gaming machines
The gaming machine enhances player engagement by employing variable display techniques with crack precursor and fragment images, and timed execution of different background images to surprise and maintain interest.
Patent Information
- Application Number
- JP2022025447
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-02-22
- Publication Date
- 2025-12-23
- Estimated Expiration
- 2042-02-22
AI Technical Summary
Existing gaming technologies fail to enhance player engagement and excitement through traditional display methods, particularly in gaming machines, which lack the ability to increase player engagement through dynamic and surprising visual effects.
A gaming machine that performs variable display and control to an advantageous state, utilizing a combination of crack precursor images and fragment images, with different background images and execution timings to create varying impressions and expectations, enhancing player engagement.
The described gaming machine increases player interest and engagement by surprising the player with different visual effects and background images, creating a heightened sense of anticipation and enjoyment.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] Some conventional gaming machines are capable of executing a step-up effect in which the image displayed on the liquid crystal display device changes gradually, by likening the display screen of the liquid crystal display device to glass, displaying a crack on the display screen (a glass plate as an image that foreshadows cracking), and then displaying multiple images of broken pieces as if the display screen had broken (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-127593 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in Patent Document 1, since it is only possible to execute an effect of simply displaying fragment images, there is a problem in that it is not possible to increase the interest in playing the game.
[0005] The present invention has been made in view of these problems, and aims to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]
[0006] (α) A gaming machine that can perform variable display and control to an advantageous state that is advantageous to the player, A fragment image can be displayed, A predetermined effect can be executed that suggests that the game will be controlled to the advantageous state, The predetermined effect is an effect of displaying a crack precursor image and then displaying a predetermined fragment image corresponding to the crack precursor image as the fragment image, As a background image after the predetermined fragment image is displayed in the predetermined performance, any one of a plurality of background images including a first background image and a second background image suggesting a higher expectation of being controlled to the advantageous state than the first background image can be displayed; Before displaying the crack precursor image in the predetermined effect, Includes specific aspects The object image can be displayed in any one of a plurality of object image modes, Depending on the aspect of the object image, it is possible to suggest which background image will be displayed after the predetermined fragment image is displayed in the predetermined effect, A special effect can be executed in which a special fragment image is displayed as the fragment image without displaying the crack precursor image, Before the special fragment image is displayed in the special effect, among the object images in a plurality of modes, The aforementioned The object image can be displayed in a specific manner, In the predetermined effect, a specific image can be displayed on a layer higher than the layer on which the specific fragment image is displayed, and in a first period in which the specific image is displayed, the visibility of the specific fragment image is low, and in a second period after the first period, the visibility of the specific fragment image is higher than in the first period. It is characterized by the following.
[0007] Furthermore, the present invention may have only the invention-specific matters set forth in the claims of the present invention, or may have the invention-specific matters set forth in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view showing a gaming machine according to an embodiment. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 4] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 5] FIG. 2 is an explanatory diagram showing a layer configuration. [Figure 6] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 7] FIG. 2 is an explanatory diagram showing each random number. [Figure 8] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 9] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 10] (A) is an explanatory diagram of the fluctuation pattern in the normal state, and (B) is an explanatory diagram of the fluctuation pattern in the time-saving state or the probability change state. [Figure 11] (A) to (F) are explanatory diagrams of the fluctuation pattern determination table. [Figure 12] FIG. 2 is an explanatory diagram showing a game control data storage area. [Figure 13] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 14] 10 is a flowchart showing an example of a game control main process. [Figure 15] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 16] 10 is a flowchart illustrating an example of a special symbol process. [Figure 17] 10 is a flowchart showing an example of a start winning determination process. [Figure 18] 10A is a flowchart showing an example of a process for determining a random number value when a prize is won, and FIG. 10B is a diagram showing variable categories. [Figure 19] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 20] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 21]10 is a flowchart showing an example of a special symbol stopping process. [Figure 22] A flowchart showing an example of a jackpot end process. [Figure 23] 10 is a flowchart showing an example of a performance control main process. [Figure 24] 10 is a flowchart showing an example of a performance control process. [Figure 25] An explanatory diagram of whether or not a hold display effect is executed and the determination ratio of the effect pattern. [Figure 26] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 27] 10A is a flowchart