore, an auxiliary game control command is generated according to the result of the process.
[0204] [2-3. Special Action Processing] In the special operation process (S107), the following processes are sequentially performed: special symbol standby process, special symbol variation process, special symbol determination process, jackpot game control process, and game state setting process. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.
[0205] [2-3-1. Special pattern standby process] The special symbol standby process is a process that is performed not in a jackpot game state but during standby when the variable display of the special symbol is not being performed. In the special symbol standby process, based on the special symbol 2 related random number stored in the special symbol 2 reserve memory unit 105b, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed, and a special symbol 2 reserve memory unit shift process is also performed. Also, based on the special symbol 1 related random number stored in the special symbol 1 reserve memory unit 105a, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed, and a special symbol 1 reserve memory unit shift process is also performed.
[0206] In the special symbol 2 determination process, a jackpot determination is performed to determine whether the result is a jackpot or a miss using the special symbol random number among the special symbol 2 related random numbers stored in the first area of the special symbol 2 reserved memory unit 105b and a jackpot determination table corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number among the special symbol 2 related random numbers and the special symbol 2 jackpot symbol type determination table. Then, a symbol designation command indicating the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol designation command indicating a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss symbol may be determined. In this case, the symbol designation command may include information indicating the type of miss symbol.
[0207] The special symbol 2 variation pattern determination process is a process performed after the special symbol 2 determination process. In the special symbol 2 variation pattern determination process, the special symbol 2 variation pattern is determined using the special symbol variation pattern random number among the special symbol 2 related random numbers stored in the first area of the special symbol 2 reserve memory unit 105b and a special symbol 2 variation pattern determination table corresponding to the current game state. In the special symbol 2 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special symbol 2 variation pattern is determined according to the result of the reach determination. Note that the determination of the special symbol 2 variation pattern is also associated with the number of special symbol 2 related random numbers stored in the special symbol 2 reserve memory unit 105b (special symbol 2 reserve number). Then, a special symbol 2 variation start command representing the determined special symbol 2 variation pattern is generated. The special symbol 2 variation start command includes information regarding the special symbol 2, information regarding the result of the jackpot determination, information regarding the result of the jackpot pattern type determination, information regarding the result of the reach determination, and information regarding the special symbol variation time associated with the special symbol 2 variation pattern. Then, the special chart 2 display 81b starts variable display of the special chart 2 based on the special chart fluctuation time associated with the determined special chart 2 fluctuation pattern.
[0208] The special chart 2 reserved memory shift process is a process that is performed when the special chart 2 determination process and the special chart 2 variation pattern determination process are performed. In the special chart 2 reserved memory shift process, the special chart 2 related random numbers stored in the special chart 2 reserved memory 105b are shifted one to the first area side, and the special chart 2 related random numbers in the first area are cleared from the special chart 2 reserved memory 105b. In this way, the special chart 2 related random numbers are consumed in the order in which they were acquired. Then, a special chart 2 reserved number command is generated that represents the special chart 2 reserved number after the process.
[0209] In the special symbol 1 determination process, a jackpot determination is performed to determine whether the result is a jackpot or a miss using the special symbol random number among the special symbol 1-related random numbers stored in the first area of the special symbol 1 reserved memory unit 105a and a jackpot determination table corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number among the special symbol 1-related random numbers and the special symbol 1 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol designation command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss symbol may be determined. In this case, the symbol designation command may include information indicating the type of miss symbol.
[0210] The special symbol 1 variation pattern determination process is a process performed after the special symbol 1 determination process. In the special symbol 1 variation pattern determination process, the special symbol 1 variation pattern is determined using the special symbol variation pattern random number among the special symbol 1 related random numbers stored in the first area of the special symbol 1 reserve memory unit 105a and a special symbol 1 variation pattern determination table corresponding to the current game state. In the special symbol 1 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special symbol 1 variation pattern is determined according to the result of the reach determination. Note that the determination of the special symbol 1 variation pattern is also associated with the number of special symbol 1 related random numbers stored in the special symbol 1 reserve memory unit 105a (special symbol 1 reserve number). Then, a special symbol 1 variation start command representing the determined special symbol 1 variation pattern is generated. The special symbol 1 variation start command includes information regarding the special symbol 1, information regarding the result of the jackpot determination, information regarding the result of the jackpot pattern type determination, information regarding the result of the reach determination, and information regarding the special symbol variation time associated with the special symbol 1 variation pattern. Then, the special chart 1 display 81a starts variable display of the special chart 1 based on the special chart fluctuation time associated with the determined special chart 1 fluctuation pattern.
[0211] The special chart 1 reserved memory shift process is a process that is performed when the special chart 1 determination process and the special chart 1 variation pattern determination process are performed. In the special chart 1 reserved memory shift process, the special chart 1 related random numbers stored in the special chart 1 reserved memory 105a are shifted one to the first area side, and the special chart 1 related random numbers in the first area are cleared from the special chart 1 reserved memory 105a. In this way, the special chart 1 related random numbers are consumed in the order in which they were acquired. Then, a special chart 1 reserved number command is generated that represents the special chart 1 reserved number after the process.
[0212] In addition, when both the number of reserved special charts 2 and the number of reserved special charts 1 exist, the special chart 2 determination process is performed with priority, and the variable display of special chart 2 and the variable display of special chart 1 are not performed in parallel. In other words, when there is a reserved special chart 2, the game control microcomputer 101 does not perform the special chart 1 determination process even if there is a reserved special chart 1. In addition, the variable display of special chart 2 and the variable display of special chart 1 may be configured to be performed in order of winning, or may be configured to be performed simultaneously.
[0213] [2-3-2. Special pattern change processing] The special symbol variation process is a process performed during the variable display of the special symbol. In the special symbol variation process, as the special symbol variation time elapses, the special symbol display device 81 ends the variable display of the special symbol and stops displaying the special symbol according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed, and if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated which indicates the end of the variable display of the special symbol.
[0214] [2-3-3. Special design confirmation process] The special symbol determination process is a process performed when a special symbol is displayed. In the special symbol determination process, if the currently displayed special symbol is a jackpot symbol, the game transitions to a jackpot game state. An opening command indicating the start of a jackpot game is then generated. The opening command includes information regarding the result of the jackpot symbol type determination. If the currently displayed special symbol is a losing symbol and the high probability state is to be ended, a normal probability state is set. A high probability end command indicating a transition to a normal probability state is then generated. If the currently displayed special symbol is a losing symbol and the time-saving state is to be ended, a non-time-saving state is set. A time-saving end command indicating a transition to a non-time-saving state is then generated. If the currently displayed special symbol is a losing symbol and the number of reserved special symbols 2 and 1 is "0", a customer waiting command indicating that the pachinko game machine PY1 is in a standby state is then generated.
[0215] [2-3-4. Jackpot game control processing] The jackpot game control process is a process performed in the jackpot game state. In the jackpot game control process, a jackpot game is played in accordance with the jackpot game control table. After transitioning to the jackpot game state, each round of play begins according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round of play is generated. Furthermore, an ending is started according to the end of the final round of play. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot symbol type determination.
[0216] [2-3-5. Game status setting process] The gaming state setting process is a process that is performed when the jackpot gaming state ends. In the gaming state setting process, when changing from a normal probability state to a high probability state, the high probability state is set when the jackpot gaming state ends. When limiting the duration of the high probability state, the duration of the high probability state (for example, the number of times the special symbol is variable displayed that the high probability state can continue without winning a jackpot) is also set. Then, a high probability setting command is generated that indicates the setting of the high probability state. Also, when changing from a non-time-saving state to a time-saving state, the time-saving state is set when the jackpot gaming state ends. When limiting the duration of the time-saving state, the duration of the time-saving state (for example, the number of times the special symbol is variable displayed that the time-saving state can continue without winning a jackpot) is also set. Then, a time-saving setting command is generated that indicates the setting of the time-saving state.
[0217] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.
[0218] 6. Control of performance by performance control microcomputer 121 Next, the control of the performance by the performance control microcomputer 121 will be described with reference to Figures 27 to 29. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of the performance by the performance control microcomputer 121 are provided in the performance RAM 124.
[0219] [1. Sub-control main processing] When the pachinko gaming machine PY1 is powered on, the performance control microcomputer 121 provided on the sub-control board 120 reads out the program for the sub-control main processing shown in Fig. 27 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). The power-on processing performs, for example, setting of the performance CPU 122, setting of the SIO, PIO, CTC (circuit for managing interrupt time), etc.
[0220] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for effect determination, which are used to make determinations regarding various effects, are updated. As an example, the method for updating the random number counters for effect determination regarding various effects can be the same as the random number update process performed by the main control board 100 described above. When updating, the random number values may be incremented by 2 instead of by 1. This is also true for the random number update process performed by the main control board 100 described above.
[0221] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the effect RAM 124 of the sub-control board 120 are transmitted to the image control board 140. Upon receiving the commands, the image control board 140 displays an image on the display unit 50a (executes various image-based effects) according to the received commands. In addition to the various effects performed by the image control board 140, the sub-control board 120 also outputs audio from the speaker 52 via the audio control circuit 161 (executes various audio-based sound effects), causes the frame lamp 53 and the board lamp 54 to emit light via the lamp control circuit 151 (executes various light-emitting effects), and activates the movable devices 55, 56, and 58 (executes various movable object effects). In this way, various effects (such as special chart change effects, hold effects, operation effects, pre-reading effects, other advance notice effects, jackpot game effects, customer waiting effects, and control of effect modes) are realized.
[0222] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).
[0223] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S112) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0224] [2.1ms timer interrupt processing] The 1 ms timer interrupt process (S4011) is executed each time an interrupt pulse with a 1 msec period is input to the sub-control board 120. In the 1 ms timer interrupt process (S4011), as shown in Fig. 28, input process (S4101), light emission data output process (S4102), movable device control process (S4103), and watchdog timer process (S4104) are performed in this order.
[0225] The input process detects the operation of player-operable operating elements such as the normal button detection switch 40a and the special button detection switch 41a, and sets commands and creates performance data based on the detection results. The light-emission data output process outputs light-emission data to the lamp control circuit 151 to illuminate lamps such as the frame lamp 53 and the board lamp 54 at timings appropriate for image effects, based on the performance data created in the input process and the performance data creation process described below. In other words, the performance control microcomputer 121 illuminates the frame lamp 53, the board lamp 54, and other lamps in a predetermined lighting pattern according to the light-emission data. The movable device control process outputs drive data to perform movable object effects by operating movable devices such as the movable devices 55, 56, and 58 at predetermined timings based on the performance data created in the input process and the performance data creation process described below. In other words, the performance control microcomputer 121 performs movable object effects by operating the movable devices 55, 56, and 58 in a predetermined operating pattern according to the drive data. The watchdog timer process resets the watchdog timer.
[0226] [3.10ms timer interrupt processing] The 10 ms timer interrupt process (S4012) is executed each time an interrupt pulse with a 10 ms period is input to the sub-control board 120. As shown in Fig. 29, the 10 ms timer interrupt process (S4012) sequentially performs received command analysis process (S4201), performance timer update process (S4202), audio control process (S4203), and performance data creation process (S4204).
[0227] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation unit such as the normal button 40 or the special button 41 are measured. In the audio control process, audio data (data for controlling the audio output from the speaker 52) is created and output to the audio control circuit 161 based on the processing results of the input process and the received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.
[0228] Here, an example of processing when the performance control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the performance control microcomputer 121 is a special symbol variation start command (special symbol 1 variation start command or special symbol 2 variation start command). When the performance control microcomputer 121 determines in the received command analysis process (S4201) that it has received a special symbol variation start command, it performs the following processing upon receiving the variation start command: selects a special symbol variation effect pattern (sub-variation pattern) based on the special symbol variation pattern indicated by the command, sets information about the sub-variation pattern, and sets a variation effect start command including information about the sub-variation pattern in the output buffer. For example, if the special symbol variation pattern indicated by the special symbol variation start command is an SP variation (SP jackpot variation or SP miss variation), it selects a sub-variation pattern that performs an SP reach, and sets a variation effect start command corresponding to the sub-variation pattern in the output buffer. After that, each process (command transmission process (S4004), light emission data output process (S4102), movable device control process (S4103), sound control process (S4203), etc.) is executed, and the special chart change effect corresponding to the selected sub-change pattern is realized. Note that the process flow for realizing such an effect is basically the same for other effects such as jackpot game effects, customer waiting effects, pre-reading effects, and so-called advance notice effects associated with the change.
[0229] 7. Features of the PY1 Pachinko Machine The following describes in detail the characteristics of the pachinko gaming machine PY1. One of the characteristics of the pachinko gaming machine PY1 is the icon display effect that displays an icon A such as the reserved icon HA or the icon TA, and the icon change effect that displays the icon A in a special mode different from the normal mode (reserved icon change effect, icon change effect).
[0230] First, a description will be given of jackpot games that can be executed by the game control microcomputer 101 of the pachinko gaming machine PY1. The game control microcomputer 101 can execute various jackpot games (jackpot games 1 to 4) shown in the jackpot game control table of FIG.
[0231] As shown in FIG. 30, the game control microcomputer 101 can determine either "jackpot symbol 1" or "jackpot symbol 2" in determining the type of jackpot symbol in the special symbol 1 determination process (special symbol determination process based on winning at the first starting port 11). More specifically, the game control microcomputer 101 determines "jackpot symbol 1" 60% of the time and "jackpot symbol 2" 40% of the time. Furthermore, the game control microcomputer 101 can determine either "jackpot symbol 3" or "jackpot symbol 4" in determining the type of jackpot symbol in the special symbol 2 determination process (special symbol determination process based on winning at the second starting port 12). More specifically, the game control microcomputer 101 determines "jackpot symbol 3" 60% of the time and "jackpot symbol 4" 40% of the time.
[0232] The game control microcomputer 101 then executes a jackpot game according to the type of jackpot symbol determined. Specifically, ten rounds of play are played in "jackpot game 1," which is executed when "jackpot symbol 1" is determined, and "jackpot game 2," which is executed when "jackpot symbol 2" is determined. The first jackpot opening 14 is opened for a maximum of 29.5 seconds per round of play from rounds 1 through 4, and for a maximum of 0.1 seconds per round of play from rounds 5 through 10. The opening time of the first jackpot opening 14 is extremely short from rounds 5 through 10 of this jackpot game, making it unlikely that a prize will actually be won in this round. In other words, although the total number of rounds in this jackpot game is ten, the actual number of rounds is four.
[0233] Furthermore, in "jackpot game 3," which is executed when "jackpot symbol 3" is determined, and "jackpot game 4," which is executed when "jackpot symbol 4" is determined, 10 rounds of play are played. In all of rounds 1 to 10, the first large prize opening 14 is opened for a maximum of 29.5 seconds per round of play. In other words, in this jackpot game, the total number of rounds and the actual number of rounds are both 10.
[0234] Therefore, it can be said that "jackpot game 3" and "jackpot game 4", which have an effective number of rounds of play of 10, are jackpot games that are more advantageous to the player than "jackpot game 1" or "jackpot game 2", which have an effective number of rounds of play of 4, and the jackpot game state in which "jackpot game 3" or "jackpot game 4" is executed is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 1" or "jackpot game 2" is executed.
[0235] Next, the game states that can be controlled by the game control microcomputer 101 will be explained. The game control microcomputer 101 sets the game state after a jackpot game to a time-shortened state (high base state) regardless of whether a jackpot game of "jackpot game 1," "jackpot game 2," "jackpot game 3," or "jackpot game 4" is executed. Furthermore, when either a jackpot game of "jackpot game 1" or "jackpot game 3" is executed, the game state after the jackpot game is set to a high probability state, whereas when either a jackpot game of "jackpot game 2" or "jackpot game 4" is executed, the game state after the jackpot game is set to a normal probability state. In other words, after "jackpot game 1" or "jackpot game 3", the game state is controlled to a high probability high base game state (high probability state and time-shortened state), and after "jackpot game 2" or "jackpot game 4", the game state is controlled to a low probability high base game state (normal probability state and time-shortened state).
[0236] In this embodiment, when a jackpot (called a "probability variable jackpot") is won, which is controlled to a high-probability, high-base game state upon the end of a jackpot game, the final stopping pattern of the effect symbols EZ1, EZ2, and EZ3 in the variable effect is a double-digit odd number (1, 3, 5, 7, or 9) or a double-digit even number (2, 4, 6, or 8). On the other hand, when a jackpot (called a "normal jackpot" or "time-saving jackpot") is won, which is controlled to a low-probability, high-base game state upon the end of a jackpot game, the final stopping pattern of the effect symbols EZ1, EZ2, and EZ3 in the variable effect is a double-digit even number, and no double-digit odd number is displayed. In other words, a double-digit odd number confirms a probability variable jackpot. Therefore, odd number symbols are also called probability variable symbols. Also, even numbers with the same number as the symbol usually have the potential to be a jackpot. Therefore, even numbers are also called normal symbols.
[0237] In this embodiment, the "high probability high base game state" can be continued until the next jackpot game is executed. On the other hand, the "low probability high base game state" can be continued until the number of times the special symbol is displayed in a variable manner reaches 100 times (a predetermined upper limit number of times).
[0238] Therefore, it can be said that "jackpot game 1" or "jackpot game 3", which is subsequently set to a high probability state, is a jackpot game that is more advantageous to the player than "jackpot game 2" or "jackpot game 4", which is subsequently not set to a high probability state. Also, it can be said that the jackpot game state in which "jackpot game 1" or "jackpot game 3" is executed is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 2" or "jackpot game 4" is executed.
[0239] It should be noted that the jackpot gaming state can be said to be a gaming state that is more advantageous to the player than the normal gaming state, regardless of the type of jackpot symbol. Also, a "high probability high base gaming state," which is one of the high probability states, can be said to be a gaming state that is more advantageous to the player than a "low probability high base gaming state," which is one of the normal probability states. In this specification, a gaming state that is advantageous to the player may be referred to as an advantageous gaming state or an advantageous state.
[0240] Next, we will explain how to determine the variation pattern of special chart 1 in the non-time-saving state. In the non-time-saving state, the game control microcomputer 101 determines the variation pattern of special chart 1 using the variation pattern determination table shown in Figure 31.
[0241] In the special symbol 1 variation pattern determination process when the non-time-saving mode is set, the game control microcomputer 101 determines the special symbol 1 variation pattern based on the result of the jackpot determination (special symbol determination) performed in the special symbol 1 determination process, the result of the reach determination, and the special symbol variation pattern random number. More specifically, as shown in FIG. 31, when the game control microcomputer 101 determines that a jackpot has been won in the jackpot determination process, it can determine one of "THP001" to "THP002" as the special symbol 1 variation pattern, regardless of whether the jackpot is "jackpot symbol 1" or "jackpot symbol 2." The special symbol 1 variation pattern to be selected is determined based on the special symbol variation pattern random number. The allocation rate is as shown in FIG. 31. The allocation rate (selection rate) of the special symbol variation pattern can be changed as appropriate within the range that does not interfere with gameplay. This also applies to special symbol variation patterns other than "THP001" to "THP002."
[0242] In addition, when the game control microcomputer 101 determines that the jackpot has been missed in the jackpot determination and the result of the reach determination is "reach," it can determine one of "THP021" to "THP022" as the special chart 1 variation pattern.
[0243] In addition, when the game control microcomputer 101 determines that the jackpot has been lost and the result of the reach determination is "no reach," it is possible to determine one of two types of special chart 1 variation patterns, "THP041" to "THP042." Which of these two types of special chart 1 variation patterns is determined is allocated according to the number of special chart 1 reserved. When the number of special chart 1 reserved is 0 to 2, a special chart variation pattern with a relatively long special chart variation time is likely to be determined, and when the number of special chart 1 reserved is 3 to 4, a special chart variation pattern with a relatively short special chart variation time is likely to be determined.
[0244] Here, the special chart 1 variation pattern "THP001" is a variation (SP jackpot variation) in which, when the display of the performance patterns EZ1, EZ2, and EZ3 begins to change, it progresses through N reach to SP reach, and as a result of that SP reach, a successful performance (winning notification performance) is executed, and the special chart 1 variation pattern "THP002" is a variation (N jackpot variation) in which a winning performance is announced in N reach, and the pattern ends without progressing to SP reach.
[0245] In addition, special chart 1 variation pattern "THP021" is a variation (SP miss variation) in which, when the display of the performance patterns EZ1, EZ2, and EZ3 begins to change, it progresses through N reach to SP reach, and as a result of that SP reach, a failure performance (loss notification performance) is executed, and special chart 1 variation pattern "THP022" is a variation (N miss variation) in which a loss is notified in N reach and the performance ends without progressing to SP reach.
[0246] In addition, the special chart 1 variation pattern "THP041" is a "normal A miss variation" in which the variation ends in 13 seconds without the EZ1, EZ2, and EZ3 symbols reaching a reach, and "THP042" is a "normal B miss variation" in which the variation ends in 5 seconds without the EZ1, EZ2, and EZ3 symbols reaching a reach. A reach is a state in which there is only one variable display symbol left among multiple display symbols, and depending on which variable display symbol stops, a combination of symbols (for example, a "7↓7" state) that indicates a game state advantageous to the player (for example, a jackpot game state) is achieved.
[0247] In this mode, as shown in Fig. 31, when a jackpot is won (in the case of a jackpot fluctuation), a fluctuation effect that develops to an SP reach is more likely to be executed than a fluctuation effect that ends with an N reach. On the other hand, when a loss occurs (in the case of a loss fluctuation), a fluctuation effect that ends with an N reach is more likely to be executed than a fluctuation effect that develops to an SP reach. In other words, in this mode, an SP reach is an effect that has a higher probability of winning a jackpot than an N reach.
[0248] In this mode, a battle reach is executed as an SP reach. A battle reach is a reach effect in which a main character and an enemy character battle each other. A battle reach has a win / lose branch, and branches into a success effect (victory effect) in which the main character defeats the enemy character, or a failure effect (defeat effect) in which the main character is defeated by the enemy character. A success effect functions as an effect that suggests to the player that they have won a jackpot. A failure effect functions as an effect that suggests to the player that they have not won a jackpot. In this mode, the reach effect shown in Figure 21 is executed as a battle reach based on the lottery of special chart 1 in the non-time-saving state. In addition, the performance control microcomputer 121 displays performance images on the display unit 50a for each performance (normal variation, N reach, SP reach, etc.) that makes up the special chart variation performance, and can execute light-emitting performances using the frame lamp 53 and board lamp 54, sound performances using the speaker 52, movable body performances using movable devices 55, 56, 58, and operation performances using input devices (normal button 40, special button 41), etc. depending on the display of the performance image.
[0249] Next, the pre-reading judgment regarding the special symbol 1 in the non-time-shortening state will be explained. In the non-time-shortening state, the game control microcomputer 101 makes a pre-reading judgment regarding the special symbol 1 (a pre-reading judgment based on winning at the first starting hole 11) based on the special symbol 1 pre-reading judgment table (first pre-reading judgment table) shown in Fig. 32. The pre-reading judgment in the non-time-shortening state includes a judgment of whether the special symbol random number is judged as a "jackpot" in the jackpot judgment, a judgment of whether the reach random number is judged as "reach" or "not reach" in the reach judgment, and a judgment of which special symbol variation pattern the special symbol variation pattern random number is judged as in the special symbol variation pattern judgment.
[0250] Then, the game control microcomputer 101 generates a start winning command including information on the special symbol variation pattern determined by the pre-reading judgment and sets it in the output buffer. Specifically, for example, as shown in FIG. 32, if the pre-reading judgment result indicates that the special symbol 1 variation pattern is an "SP jackpot variation," a start winning command (command 121) indicating this is generated and set in the output buffer. Also, if the pre-reading judgment result indicates that the special symbol 1 variation pattern is an "N jackpot variation," a start winning command (command 122) indicating this is generated and set in the output buffer. Also, if the pre-reading judgment result indicates that the special symbol 1 variation pattern is an "SP miss variation," a start winning command (command 123) indicating this is generated and set in the output buffer. Also, if the pre-reading judgment result indicates that the special symbol 1 variation pattern is an "N miss variation," a start winning command (command 124) indicating this is generated and set in the output buffer. In addition, if the result of the pre-reading judgment indicates that the special chart 1 variation pattern is a "normal miss variation" (normal A miss variation or normal B miss variation), a start winning command (command 125) indicating this is generated and set in the output buffer.
[0251] Next, the types of icons A (the icon TA, the reserved icon HA) that can be displayed by the pachinko gaming machine PY1 of this embodiment will be described. The pachinko gaming machine PY1 of this embodiment can display an icon A (icon image) based on a winning entry into the first starting slot 11. The icon A is sometimes displayed as the reserved icon HA corresponding to a pending variable effect (in other words, a pending special chart lottery), and sometimes displayed as the icon TA corresponding to a variable effect that is currently being executed. The display as the icon TA is a display in the first role of the icon A, and the display as the reserved icon HA is a display in the second role of the icon A. There are two types of icons A: a normal mode icon A shown in FIG. 33(A) and a special mode icon A shown in FIGS. 33(B) to (E). The normal mode icon A shown in FIG. 33(A) is a round, white icon A and is the icon A displayed as the default. The normal mode icon A is called a normal icon A1.
[0252] Also, the special mode icon A (icon A of the first special mode) shown in Figure 33(B) is a blue icon A with the same shape as the normal icon A1. This blue icon A is called a blue icon A2. The blue icon A2 is displayed as an icon suggesting that the probability of winning a jackpot (expected probability of winning a jackpot) in the special chart variation related to that icon is higher than that of the normal icon A1.
[0253] 33(C) is a red icon A with the same shape as the normal icon A1. This red icon A is called a red icon A3. The red icon A3 is displayed as an icon suggesting that the probability of winning a jackpot in the special pattern variation related to that icon is higher than the normal icon A1 and the blue icon A2.
[0254] Also, the special mode icon A (icon A of the third special mode) shown in Figure 33 (D) is a round icon with a sword used by the main character stuck in it. This icon A with a sword stuck in it is called a sword icon A4. The sword icon A4 (an example of the first mode) is displayed as an icon suggesting that the probability of winning a jackpot in the special pattern variation related to that icon is higher than the normal icon A1, blue icon A2, and red icon A3.
[0255] Also, the special mode icon A (icon A of the fourth special mode) shown in Figure 33(E) is an icon A showing a letter such as "L" and a base in a truncated cone shape, and the letter changes in sequence every predetermined short time as follows: "L" ⇒ "O" ⇒ "G" ⇒ "O" ⇒ "L" ... This icon A is called LOGO icon A5. LOGO icon A5 (an example of the second mode) is displayed as an icon suggesting that the probability of winning a jackpot in the special pattern variation related to that icon is higher than the normal icon A1, blue icon A2, red icon A3, and sword icon A4.
[0256] Of the five types of icons A shown in Fig. 33, the normal icon A1, blue icon A2, and red icon A3 all have the same shape and can be called standard-mode icons A. On the other hand, the sword icon A4 and logo icon A5 have shapes that are significantly different from the standard-mode icons A and can be called non-standard-mode icons A.
[0257] Next, specific examples of icon display effects when a starting winning (winning into the starting slot) occurs in the pachinko gaming machine PY1 will be described with reference to Figures 34 to 37. Note that in the following description, illustrations of the small symbols KZ1, KZ2, and KZ3 will be omitted. Figure 34(A) shows a situation in which, in a low-probability non-time-saving state, the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner, the icon TA is displayed in the icon display area 50e, and the reserved icon HA (first reserved icon HA1) corresponding to the first special symbol 1 reserved and the reserved icon HA (second reserved icon HA2) corresponding to the second special symbol 1 reserved are displayed in the reserved icon display area 50d (a situation in which two special symbol 1 reserved symbols are generated). Also, Figure 34(A) shows a castle display mode in which a background image including an image depicting a castle (castle image GC) is displayed. This castle display mode is one of the normal display modes corresponding to the non-time-saving state. In this example, both the icon TA and the hold icon HA are normal icons A1 (see Figure 33 (A)). The hold icon display area 50d and the icon display area 50e are combined to form the icon display area 50f. The icon display area 50f corresponds to the "normal display area" for icons A such as the hold icon HA and the icon TA.
[0258] From the situation shown in FIG. 34(A), when a new winning entry occurs in the first start gate 11, the effect control microcomputer 121 executes an icon display effect that additionally displays a reserve icon HA. This icon display effect includes a motion display of the door image GD, which moves an image (door image GD) representing a door included in the castle image GC in a predetermined manner, and a movement display of the reserve icon HA, which moves the reserve icon HA (icon A) in a predetermined manner. Specifically, when a valid winning entry occurs in the first start gate 11 (a winning entry that generates a new special drawing 1 reserve), the effect control microcomputer 121, upon receiving a start winning command based on that winning entry from the game control microcomputer 101, first displays the door image GD as if the castle door is opening, and then maintains the door in an open state (FIG. 34(B)). Next, the reserve icon HA emerges from the door and moves to the reserve icon display area 50d corresponding to the third special drawing 1 reserve (FIG. 34(C)). Then, after the hold icon HA is moved to the third display area 50d3, a door image GD action display is performed, changing the open door to a closed state (Figure 34(D)). In this embodiment, one icon display performance includes a door image GD action display, including a door opening action (door opening action) and a door closing action (door closing action), and a hold icon HA movement display, in which the hold icon HA emerges from the open door and moves to the hold icon display area 50d corresponding to the number of special chart 1 holds. Therefore, when a start winning occurs, this icon display performance is more interesting than a configuration that does not include a door image GD action display and simply displays only the hold icon HA in the hold icon display area 50d from the beginning. A valid win in the first start port 11 is an example of a predetermined condition for executing the icon display performance. The hold icon HA corresponding to the third special chart 1 hold is called the third hold icon HA3.
[0259] As shown in FIG. 33(D), the castle door is closed, and the reserved icon HA is displayed up to the third display area 50d3. A new valid winning entry occurs at the first start gate 11. In this case, the presentation control microcomputer 121 performs a new icon display effect based on the start winning command received from the game control microcomputer 101 in response to the winning entry. In this new icon display effect, as shown in FIG. 34(E), the closed door image GD is first changed to an open state (operational display of the door image GD). Next, the reserved icon HA emerges from the door and moves to the fourth display area 50d4 corresponding to the fourth reserved special symbol 1 (movement display of the reserved icon HA). Then, as shown in FIG. 34(F), the reserved icon HA is displayed in the fourth display area 50d4, and then the open door image GD is changed to a closed state (operational display of the door image). The reserved icon HA corresponding to the fourth reserved special symbol 1 is referred to as the fourth reserved icon HA4.
[0260] Next, the icon display effect when valid winnings into the first starting hole 11 occur consecutively will be explained based on FIG. 35. FIG. 35(A) shows the same situation as FIG. 34(A) described above. From this situation, let's assume that two game balls enter the first starting hole 11 consecutively. In this case, the icon display effect is performed as shown in FIG. 35(B) to (E). That is, first, as an icon display effect for the first starting winning (referred to as the first icon display effect), the door image GD is displayed in an operation that changes the closed door image GD to an open state (see FIG. 35(B)). Following this, the reserved icon HA is displayed in a moving manner, moving the reserved icon HA from the open door to the third display area 50d3 corresponding to the third special chart 1 reserved (FIG. 35(C)). Next, as shown in Fig. 35(D), without returning the door image GD to the closed state, as an icon display effect for a subsequent start winning (referred to as a subsequent icon display effect), a reserved icon HA appears from the open door and moves to the fourth display area 50d4 corresponding to the fourth reserved special image 1. After that, as shown in Fig. 35(E), an operation display of the door image GD is performed to change the open door image GD to a closed state.
[0261] In this manner, in this embodiment, when valid start winnings occur consecutively, the door image GD operation display (door closing operation display) that returns the open door image GD to a closed state in the icon display effect based on the previous start winning is omitted (not executed), and the door image GD operation display (door opening operation display) that changes the door image GD to an open state in the icon display effect based on the subsequent start winning is omitted (not executed). This prevents a significant discrepancy between the timing of the actual occurrence of the subsequent start winning and the timing of the movement display of the reserved icon HA in the subsequent icon display effect, making it possible to smoothly notify the player of the occurrence of the special figure 1 reserved. In other words, compared to a configuration in which the icon display effect based on the previous start winning is executed without any omissions, and then the icon display effect based on the subsequent start winning is executed without any omissions, it is possible to smoothly perform the movement display of the reserved icon HA multiple times.
[0262] Consecutive start winnings refer to a period from the detection of a previous start winning to the detection of the next start winning (later start winning) that is within a predetermined period. In this embodiment, the predetermined period is set to a time that is slightly shorter than the time (door opening time Tx, see Figures 36 and 37) that the door image GD remains open in a single icon display performance based on non-consecutive start winnings. The predetermined period can be set appropriately within a range that is shorter than the door opening time Tx. In this embodiment, the door opening time Tx is set to approximately 2 seconds. The door opening time Tx can be changed appropriately.
[0263] FIG. 36 is a timing chart showing the display status of the door image GD, the third reserve icon HA3 (the reserve icon HA corresponding to the third special figure 1 reserve), and the fourth reserve icon HA4 (the reserve icon HA corresponding to the fourth special figure 1 reserve) in the icon display effect when multiple non-consecutive start wins are made (when multiple non-consecutive start wins are made) as shown in FIG. 34. As shown in FIGS. 36(A)-(C), when one game ball enters the first start gate 11 and the first start gate sensor 11a turns ON, the door image GD changes from a closed state to an open state (opening operation display of the door image GD), and the third reserve icon HA3 is displayed (see timing T1). After that, the door image GD returns from the open state to a closed state as the door opening time Tx elapses (FIG. 36(B)), but the third reserve icon HA3 continues to be displayed in the reserve icon display area 50d even after the door image GD returns to the closed state (FIG. 36(C)).
[0264] 36(A)(B)(D), when a new game ball enters the first starting hole 11 and the first starting hole sensor turns ON, the door image GD changes from the closed state to the open state again (opening operation display of the door image GD), and the fourth hold icon HA4 is displayed (see timing T2). After that, the door image GD is returned from the open state to the closed state as the door opening time Tx elapses (FIG. 36(B)), but the fourth hold icon HA4 continues to be displayed in the hold icon display area 50d even after the door image GD returns to the closed state (FIG. 36(D)).
[0265] FIG. 37 is a timing chart showing the display status of the door image GD, the third hold icon HA3 (the hold icon HA corresponding to the third special symbol 1 hold), and the fourth hold icon HA4 (the hold icon HA corresponding to the fourth special symbol 1 hold) in the icon display effect when consecutive start winnings are achieved as shown in FIG. 35. When two game balls consecutively enter the first start opening 11, the first start opening sensor 11a turns ON twice at short intervals as shown in FIG. 37(A). In this case, first, based on the detection of the previous start winning, the effect control microcomputer 121 changes the door image GD from a closed state to an open state and displays the third hold icon HA3 (see timing T3). Next, the effect control microcomputer 121 displays the fourth hold icon HA4 based on the detection of the subsequent start winning, without returning the door image GD to the open state (see timing T4). Then, the performance control microcomputer 121 returns the door image GD from the open state to the closed state when the door opening time Tx has elapsed since the detection of the subsequent start winning (see timing T5). The third hold icon HA3 and the fourth hold icon HA4 continue to be displayed in the hold icon display area 50d even after the door image GD is returned to the closed state.
[0266] In this manner, in this embodiment, when consecutive start wins occur (FIGS. 35 and 37), the icon display effect based on the subsequent start win omits the operation display (door opening operation display) of the door image GD that changes the door image GD from a closed state to an open state (see FIG. 37(B)), and only displays the movement of the hold icon HA and the operation display (door closing operation display) of the door image GD that changes the door image GD from an open state to a closed state. Also, in the icon display effect based on the preceding start win, the operation display (door opening operation display) of the door image GD that changes the door image GD from a closed state to an open state and the movement of the hold icon HA are displayed, and the operation display (door closing operation display) of the door image GD that changes the door image GD from an open state to a closed state is omitted (see FIG. 37(B)). In other words, in this embodiment, when consecutive start wins occur, once the door image GD is opened, the door image GD will not be returned to the closed state until two hold icons HA corresponding to the number of start wins appear from the door. This makes it possible to smoothly display the hold icon HA based on a subsequent starting winning, making it easier for the player to correctly recognize the number of special chart 1 holds without delay.
[0267] Next, an icon change effect capable of displaying the display mode of the icon A (reserved icon HA, the icon TA) in a special mode will be described. The pachinko gaming machine PY1 of this embodiment is capable of executing a reserved icon change effect capable of displaying the reserved icon HA in a special mode that is not a normal mode, and when executing the reserved icon change effect, it may execute a reserved icon change prompt to prompt whether or not the display mode of the reserved icon HA will change. The effect control microcomputer 121 performs a lottery to execute the reserved icon change effect based on the table shown in FIG. 38(A). Also, it performs a lottery to execute the reserved icon change prompt based on the table shown in FIG. 38(B). Also, the pachinko gaming machine PY1 of this embodiment is capable of executing an icon change effect capable of changing the display mode of the icon TA, and when executing the icon change effect, it may execute the icon change prompt to prompt whether or not the display mode of the icon TA will change. The effect control microcomputer 121 performs a lottery to execute the icon change effect based on the table shown in FIG. 38(C). Also, a lottery is held to determine whether the icon change prompt will be executed based on the table shown in FIG. 38(D).
[0268] As will be described in detail later, the reserved icon change prompts include a downward sword stabbing prompt (see Figure 39) and an upward sword stabbing prompt (see Figure 40). The icon change prompts also include a downward sword stabbing prompt (see Figure 41), an upward sword stabbing prompt (see Figures 42 and 43), and an icon grab prompt (see Figures 44 and 45). The downward sword stabbing prompt and the upward sword stabbing prompt are collectively referred to as a sword stabbing prompt.
[0269] First, the execution lottery for the reserved icon change effect will be explained. As shown in Figure 38 (A), when the result of the pre-reading judgment indicated by the start winning command received from the game control microcomputer 101 is an SP big win variation (when the command 121 is received), the effect control microcomputer 121 selects the non-change pattern at a rate of 15%, the change pattern A at a rate of 15%, the change pattern B at a rate of 40%, and the change pattern C at a rate of 30%.
[0270] The non-change pattern is a pattern in which the display mode of the hold icon HA remains the normal mode, that is, a pattern in which the normal icon A1 (see FIG. 33(A)) is displayed as the hold icon HA.
[0271] In addition, change pattern A is a pattern in which the display mode of the reserved icon HA is displayed in the first special mode (blue icon A2, see Figure 33 (B)). When change pattern A is selected, there are times when the blue icon A2 is displayed as the reserved icon HA from the beginning, and times when the normal icon A1 is displayed as the reserved icon HA first and then changed to the blue icon A2 at the timing of the shift display. The timing at which the blue icon A2 is displayed is determined by lottery with reference to the number of reserved items in special diagram 1.
[0272] In addition, change pattern B is a pattern in which the display mode of the reserved icon HA is displayed in a second special mode (red icon A3, see Figure 33 (C)). When change pattern B is selected, there are times when the red icon A3 is displayed as the reserved icon HA from the beginning, and times when the normal icon A1 is first displayed as the reserved icon HA and then changed to the red icon A3 at the timing of the shift display. The timing at which the red icon A3 is displayed is determined by lottery with reference to the number of reserved items in special chart 1.
[0273] Also, change pattern C is a pattern in which the display mode of the reserved icon HA is displayed in a fourth special mode (sword icon A4, see FIG. 33(D)). When change pattern C is selected, first the normal icon A1 is displayed as the reserved icon HA, and then a downward sword stabbing or an upward sword stabbing is performed to change it into the sword icon A4. In other words, the sword icon A4 is a display mode in which it is always displayed after undergoing a tilting effect.
[0274] Also, as shown in Figure 38 (A), when the result of the pre-reading judgment indicated by the start winning command received from the game control microcomputer 101 is an N jackpot variation (when command 122 is received), the performance control microcomputer 121 selects the non-changing pattern (normal icon A1) at a rate of 30%, the changing pattern A (blue icon A2) at a rate of 30%, the changing pattern B (red icon A3) at a rate of 30%, and the changing pattern C (sword icon A4) at a rate of 10%.
[0275] Furthermore, when the result of the pre-reading judgment indicated by the start winning command received from the game control microcomputer 101 is an SP miss variation (when command 123 is received), the performance control microcomputer 121 selects the non-change pattern (normal icon A1) at a rate of 40%, the change pattern A (blue icon A2) at a rate of 30%, the change pattern B (red icon A3) at a rate of 20%, and the change pattern C (sword icon A4) at a rate of 10%.
[0276] Furthermore, when the result of the pre-reading judgment indicated by the start winning command received from the game control microcomputer 101 is an N miss variation (when command 124 is received), the performance control microcomputer 121 selects the non-change pattern (normal icon A1) at a rate of 75%, selects change pattern A (blue icon A2) at a rate of 25%, and never selects change pattern B (red icon A3) or change pattern C (sword icon A4).
[0277] Furthermore, when the result of the pre-reading judgment indicated by the start winning command received from the game control microcomputer 101 is a normal miss variation (when command 125 is received), the performance control microcomputer 121 selects the non-change pattern (normal icon A1) at a rate of 90%, selects change pattern A (blue icon A2) at a rate of 10%, and never selects change pattern B (red icon A3) or change pattern C (sword icon A4).
[0278] In this way, in this embodiment, the display mode of the reserved icon HA is determined by the allocation rate shown in Figure 38 (A). Therefore, the relationship of the jackpot winning expectation rate for each display mode is normal icon A1 < blue icon A2 < red icon A3 < sword icon A4. The allocation rate of each display mode can be changed as appropriate.
[0279] If the non-change pattern (normal icon A1) or change pattern C (sword icon A4) is selected in the lottery for executing the reserved icon change effect, the performance control microcomputer 121 performs a lottery for executing the reserved icon change promotion. As shown in FIG. 38(B), when the lottery result for the reserved icon change effect is the "non-change pattern," the performance control microcomputer 121 determines not to execute the reserved icon change promotion with a probability of 77%, determines to execute the failed downward sword stabbing promotion with a probability of 20%, and determines to execute the failed upward sword stabbing promotion with a probability of 3%. Furthermore, when the lottery result for the reserved icon change effect is "change pattern C," the performance control microcomputer 121 determines to execute the successful downward sword stabbing promotion with a probability of 20%, and determines to execute the successful upward sword stabbing promotion with a probability of 80%.
[0280] The downward sword stabbing promotion for the reserved icon HA is an effect that promotes the reserved icon HA to change to the sword icon A4 at a position slightly above the reserved icon display area 50d (see Figure 39). In a failed downward sword stabbing promotion, the sword (sword image GS) flying toward the reserved icon HA slips through the reserved icon HA, and the display mode of the reserved icon HA does not change. In contrast, in a successful downward sword stabbing promotion, the sword flying toward the reserved icon HA pierces the reserved icon HA, and the display mode of the reserved icon HA changes to the sword icon A4.
[0281] Additionally, the upward sword stabbing flash on the reserved icon HA is a performance that suggests that the reserved icon HA will change to the sword icon A4 when it is moved close to the top of the display unit 50a (see Figure 40). In a failed upward sword stabbing flash, the sword (sword image GS) flying toward the reserved icon HA slips through the reserved icon HA, and the display mode of the reserved icon HA does not change. In contrast, in a successful upward sword stabbing flash, the sword flying toward the reserved icon HA pierces the reserved icon HA, and the display mode of the reserved icon HA changes to the sword icon A4.
[0282] In this embodiment, the execution lottery for the reserved icon change prompt is performed using the allocation rate shown in FIG. 38(B). Therefore, the upward sword thrust prompt functions as an effect with a higher expectation of the prompt effect being successful (changing to sword icon A4) compared to the downward sword thrust prompt. Furthermore, when the reserved icon change prompt is a non-change pattern (the reserved icon HA remains the normal icon A1), the downward sword thrust prompt is selected with a certain probability of 20%, while the upward sword thrust prompt is extremely difficult to select at 3%. Therefore, the downward sword thrust prompt can be said to be an effect that is more likely to occur than the upward sword thrust prompt (an effect with a high execution probability), and the upward sword thrust prompt can be said to be an effect that is less likely to occur than the downward sword thrust prompt (an effect with a low execution probability). Note that the various allocation rates in the lotteries shown in FIG. 38(A) and FIG. 38(B) can be changed as appropriate within the scope of maintaining the role of the prompt.
[0283] Next, the execution lottery for the icon change effect will be explained. The effect control microcomputer 121 performs the execution lottery for the icon change effect based on the table shown in FIG. 38(C). However, if the sword icon A4 is already displayed (if the sword icon A4 is displayed as the reserved icon HA), the execution lottery for the icon change effect will not be performed when the change of the sword icon A4 starts. As shown in FIG. 38(C), when the special symbol change pattern indicated by the special symbol change start command received from the game control microcomputer 101 is the SP jackpot change (THP001), the effect control microcomputer 121 selects the non-change pattern 15% of the time, the change pattern X 60% of the time, and the change pattern Y 25% of the time. The non-change pattern is a pattern that does not change the display mode of the icon TA.
[0284] Furthermore, change pattern X is a pattern that changes the display mode of the icon TA to the sword icon A4. When change pattern X is selected, a downward sword thrust, an upward sword thrust, or an icon grab thrust is performed to change the display mode of the icon TA to the sword icon A4.
[0285] Furthermore, change pattern Y is a pattern that changes the display mode of the icon TA to the LOGO icon A5. When change pattern Y is selected, an upward sword thrust or icon grab swing is performed to change the display mode of the icon TA to the LOGO icon A5.
[0286] Also, as shown in Figure 38 (C), when the special chart change pattern indicated by the special chart change start command received from the game control microcomputer 101 is N jackpot change (THP002), the performance control microcomputer 121 selects the non-change pattern at a rate of 50%, selects change pattern X at a rate of 50%, and never selects change pattern Y.
[0287] In addition, when the special figure variation pattern indicated by the special figure variation start command received from the game control microcomputer 101 by the effect control microcomputer 121 is the SP miss variation (THP021), the non-variation pattern is selected at a rate of 80%, the variation pattern X is selected at a rate of 18%, and the variation pattern Y is selected at a rate of 2%.
[0288] In addition, when the special figure variation pattern indicated by the special figure variation start command received from the game control microcomputer 101 by the effect control microcomputer 121 is the N miss variation (THP022), the non-variation pattern is selected at a rate of 100%, and the variation patterns X and Y are not selected.
[0289] In addition, when the special figure variation pattern indicated by the special figure variation start command received from the game control microcomputer 101 by the effect control microcomputer 121 is the normal miss variation (THP041, 042), the non-variation pattern is selected at a rate of 100%, and the variation patterns X and Y are not selected.
[0290] Thus, in this embodiment, it is determined whether the display mode of the icon TA changes at the distribution rate shown in FIG. 38(C). Therefore, the display of the LOGO icon A5 functions as an effect suggesting the execution confirmation of the SP reach. In addition, since the LOGO icon A5 is only displayed at an extremely low probability of 2% in the case of the SP miss variation in the miss variation, it functions as the icon with the highest jackpot winning expectation among the icons A in each display mode. Note that the relationship of the jackpot winning expectations for the hold icon HA and the icons A in each display mode displayed as the icon TA is assumed to be the normal icon A1 < blue icon A2 < red icon A3 < sword icon A4 < LOGO icon A5. Note that the jackpot winning expectations of the icons A in each display mode can be changed as appropriate. In this embodiment, the LOGO icon A5 is configured not to be displayed as the hold icon HA, but it may also be configured to be displayed as the hold icon HA.
[0291] Following the lottery for executing the icon change effect, the performance control microcomputer 121 performs a lottery for executing the icon change prompt. As shown in Fig. 38(D), when the lottery result for the icon change effect is a "non-change pattern," the performance control microcomputer 121 determines not to execute the icon change prompt with a probability of 80%, determines to execute a failed downward sword stabbing prompt with a probability of 3%, determines to execute a failed upward sword stabbing prompt with a probability of 3%, and determines to execute a failed icon grabbing prompt with a probability of 14%.
[0292] Furthermore, when the drawing result of the icon change effect is "change pattern X" and the special chart change pattern is "jackpot change," the effect control microcomputer 121 decides to execute the downward sword stabbing promotion of the successful mode with a probability of 9%; decides to execute the upward sword stabbing promotion of the successful mode with a probability of 90%; and decides to execute the icon grabbing promotion of the successful mode with a probability of 1%. Furthermore, when the drawing result of the icon change effect is "change pattern X" and the special chart change pattern is "loss change," the effect control microcomputer 121 decides to execute the downward sword stabbing promotion of the successful mode with a probability of 9%; decides to execute the upward sword stabbing promotion of the successful mode with a probability of 91%; and does not execute the icon grabbing promotion.
[0293] Furthermore, when the drawing result of the icon change effect is "change pattern Y" and the special chart change pattern is "jackpot change," the effect control microcomputer 121 decides to execute the successful upward sword stabbing promotion with a probability of 1%, and decides to execute the successful icon grabbing promotion with a probability of 99%, and does not execute the downward sword stabbing promotion. Furthermore, when the drawing result of the icon change effect is "change pattern Y" and the special chart change pattern is "loss change," the effect control microcomputer 121 decides to execute the icon grabbing promotion with a probability of 100%, and does not execute the downward sword stabbing promotion or the upward sword stabbing promotion.
[0294] The downward sword stabbing flash to the icon TA is an effect that flashes the icon TA to a position slightly above the icon display area 50e, where it changes to a sword icon A4 (see FIG. 41). In a failed downward sword stabbing flash, the sword (sword image GS) flying toward the icon TA passes through the icon TA, and the display mode of the icon TA does not change. In contrast, in a successful downward sword stabbing flash, the sword flying toward the icon TA stabs into the icon TA, and the display mode of the icon TA changes to the sword icon A4.
[0295] Furthermore, the upward sword stabbing flash to the icon TA is an effect that indicates whether the icon TA will change to a sword icon A4 when it is moved close to the top of the display unit 50a (see FIG. 42). In a failed upward sword stabbing flash, the sword (sword image GS) flying toward the icon TA passes through the icon TA, and the display mode of the icon TA does not change. In contrast, in a successful upward sword stabbing flash, the sword flying toward the icon TA stabs into the icon TA, and the display mode of the icon TA basically changes to the sword icon A4. However, in some exceptional cases, as a successful upward sword stabbing flash, the sword flying toward the icon TA stabs into the icon TA, and as a result, the icon TA changes to a LOGO icon A5 (see FIG. 43).
[0296] Furthermore, the icon grab teaser for the icon TA is an effect in which the icon TA is moved to approximately the center of the display unit 50a in the vertical or horizontal direction, and the hand (hand image GH) of the main character grabs the icon TA at that position, teasing whether it will change into the LOGO icon A5 (see FIG. 44). In an unsuccessful icon grab teaser, the hand of the main character that was gripping the icon TA disappears, leaving the icon TA with its display state unchanged. In contrast, in a successful icon grab teaser, the icon TA is crushed in the hand of the main character, and basically changes into the LOGO icon A5. However, as a limited exception, in a successful icon grab teaser, the icon TA may change into the sword icon A4 as a result of being crushed in the hand of the main character (see FIG. 45).
[0297] In this embodiment, the execution lottery for the icon change prompt is performed at the allocation rate shown in Figure 38 (D). Therefore, it can be said that the downward sword stabbing prompt is the least likely to appear as a prompt to change the display mode of the icon TA, and the upward sword stabbing prompt and the icon grab prompt are more likely to appear as prompts to change the display mode of the icon TA than the downward sword stabbing prompt. Furthermore, when the result of the lottery for the icon change prompt is a non-change pattern (when the display mode of the icon TA is not changed), the selection rate for the failed upward sword stabbing prompt is 3%, while the selection rate for the failed icon grab prompt is 14%. Therefore, it can be said that the icon grab prompt is a change prompt effect that is relatively difficult to succeed, and the upward sword stabbing prompt is a change prompt effect that is relatively easy to succeed. Furthermore, compared to the upward sword thrusting prompt, the downward sword thrusting prompt has the same probability of being selected in the non-change pattern (a pattern in which the display mode does not change), but the probability of being selected in change pattern X (a pattern in which the display mode changes to sword icon A4) is significantly lower, making it a change thrusting effect that is less likely to be successful than the upward sword thrusting prompt. Furthermore, the upward sword thrusting prompt that changes to logo icon A5 and the icon grabbing prompt that changes to sword icon A4 are only performed when a jackpot changes, so they function as effects that indicate a confirmed jackpot win. The various allocation rates in the lotteries shown in Figures 38(C) and 38(D) can be changed as appropriate within the scope of maintaining the role of the effects.
[0298] Next, specific examples of icon change effects that can display the display mode of icon A (reserved icon HA, said icon TA) in a special mode will be explained based on Figures 39 to 45. Note that in the following explanation, illustration of small symbols KZ1, KZ2, KZ3 will be omitted. First, we will explain the reserved icon change effects that can change the display mode of the reserved icon HA to the sword icon A4. As described above, when the display mode of the reserved icon HA changes to the sword icon A4, a sword stabbing flash (downward sword stabbing flash or upward sword stabbing flash) is executed.
[0299] <Downward Sword Stab Stimulus for Reserved Icon HA> Figure 39 shows a specific example of a reserved icon change effect involving a downward sword stab stimulus. Figure 39(A) shows the state in which a change effect for the icon TA is being executed in the castle effect mode, resulting in the occurrence of a second reserved special image 1. If a downward sword stab stimulus is determined to be executed in the "reserved icon change stimulus execution lottery" when the second reserved special image 1 is generated, as shown in Figure 39(B), a downward sword stab stimulus is executed for the reserved icon HA (second reserved icon HA2) corresponding to the second reserved special image 1. Specifically, first, the second reserved icon HA2, which is the normal icon A1, is moved to a downward non-reference position (first position) a first distance L1 above the reference display position (reference position) within the reserved icon display area 50d (see Figure 39(B)). Then, a sword image GS representing the main character's sword is displayed diagonally, moving from the upper left side of the display unit 50a toward the second reserved icon HA2. The lower non-reference position is a position relatively close to the hold icon display area 50d.
[0300] When change pattern C (sword icon A4) is selected in the execution lottery for the reserved icon change performance related to this second reserved icon HA2, and the successful downward sword stabbing promotion is selected in the execution lottery for the reserved icon change promotion, following the performance shown in FIG. 39(B), the sword image GS is stuck into the reserved icon HA at the downward non-reference position, and the display shows the state where it has changed into the sword icon A4 (FIG. 39(C)). Then, the sword icon A4 is returned from the downward non-reference position to the reference position (FIG. 39(D)). As a result, the sword icon A4 is displayed as the reserved icon HA in the reserved icon display area 50d corresponding to the second special chart 1 reservation. The series of performances shown in FIGS. 39(B) and (C) is the successful downward sword stabbing promotion for the reserved icon HA.
[0301] On the other hand, if a non-change pattern (normal icon A1) is selected in the execution lottery for the reserved icon change effect related to the second reserved icon HA2, and a failed downward sword thrust is selected in the execution lottery for the reserved icon change teaser, following the effect shown in FIG. 39(B), the sword image GS passes through the reserved icon HA in the lower non-reference position and disappears to the bottom end of the display unit 50a, and the reserved icon HA remains unchanged as the normal icon A1 (FIG. 39(E)). Then, this normal icon A1 is returned from the lower non-reference position to the reference position (FIG. 39(F)). As a result, the reserved icon HA in the same display mode (normal icon A1) as before the execution of the downward sword thrust is displayed in the reserved icon display area 50d corresponding to the second special image 1 reserved. The series of effects shown in FIG. 39(B)(E) is a failed downward sword thrust teaser for the reserved icon HA.
[0302] <Upward sword thrusting on reserved icon HA> Figure 40 is a diagram showing a specific example of a reserved icon change effect accompanied by an upward sword thrusting. Similar to Figure 39(A), Figure 40(A) shows the state where a change effect related to the icon TA is being executed in the castle effect mode, and the second special chart 1 reserved has occurred. Here, if it is determined that an upward sword thrusting is to be executed in the "reserved icon change thrusting execution lottery" when the second special chart 1 reserved occurs, as shown in Figure 40(B), an upward sword thrusting is executed on the reserved icon HA (second reserved icon HA2) corresponding to the second special chart 1 reserved. Specifically, first, the second reserved icon HA2, which is the normal icon A1, is moved to an upper non-reference position (second position, specific position) above the reference display position (reference position) in the reserved icon display area 50d by a second distance L2 (see Figure 40(B)). Then, a sword image GS representing the sword that is the weapon of the main character is displayed moving approximately horizontally as if flying from the upper left side of the display unit 50a toward the second reservation icon HA2. Note that the upper non-reference position is a position that is relatively far from the reservation icon display area 50d and close to the upper end of the display unit 50a.
[0303] When change pattern C (sword icon A4) is selected in the execution lottery for the reserved icon change performance related to this second reserved icon HA2, and when the successful upward sword stabbing promotion is selected in the execution lottery for the reserved icon change promotion, following the performance shown in FIG. 40(B), the sword image GS is stuck into the reserved icon HA at the upper non-reference position, and the display shows the change to the sword icon A4 (FIG. 40(C)). Then, the sword icon A4 is returned from the upper non-reference position to the reference position (FIG. 40(D)). As a result, the sword icon A4 is displayed as the reserved icon HA in the reserved icon display area 50d corresponding to the second special chart 1 reservation. The series of performances shown in FIGS. 40(B) and (C) is the successful upward sword stabbing promotion for the reserved icon HA.
[0304] On the other hand, if a non-change pattern (normal icon A1) is selected in the execution lottery for the reserve icon change effect related to the second reserve icon HA2, and a failed upward sword thrust is selected in the execution lottery for the reserve icon change trigger, following the effect shown in FIG. 40(B), the sword image GS passes through the reserve icon HA in the upper non-reference position and disappears to the right end of the display unit 50a, and the reserve icon HA remains unchanged as the normal icon A1 (FIG. 40(E)). Then, this normal icon A1 is returned from the upper non-reference position to the reference position (FIG. 40(F)). As a result, the reserve icon HA in the same display mode (normal icon A1) as before the execution of the upward sword thrust is displayed in the reserve icon display area 50d corresponding to the second special image 1 reserve. The series of effects shown in FIGS. 40(B)(E) is a failed upward sword thrust trigger for the reserve icon HA.
[0305] <Downward Sword Stabbing Prompt for the Icon TA> Figure 41 shows a specific example of an icon change presentation involving a downward sword stabbing prompt. Figure 41(A) shows a scene in which a change presentation for the icon TA is initiated in the castle presentation mode under the circumstances where two special chart 1s are reserved. Here, if a downward sword stabbing prompt is determined to be executed in the "icon change prompt execution lottery" at the start of the change presentation for the icon TA, as shown in Figure 41(B), a downward sword stabbing prompt is executed for the icon TA, which is a normal icon A1. Specifically, the icon TA is first moved to a downward non-reference position (first position) a first distance L1 above the reference display position (reference position) in the icon display area 50e (see Figure 41(B)). Then, a sword image GS representing the main character's sword is diagonally displayed, moving from the upper left side of the display unit 50a toward the icon TA, as if flying toward it. Note that the downward non-reference position is relatively close to the icon display area 50e.
[0306] If change pattern X is selected in the "execution lottery for the icon change effect" at the start of the change effect for this icon TA, and the successful downward sword stabbing prompt is selected in the "execution lottery for the icon change prompt," following the effect shown in FIG. 41(B), a sword image GS is stabbed into the icon TA at the downward non-reference position, and the icon is displayed as changing into a sword icon A4 (FIG. 41(C)). Then, the sword icon A4 is returned from the downward non-reference position to the reference position (FIG. 41(D)). As a result, the sword icon A4 is displayed as the icon TA in the icon display area 50e. The series of effects shown in FIGS. 41(B) and (C) is the successful downward sword stabbing prompt for the icon TA.
[0307] On the other hand, if a non-change pattern is selected in the "icon change effect execution lottery" at the start of the change effect for the icon TA, and the failed downward sword stabbing prompt is selected in the "icon change prompt execution lottery," following the effect shown in FIG. 41(B), the sword image GS passes through the icon TA, which is in the downward non-reference position, and disappears to the right end of the display unit 50a, and the icon TA remains unchanged as the normal icon A1 (FIG. 41(E)). Then, the normal icon A1 is returned from the downward non-reference position to the reference position (FIG. 41(F)). As a result, the icon TA is displayed in the icon display area 50e in the same display mode (normal icon A1) as before the execution of the downward sword stabbing prompt. The series of effects shown in FIGS. 41(B) and (E) is a failed downward sword stabbing prompt for the icon TA.
[0308] <Upward Sword Stabbing Prompt for the Icon TA> Figure 42 shows a specific example of an icon change presentation involving an upward sword stabbing prompt. Similar to Figure 41(A), Figure 42(A) shows a scene in which a change presentation for the icon TA is initiated in the castle presentation mode under the circumstances where two special image 1s are reserved. Here, if it is determined that an upward sword stabbing prompt will be executed in the "icon change prompt execution lottery" at the start of the change presentation for the icon TA, as shown in Figure 42(B), an upward sword stabbing prompt is executed for the icon TA, which is the normal icon A1. Specifically, the icon TA is first moved to an upward non-reference position (second position) a second distance L2 above the reference display position (reference position) within the icon display area 50e (see Figure 42(B)). Then, a sword image GS representing the main character's sword is displayed, moving approximately horizontally from the upper left side of the display unit 50a toward the icon TA. The upper non-reference position is a position that is relatively far from the icon display area 50e and close to the upper end of the display unit 50a.
[0309] If change pattern X is selected in the "execution lottery for the icon change effect" at the start of the change effect for this icon TA, and if the successful upward sword stabbing prompt is selected in the "execution lottery for the icon change prompt," following the effect shown in FIG. 42(B), a sword image GS is stabbed into the icon TA at the upper non-reference position, and the icon is displayed as changing into a sword icon A4 (FIG. 42(C)). Then, the sword icon A4 is returned from the upper non-reference position to the reference position (FIG. 42(D)). As a result, the sword icon A4 is displayed as the icon TA in the icon display area 50e. The series of effects shown in FIGS. 42(B) and (C) is the successful upward sword stabbing prompt for the icon TA.
[0310] On the other hand, if a non-change pattern is selected in the "icon change effect execution lottery" at the start of the change effect for the icon TA, and a failed upward sword thrust is selected in the "icon change trigger execution lottery," following the effect shown in FIG. 42(B), the sword image GS passes through the icon TA, which is in the upper non-reference position, and disappears to the right end of the display unit 50a, and the icon TA remains unchanged as the normal icon A1 (FIG. 42(E)). Then, the normal icon A1 is returned from the upper non-reference position to the reference position (FIG. 42(F)). As a result, the icon TA is displayed in the icon display area 50e in the same display mode (normal icon A1) as before the execution of the upward sword thrust. The series of effects shown in FIGS. 42(B) and (E) are a failed upward sword thrust for the icon TA.
[0311] Although the probability of execution is extremely low, if change pattern Y is selected in the "icon change effect execution lottery" at the start of the change effect for the icon TA and the successful upward sword thrust is selected in the "icon change thrust execution lottery," as shown in FIG. 43, after the sword image GS flies in (FIG. 43(A)), the sword image GS thrusts into the icon TA at the upper non-reference position, and the icon changes to the LOGO icon A5 (FIG. 43(B)). Then, the LOGO icon A5 is returned from the upper non-reference position to the reference position (FIG. 43(C)). As a result, the LOGO icon A5 is displayed as the icon TA in the icon display area 50e. The series of effects shown in FIGS. 43(A) and 43(B) is also a type of successful upward sword thrust for the icon TA. In this embodiment, the effect of displaying the LOGO icon A5 after the upward sword thrust is an effect indicating that a jackpot has been confirmed.
[0312] <Icon Grab Prompt for the Icon TA> Figure 44 shows a specific example of an icon change effect accompanied by an icon grab prompt. Similar to Figures 41(A) and 42(A), Figure 44(A) shows a scene in which a change effect for the icon TA is initiated in the castle effect mode under circumstances where two special chart 1s are pending. Here, if it is determined that an icon grab prompt will be executed in the "icon change prompt execution lottery" at the start of the change effect for the icon TA, as shown in Figure 44(B), an icon grab prompt is executed for the icon TA, which is a normal icon A1. Specifically, the icon TA is first moved a third distance (a distance different from the first distance L1 and the second distance L2) from the reference display position (reference position) within the icon display area 50e, to a central non-reference position (third position, non-specific position) that is approximately in the center of the display unit 50a in the vertical and horizontal directions (see Figure 44(B)). Then, a hand image GH representing the hand of the main character is displayed as if it is grasping the icon TA.
[0313] If change pattern Y is selected in the "icon change effect execution lottery" at the start of the change effect for this icon TA, and if a successful icon grabbing prompt is selected in the "icon change prompt execution lottery," following the effect shown in FIG. 44(B), the icon TA is displayed being squeezed by the hand image GH at the central non-reference position and changing into the LOGO icon A5 (FIG. 44(C)). Then, the LOGO icon A5 is returned from the central non-reference position to the reference position (FIG. 44(D)). As a result, the LOGO icon A5 is displayed as the icon TA in the icon display area 50e. The series of effects shown in FIGS. 44(B) and (C) are successful icon grabbing prompts for the icon TA.
[0314] On the other hand, if a non-change pattern is selected in the "icon change effect execution lottery" at the start of the change effect for the icon TA, and a failed icon grab teaser is selected in the "icon change teaser execution lottery," then, following the effect shown in FIG. 44(B), the icon TA in the central non-reference position is not crushed by the hand image GH, and the hand image GH disappears, and the icon TA remains unchanged as the normal icon A1 (FIG. 44(E)). Then, this normal icon A1 is returned from the central non-reference position to the reference position (FIG. 44(F)). As a result, the icon TA is displayed in the icon display area 50e in the same display mode (normal icon A1) as before the icon grab teaser was executed. The series of effects shown in FIGS. 44(B) and (E) are failed icon grab teasers for the icon TA.
[0315] Although the probability of execution is extremely low, if change pattern X is selected in the "icon change effect execution lottery" at the start of the change effect for the icon TA and a successful icon grabbing prompt is selected in the "icon change prompt execution lottery," as shown in FIG. 45, the icon TA is grasped by the hand image GH (FIG. 45(A)), and then the icon TA is displayed as being crushed by the hand image GH at the central non-reference position and changing into a sword icon A4 (FIG. 45(B)). Then, the sword icon A4 is returned from the central non-reference position to the reference position (FIG. 45(C)). As a result, the sword icon A4 is displayed as the icon TA in the icon display area 50e. The series of prompts shown in FIGS. 45(A) and 45(B) is also a type of successful icon grabbing prompt for the icon TA. In this embodiment, the prompt that displays the sword icon A4 after the icon grabbing prompt is a prompt that indicates a confirmed jackpot win.
[0316] Note that the reserved icon change effect accompanied by a downward sword stabbing provocation (Figure 39) and the icon change effect accompanied by a downward sword stabbing provocation (Figure 41) are examples of first change effects. Also, the reserved icon change effect accompanied by an upward sword stabbing provocation (Figure 40) and the icon change effect accompanied by an upward sword stabbing provocation (Figure 42) are examples of second change effects. Also, the icon change effect accompanied by an upward sword stabbing provocation (Figure 42) is an example of a first position change effect, and the icon change effect accompanied by an icon grabbing provocation (Figure 44) is an example of a second position change effect. Also, sword stabbing provocations such as a downward sword stabbing provocation and an upward sword stabbing provocation, and an icon grabbing provocation are examples of provocation effects and change provocation effects. In addition, in this embodiment, the reference position, the lower non-reference position, and the upper non-reference position are set to different positions for each of the hold icon HA corresponding to the first special chart 1 hold, the hold icon HA corresponding to the second special chart 1 hold, the hold icon HA corresponding to the third special chart 1 hold, the hold icon HA corresponding to the fourth special chart 1 hold, and the icon TA.
[0317] 8. Effects of the embodiment As explained in detail above, according to the pachinko gaming machine PY1 of this embodiment, when valid wins (wins that generate new special chart 1 reserves) occur consecutively in the first start slot 11, the icon display effects (movement display of icon A, and opening and closing operation display of the door image GD) based on the subsequent start wins are not executed in their entirety, but are executed in a form that omits some, specifically, the opening operation display of the door image GD in the icon display effects based on the subsequent start wins, so that the continuous execution of the icon display effects can be performed smoothly (see Figures 35 and 37). As a result, it is possible to suppress a decrease in interest due to the icon display effects not being executed smoothly.
[0318] In particular, according to the pachinko gaming machine PY1 of this embodiment, when valid wins occur consecutively in the first start slot 11, the portion omitted in the icon display effect based on the subsequent start win is the portion of the door image GD that displays the movement of the door image GD, not the icon A (icon image), and the movement display of the icon A in the icon display effect based on the subsequent start win is not omitted at all (see FIG. 35). Therefore, even when valid wins occur consecutively in the first start slot 11, the display of the icon A itself is not affected, and the icon A itself can be clearly seen by the player, so the presentation effect of the icon display effect is unlikely to be reduced.
[0319] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, even if the change in the display mode of the icon A (reserved icon HA, the icon TA) is to the same display mode (sword icon A4), the length of the movement distance of the icon A to the position where the change in display mode occurs may be different, such as a first distance L1 (FIGS. 39 and 41) or a second distance L2 (FIGS. 40 and 42). Therefore, it is possible to give the player a sense of originality, and to increase the interest in the icon change effect (reserved icon change effect, the icon change effect) that changes the display mode of the icon A.
[0320] Furthermore, according to this form of pachinko gaming machine PY1, when icon A is displayed as icon TA (displayed in the first role), the player can look forward to an icon change effect accompanied by an upward sword thrust (second change effect, see Figure 42) occurring rather than an icon change effect accompanied by a downward sword thrust (first change effect, see Figure 41) (see Figure 38(D)), so the player can enjoy the anticipation of waiting for an icon change effect accompanied by an upward sword thrust, which is expected to increase the player's interest in the game.
[0321] Furthermore, according to this form of pachinko game machine PY1, when icon A is displayed as the pending icon HA (displayed in the second role), contrary to when it is displayed as the icon TA (displayed in the first role), it is more likely that an icon change effect accompanied by a downward sword thrust (first change effect, see Figure 39) will occur than an icon change effect accompanied by an upward sword thrust (second change effect, see Figure 40) (see Figure 38(B)).Therefore, the player can be provided with the enjoyment of the different types of effects that are likely to occur depending on the role of icon A, which is expected to increase the player's interest in the game.
[0322] Furthermore, according to this form of pachinko game machine PY1, the expected success rate of the change in display mode differs when icon A (the icon TA) moves to an upper non-reference position (specific position, see Figure 42) and when it moves to a central non-reference position (non-specific position, see Figure 44) (see Figure 38(D)), making it possible to give the player a sense of novelty, increasing interest in the moving position of icon A, and increasing the enjoyment of the icon change presentation that changes the display mode of icon A.
[0323] Furthermore, according to this form of pachinko game machine PY1, the probability of icon A (the icon TA) changing into sword icon A4 (first mode) differs when it moves to an upper non-reference position (specific position, see Figure 42) and when it moves to a central non-reference position (non-specific position, see Figure 44) (see Figure 38 (D)), so it is possible to further increase interest in whether icon A moves to an upper non-reference position or a central non-reference position.
[0324] Furthermore, according to this form of pachinko game machine PY1, the probability of icon A (the icon TA) changing into LOGO icon A5 (second aspect), which has a higher chance of winning a jackpot than sword icon A4, differs when icon A (the icon TA) moves to an upper non-reference position (specific position, see Figure 42) from when it moves to a central non-reference position (non-specific position, see Figure 44) (see Figure 38 (D)), so it is possible to further increase interest in whether icon A moves to an upper non-reference position or a central non-reference position.
[0325] Furthermore, according to this form of pachinko game machine PY1, different types of provocative effects (upper sword stabbing provocative effect, icon grabbing provocative effect) are executed when icon A moves to an upper non-reference position (specific position, see Figure 42) and when it moves to a central non-reference position (non-specific position, see Figure 44), which not only provides the excitement of different provocative effects but also makes it possible to further increase interest in the position to which icon A moves.
[0326] In particular, according to the pachinko gaming machine PY1 of this embodiment, the change prompting effect when changing to the sword icon A4 representing a sword is basically a sword stabbing prompt using the sword image GS (downward sword stabbing prompt, upward sword stabbing prompt), and the change prompting effect when changing to the LOGO icon A5 representing the name (LOGO) of the main character is basically an icon grabbing prompt using the hand (part) of the main character (see Figure 38(D)). In other words, in this embodiment, a change prompting effect of content related to the display mode that can change is performed. This increases the interest of the effects.
[0327] 9. Example of changes The following describes modified examples of the pachinko gaming machine PY1. Of course, the configurations of the modified examples may be combined as appropriate. Furthermore, technical features in the above-described embodiments and the following modified examples may be deleted as appropriate unless they are described as essential in this specification.
[0328] In the above embodiment, icon A (icon image) was a reserve icon HA or icon TA displayed based on winning at first start gate 11. However, it may also be a reserve icon HA or icon TA displayed based on winning at second start gate 12. In this case, winning at second start gate 12 corresponds to the predetermined condition. Also, an icon display effect may be executed in which a predetermined icon (icon image) is displayed based on the game ball passing through a predetermined passage area such as gate 13. In this case, the game ball passing through the predetermined passage area corresponds to the predetermined condition. When an icon is displayed based on passing through gate 13, the icon may be a normal reserve icon indicating that a normal reserve exists, or it may be an icon for an effect unrelated to a normal reserve. Furthermore, a stock effect may be executed in which an icon suggesting a scheduled effect (e.g., an operation effect) (e.g., an icon representing normal button 40 or an icon representing special button 41) is continuously displayed on display unit 50a until the effect is executed, and the present invention may be applied to the icon displayed in the stock effect. In this case, the predetermined condition corresponds to the effect control microcomputer 121 deciding to execute the stock effect and the timing for executing the stock effect arriving.
[0329] In addition, in the above-mentioned embodiment, a start winning that generates a special symbol hold is considered a valid start winning, and this valid start winning is a predetermined condition for executing the icon display effect. In contrast, a predetermined icon (an icon for effect other than the hold icon HA) may be displayed when a start winning that generates a special symbol hold is performed, or when a start winning that does not generate a special symbol hold is performed. In this case, regardless of whether a special symbol hold is performed, the start winning corresponds to the predetermined condition.
[0330] In the above embodiment, the icon A displayed in the first role is the icon TA, and the icon A displayed in the second role is the reserved icon HA. In contrast, if the configuration is such that it is possible to display the reserved icon HA based on the start winning and to display the regular reserved icon based on passing through gate 13, the reserved icon HA based on the start winning may be the icon displayed in the first role, and the regular reserved icon based on passing through gate 13 may be the icon displayed in the second role.
[0331] In the above embodiment, when consecutive start wins occur, the opening display of the door image GD in the icon display effect based on the subsequent start win and the closing display of the door image in the icon display effect based on the preceding start win are omitted. Alternatively, the entire door image GD display in the icon display effect based on the subsequent start win may be omitted (both the opening and closing displays are omitted). In this case, the closing display of the door image GD in the icon display effect based on the preceding start win is not omitted. Specifically, the moving display of the icon A based on the subsequent start win may be inserted between the opening and closing display of the door image GD in the icon display effect based on the preceding start win. According to this method of executing the icon display effect, the time from opening to closing of the door image GD in consecutive start wins can be set to the same length as the time from opening to closing of the door image GD in non-consecutive start wins (door opening time Tx, see Figure 36).
[0332] In addition, in the above embodiment, when consecutive start winnings occur, the operation display of the door image GD in the icon display performance based on the subsequent start winning is partially omitted, but the moving display of the icon A is not omitted at all. In contrast, the moving display of the icon A in the icon display performance based on the subsequent start winning may also be omitted. Specifically, for example, when consecutive start winnings occur, the icon display performance based on the preceding start winning is executed without any omissions, as in the case of non-consecutive start winnings, and the icon display performance based on the subsequent start winning may simply be such that the reserved icon HA is additionally displayed in the reserved icon display area 50d corresponding to the special chart 1 reserved (i.e., not only is the moving display of the door image GD omitted, but the display of the icon A moving out of the door to the reserved icon display area 50d may also be omitted).
[0333] In the above-described embodiment, the content and lottery probability of each effect, such as the icon display effect, icon change effect, and change tease effect, can be changed as appropriate without impairing the function of the effect. The movement distance of icon A in the downward sword thrusting tease (first distance L1) and the movement distance of icon A in the upward sword thrusting tease (second distance L2) can be changed as appropriate. The position to which icon A is moved in the downward sword thrusting tease (lower non-reference position), the position to which icon A is moved in the upward sword thrusting tease (upper non-reference position), and the position to which icon A is moved in the icon grabbing tease (center non-reference position) can be changed as appropriate.
[0334] In the above embodiment, the normal mode may be configured to be controllable in a mode other than the castle presentation mode (for example, a town presentation mode depicting a town with people and cars passing by on the road), and in this town presentation mode, a background image including a manhole image representing a manhole on the road is displayed. As an icon display effect based on a starting winning, the manhole image (an example of an "image other than an icon image") may first change to an open state, then an icon (an icon with a different form (e.g., a rectangular shape) from the manhole pops out and moves to and is displayed in the reserved icon display area 50d), and then the manhole image returns to a closed state. In this configuration, if consecutive starting winnings occur in the town presentation mode, as in the castle presentation mode (see Figures 35 and 37), the icon display effect based on the subsequent starting winning may omit the manhole image changing to an open state, and the icon display effect based on the preceding starting winning may omit the manhole image returning to a closed state. By configuring it in this way, in any of the multiple presentation modes (castle presentation mode, town presentation mode) that display different icon images (round, square), when consecutive starting wins occur, it is possible to smoothly execute the icon display presentation.
[0335] In the above embodiment, icon A (reserved icon HA, the icon TA) may change to the sword icon A4 after moving a first distance L1 (FIGS. 39 and 41), or may change to the sword icon A4 after moving a second distance L2 (FIGS. 40 and 42). The former is more likely to occur for the reserved icon HA, and the latter is more likely to occur for the icon TA. In contrast, icon A (reserved icon HA, the icon TA) may change to the sword icon A4 after moving over a first time (e.g., 2 seconds) (in the case of a first change effect), or may change to the sword icon A4 after moving over a second time (e.g., 5 seconds) (in the case of a second change effect). For the reserved icon HA, one of the two may be more likely to occur than the other, and for the icon TA, the other may be more likely to occur than the other. In this case, the destination of icon A (the position to which icon A moves) may be the same for both.
[0336] In the above embodiment, the first change effect, in which the display mode of icon A is changed after moving icon A a first distance L1, may be a pattern in which icon A is moved to a position different from the lower non-reference position (FIGS. 39 and 41). Also, the second change effect, in which the display mode of icon A is changed after moving icon A a second distance L2, may be a pattern in which icon A is moved to a position different from the upper non-reference position (FIGS. 40 and 42).
[0337] In the above embodiment, the first position change effect in which the display mode of icon A is changed after it has been moved to an upper non-reference position (specific position, FIG. 42) may have a plurality of patterns with different movement distances to the upper non-reference position (in other words, a plurality of patterns with different original display positions of icon A). Also, the second position change effect in which the display mode of icon A is changed after it has been moved to a central non-reference position (non-specific position, FIG. 44) may have a plurality of patterns with different movement distances to the central non-reference position (in other words, a plurality of patterns with different original display positions of icon A).
[0338] In addition, in the above-mentioned form, the configuration is such that both the pending icon change performance and the icon change performance can be executed, but the display mode of icon A can be changed as an icon change performance, and the configuration may be such that only the pending icon change performance can be executed, or the configuration may be such that only the icon change performance can be executed.
[0339] In addition, in the above-mentioned form, there is a configuration in which a downward sword stabbing provocation is performed on the reserved icon HA and an upward sword stabbing provocation is performed on the reserved icon HA (see FIG. 38(B)), but it may be a configuration in which a downward sword stabbing provocation is sometimes performed on the reserved icon HA but an upward sword stabbing provocation is not performed (a configuration in which the execution probability of a downward sword stabbing provocation is not 0%, but the execution probability of an upward sword stabbing provocation is 0%). Note that in the above-mentioned form, the execution probability and success expectation rate of a downward sword stabbing provocation on the reserved icon HA, and the execution probability and success expectation rate of an upward sword stabbing provocation can be changed as appropriate within a range that does not impair the function of the presentation.
[0340] In addition, in the above embodiment, there is a configuration in which a downward sword stabbing provocation is sometimes performed on the icon TA and a downward sword stabbing provocation is sometimes performed (see Figure 38(D)), but there may also be a configuration in which an upward sword stabbing provocation may be performed on the icon TA but a downward sword stabbing provocation is never performed (a configuration in which the execution probability of an upward sword stabbing provocation is not 0%, but the execution probability of a downward sword stabbing provocation is 0%). Note that in the above embodiment, the execution probability and expected success rate of an upward sword stabbing provocation and the execution probability and expected success rate of a downward sword stabbing provocation on the icon TA can be changed as appropriate within a range that does not impair the function of the presentation.
[0341] Furthermore, in the above embodiment, the display mode of the icon TA changes to the LOGO icon A5 after an upward sword thrust, which is an extremely rare occurrence, but the display mode that can change after an upward sword thrust may be only the sword icon A4, and may not change to the LOGO icon A5 (the probability of changing to the sword icon A4 is not 0%, but the probability of changing to the LOGO icon A5 is 0%). Note that in the above embodiment, the probability of executing an upward sword thrust for the icon TA, the expected success rate of changing to the sword icon A4 after an upward sword thrust, and the expected success rate of changing to the LOGO icon A5 after an upward sword thrust can be changed as appropriate within the scope that does not impair the function of the presentation.
[0342] Furthermore, in the above embodiment, the display mode of the icon TA is changed to the sword icon A4 after an icon grab provocation on extremely rare occasions, but the display mode that can change after an icon grab provocation is only the LOGO icon A5, and it may be configured not to change to the sword icon A4 (the probability of changing to the LOGO icon A5 is not 0%, but the probability of changing to the sword icon A4 is 0%). Note that in the above embodiment, the probability of executing an icon grab provocation on the icon TA, the expected success rate of changing to the LOGO icon A5 after an icon grab provocation, and the expected success rate of changing to the sword icon A4 after an icon grab provocation can be changed as appropriate within the scope that does not impair the function of the presentation.
[0343] In addition, in the above-described form, in the icon change performance accompanied by an upward sword thrust (see Figure 42), the icon basically changes to the sword icon A4, and in the icon change performance accompanied by an icon grabbing performance (see Figure 44), the icon basically changes to the LOGO icon A5; however, if the expected success rate of the change in the display mode of the icon A in both performances is different, the display mode that changes in both performances may be the same (for example, both performances may be configured to basically change to the sword icon A4, or both performances may be configured to basically change to the LOGO icon A5).
[0344] In the above embodiment, the size of the flying sword image GS is displayed in the same size in both the downward sword stabbing projection (Figs. 39 and 41) and the upward sword stabbing projection (Figs. 40 and 42), but the display size of the sword image GS may be different in both sword stabbing projections, such as by making the size of the flying sword image GS larger in the upward sword stabbing projection than in the downward sword stabbing projection. Also, the design of the sword image may be different in both sword stabbing projections.
[0345] In addition, in the above embodiment, a first start port 11 (fixed start port) in which the ease with which the game ball can enter does not change, and a second start port 12 (variable start port, start port related to the electric chute 12D) in which the ease with which the game ball can enter can be changed are provided, but only one of these may be provided.
[0346] Furthermore, in the above embodiment, the special chart 2 determination process is performed with priority over the special chart 1 determination process (the special chart 2 variable display is performed with priority over the special chart 1 variable display), but the special chart 1 determination process may be performed with priority over the special chart 2 determination process (the special chart 1 variable display is performed with priority over the special chart 2 variable display). In this case, it is preferable to make the special chart 1 lottery a lottery that is more likely to result in a favorable jackpot than the special chart 2 lottery. Also, it may be a gaming machine that can execute the variable display of special chart 2 or special chart 1 even while the variable display of the other is in progress (a so-called simultaneous variable gaming machine). Also, it may be a gaming machine that does not execute the variable display of special chart 2 or special chart 1 while the variable display of the other is in progress, and executes the variable display of special chart 2 and special chart 1 in accordance with the order of the start winning (a so-called winning order consumption gaming machine).
[0347] In the above embodiment, the present invention is applied to a pachinko machine, but it can also be applied to other pinball machines, such as arrange ball machines and mahjong ball machines. When the present invention is applied to a pachinko machine, the gameplay of the machine can be appropriately changed as long as it does not interfere with play. In other words, the present invention can be appropriately adopted, as long as it does not interfere with play, in so-called symbol probability variable machines (machines in which a transition to a high probability state is determined based on the type of winning symbol), so-called V-probability machines (machines that control a high probability state based on the passage of a specific area (V area) within the large prize slot), so-called probability variable loop type machines (machines that, once controlled to a high probability state, continue to be controlled in the high probability state until the start of the next jackpot game), so-called ST machines (machines with a limited number of probability variable games), so-called type 1 / 2 mixed machines, and swing-type machines.
[0348] In the above embodiment, the variable display of the small symbols KZ1, KZ2, and KZ3 is performed in approximately synchronization with the variable display of the special symbols. However, instead of consisting of three symbols like the small symbols KZ1, KZ2, and KZ3, the small symbols may consist of two or other symbols. For example, two separate symbols, special symbol 1 and special symbol 2, may be provided. Also, a single common symbol may be provided for special symbol 1 and special symbol 2. In these cases, the display may be displayed on the display unit 50a of the image display device 50, and the sub-control board 120 may control this. Furthermore, an LED device for displaying symbols may be provided in an area other than the play area 6 of the game board 1. In this case, the LED device may be controlled by the main control board 100 or the sub-control board 120.
[0349] In the above embodiment, the main control board 100 performs basic control related to the progress of the game, and the sub-control board 120 performs basic control related to the progress of the presentation in accordance with the progress of the game (game control), so that game control and presentation control are performed by different boards, but they may also be configured to be performed by a single board. In this case, the image control board 140 may be included in that single board, or may be provided separately from that single board.
[0350] Note that when referring to a "state advantageous to the player (advantageous gaming state, advantageous state, or special gaming state)," it is not necessary for all jackpot gaming states to fall under this definition. For example, a jackpot gaming state that is scheduled to be subsequently controlled to a high-probability state may be considered to be a "state advantageous to the player," or a jackpot gaming state in which a relatively large number of prize balls, such as 10R, can be considered to be a "state advantageous to the player." Furthermore, a "state advantageous to the player" may not necessarily refer to a jackpot gaming state, but may also refer to a high-probability state or a high-base state (time-saving state). When a "state advantageous to the player" refers to a high-probability state or a high-base state (time-saving state), various effects that create anticipation of a "state advantageous to the player" may be not limited to effects during the variable display of special symbols, but may also be effects that are performed at other times, such as during a jackpot game.
[0351] 10. Inventions shown in the embodiments and their modifications The above-described embodiments and their modifications include the inventions of the following means. In the explanation of the means described below, corresponding component names and expressions in the above-described embodiments, etc., and symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions. Note that means A is a general term for the following means A1 to A3. Means B is a general term for the following means B1 to B4. Means C is a general term for the following means C1 to C4.
[0352] Means A1: Based on the establishment of a predetermined condition (winning into the first starting slot 11), an icon display effect (see FIG. 34) can be executed to display a predetermined icon image (icon A such as the reserved icon HA or the icon TA), The icon display effects include a movement display of the icon image (a display of going out of the castle door, see FIG. 34(C)) and an action display of an image other than the icon image (door image GD) (a door opening action display shown in FIG. 34(B) and a door closing action display shown in FIG. 34(D)). A gaming machine (pachinko gaming machine PY1) characterized in that when the specified conditions are met consecutively (when the next start winning occurs in a time shorter than the door opening time Tx shown in Figure 36 from the previous start winning), at least a part of the icon display performance based on the fulfillment of the subsequent condition (display of the door opening action of the door image GD based on the subsequent start winning) is omitted (see Figures 35 and 37).
[0353] With this type of gaming machine, when the conditions for executing the icon display effects are met consecutively, the icon display effects based on the later conditions are not executed in their entirety, but rather some are omitted, making it possible to smoothly execute the consecutive icon display effects. As a result, it is possible to prevent a decrease in interest due to the icon display effects not being executed smoothly.
[0354] Means A2: A gaming machine according to means A1, A gaming machine characterized in that, when the specified conditions are met consecutively, at least a part of the action display (door opening action display of the door image GD) in the icon display performance based on the subsequent condition being met is omitted (see Figures 35 and 37).
[0355] With a gaming machine of this configuration, when the conditions for executing an icon display effect are met consecutively, the portion that is omitted in the icon display effect based on the subsequent fulfillment of the condition is the portion of the image other than the icon image that is displayed in action. Therefore, even if the conditions for executing an icon display effect are met consecutively, it is possible to smoothly execute the icon display effect consecutively with little impact on the display of the icon image itself.
[0356] Means A3: The gaming machine according to means A2, A gaming machine characterized in that, when the specified conditions are met consecutively, the moving display (the display of the pending icon HA going out of the castle door, see Figure 35 (D)) in the icon display performance based on the subsequent condition being met is not omitted.
[0357] According to a gaming machine of this configuration, even if the conditions for executing the icon display effect are met consecutively, the moving display of the icon image in the icon display effect based on the subsequent condition being met is not omitted at all, so the icon image itself can be clearly seen by the player, and the effect of the icon display effect is unlikely to be reduced.
[0358] Means B1: Execute an icon display effect (see FIG. 39) that displays a predetermined icon image (icon A such as a hold icon HA or the icon TA); It is possible to execute a change effect (such as a reserved icon change effect or an icon change effect) that can change the display mode of the icon image (see Figures 33 and 38), The above-mentioned change performance includes: A first change effect (icon change effect accompanied by a downward sword thrust, see Figures 39 and 41) that can change the display mode of the icon image by moving the icon image displayed in the normal display area (icon display area 50f such as the reserved icon display area 50d or the icon display area 50e) a first distance (L1, see Figures 39(B) and 41(B)); a second change effect (icon change effect accompanied by an upward sword thrust, see FIGS. 40 and 42) that can change the display mode of the icon image by moving the icon image displayed in the normal display area a second distance (L2, see FIGS. 40(B) and 42(B)) that is different from the first distance, The gaming machine (pachinko gaming machine PY1) is characterized in that the icon image can be changed to the same display mode (sword icon A4) in both the first change presentation and the second change presentation.
[0359] With a gaming machine of this configuration, even if the change in the display mode of an icon image is to the same display mode, the length of the movement distance of the icon image to the position where the change in display mode occurs may be different, such as a first distance or a second distance, which makes it possible to give the player a sense of originality and increase the interest in the change presentation that changes the display mode of the icon image.
[0360] Means B2: A gaming machine according to means B1, A gaming machine characterized in that when the icon image is displayed in the first role (when it is displayed as the icon TA), the probability of the second change effect (icon change effect accompanied by an upward sword thrust, Figure 42) occurring is higher than the probability of the first change effect (icon change effect accompanied by a downward sword thrust, Figure 41) occurring related to the icon image (see Figure 38 (D)).
[0361] According to the gaming machine of this configuration, when the icon image is displayed in the first role, the player can look forward to the second change effect occurring rather than the first change effect, so the player can enjoy waiting in anticipation for the second change effect to occur, which is expected to increase the player's interest in the game.
[0362] Method B3: The gaming machine according to means B2, A gaming machine characterized in that when the icon image is displayed in a second role different from the first role (when it is displayed as a pending icon HA), the probability of the first change effect (icon change effect accompanied by a downward sword thrust, Figure 39) related to the icon image occurring is higher than the probability of the second change effect (icon change effect accompanied by an upward sword thrust, Figure 40) occurring (see Figure 38 (B)).
[0363] According to a gaming machine of this configuration, when the icon image is displayed in the second role, the player can expect the first change effect to occur more than the second change effect, in contrast to when the icon image is displayed in the first role. This provides the player with the enjoyment of the different types of change effects that are likely to occur depending on the role of the icon image, which is expected to increase the player's interest in the game.
[0364] Means B4: A gaming machine according to any one of means B1 to B3, A change prompting effect (a sword stabbing prompting such as a downward sword stabbing prompting or an upward sword stabbing prompting) that prompts a change in the display mode of the icon image can be executed, A gaming machine characterized in that the change teasing effect is sometimes performed at a location where the icon image displayed in the normal display area is moved the first distance (see Figures 39 and 41), and sometimes at a location where the icon image displayed in the normal display area is moved the second distance (see Figures 40 and 42).
[0365] Even if the change is to the same display mode, sometimes the change prompting effect is performed after moving a first distance and sometimes after moving a second distance, which gives the player a sense of originality and increases his interest in the game.
[0366] Means C1: Execute an icon display effect (see FIG. 42) that displays a predetermined icon image (icon A such as a hold icon HA or the icon TA); It is possible to execute a change effect (icon change effect) that can change the display mode of the icon image (see Figures 33 and 38), The above-mentioned change performance includes: a first position change effect (the icon change effect accompanied by an upward sword thrust, see FIG. 42 ) that can change the display mode of the icon image by moving the icon image to a specific position (upper non-reference position, see FIG. 42(B)); a second position change effect (icon change effect accompanied by icon grabbing and tilting, see FIG. 44) that can change the display mode of the icon image by moving the icon image to a non-specific position (central non-reference position, see FIG. 44(B)) that is different from the specific position, A gaming machine (pachinko gaming machine PY1) characterized in that the expected success rate of the change in the display mode of the icon image differs between the first position change effect and the second position change effect (the expected success rate is lower for an icon grabbing instigation than for an upward sword stabbing instigation, see Figure 38 (D)).
[0367] With a gaming machine of this configuration, the likelihood of success in changing the display mode differs when the icon image moves to a specific position and when it moves to a non-specific position, making it possible to give the player a sense of novelty, heightening interest in the position to which the icon image moves, and increasing the enjoyment of the change presentation that changes the display mode of the icon image.
[0368] Means C2: A gaming machine according to means C1, The display modes of the icon image that can be changed include a first mode (sword icon A4) and a second mode (LOGO icon A5) that has a different expectation of achieving an advantageous state (jackpot game state) that is advantageous to the player from the first mode. A gaming machine characterized in that the probability of changing to the first aspect (sword icon A4) in the first position change presentation is different from the probability of changing to the first aspect (sword icon A4) in the second position change presentation (see Figure 38 (D)).
[0369] With this type of gaming machine, the probability of the icon image changing to the first mode differs when it moves to a specific position and when it moves to a non-specific position, which can increase interest in whether the icon image moves to a specific position or a non-specific position.
[0370] Means C3: A gaming machine according to means C2, A gaming machine characterized in that the probability of changing to the second aspect (LOGO icon A5) in the first position change presentation is different from the probability of changing to the second aspect (LOGO icon A5) in the second position change presentation (see Figure 38 (D)).
[0371] With a gaming machine of this configuration, the probability of the icon image changing to a second mode (a mode in which the expected degree of becoming advantageous to the player is different from the first mode) differs when the icon image moves to a specific position and when it moves to a non-specific position, which makes it possible to further increase interest in whether the icon image moves to a specific position or a non-specific position.
[0372] Means C4: A gaming machine according to any one of means C1 to C3, A change prompting effect (such as an upward sword thrust prompting or an icon grab prompting) that prompts a change in the display mode of the icon image can be executed, A gaming machine characterized in that the change prompting effect includes a first change prompting effect (upward sword stabbing prompting, see Figure 42) that prompts a change in the display mode of the icon image that has moved to the specific position, and a second change prompting effect (icon grabbing prompting, see Figure 44) that prompts a change in the display mode of the icon image that has moved to the non-specific position.
[0373] According to the gaming machine of this configuration, different types of change prompting effects are executed when the icon image moves to a specific position and when it moves to a non-specific position, so that it is possible to provide the fun of different change prompting effects and further increase interest in the moving position of the icon image.
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[0375] The above-mentioned means A differs from the gaming machine described in JP 2016-112132 A in that "based on the establishment of a predetermined condition, it is possible to execute an icon display effect including the movement display of a predetermined icon image and the motion display of an image other than an icon image, and when the predetermined condition is established consecutively, at least a part of the icon display effect based on the establishment of a subsequent condition is omitted." As a result, the invention of means A can solve the problem (achieve the effect) of "improving the enjoyment of the game."
[0376] Furthermore, the above-mentioned means B differs from the gaming machine described in JP 2016-112132 A in that "the change effects that can change the display mode of a predetermined icon image include a first change effect that can change the display mode of the icon image by moving the icon image displayed in the normal display area a first distance, and a second change effect that can change the display mode of the icon image by moving the icon image displayed in the normal display area a second distance, and the icon image can be changed to the same display mode in both the first change effect and the second change effect." As a result, the invention of means B can solve the problem of "improving the enjoyment of the game" (achieve the effect of achieving this).
[0377] Furthermore, the above-mentioned means C differs from the gaming machine described in JP 2016-112132 A in that "the change effects that can change the display mode of a predetermined icon image include a first position change effect that can change the display mode of the icon image by moving the icon image to a specific position, and a second position change effect that can change the display mode of the icon image by moving the icon image to a non-specific position, and the first position change effect and the second position change effect have different expectations for the success of the change in the display mode of the icon image." As a result, the invention of means C can solve the problem of "improving the enjoyment of the game" (achieve the effect of achieving this). [Explanation of symbols]
[0378] PY1...Pachinko machine 11...First starting point 50...Image display device 50a...Display section 50d...Pending icon display area (normal display area) 50e... Icon display area (normal display area) 50f...Icon display area (normal display area) A...Icon (icon image) A1...Normal icon A4...Sword icon (first mode) A5...LOGO icon (second option) HA...Hold icon (icon image) TA...the icon (icon image) GD...Cover image (image other than icon image) GH…hand image GS...Sword image
Claims
[Claim 1] Executing an icon display effect that displays a predetermined icon image; It is possible to execute a change effect that can change the display mode of the icon image, The above-mentioned change performance includes: a first position change effect that can change the display mode of the icon image by moving the icon image to a specific position; a second position change effect that can change the display mode of the icon image by moving the icon image to a non-specific position different from the specific position, The display modes of the icon image that can be changed include a first mode and a second mode that has a different expectation of an advantageous state that is advantageous to the player from the first mode, the first position change presentation and the second position change presentation have different expectations of success in changing the display mode of the icon image; the probability that the display mode of the icon image after the change will be the first mode when the change in the display mode of the icon image is successful in the first position change performance is higher than the probability that the display mode of the icon image after the change will be the first mode when the change in the display mode of the icon image is successful in the second position change performance; A gaming machine characterized in that, when the change in the display mode of the icon image is successful in the first position change presentation, the probability that the display mode of the icon image after the change will be the second mode is lower than the probability that when the change in the display mode of the icon image is successful in the second position change presentation, the probability that the display mode of the icon image after the change will be the second mode is lower.
Citation Information
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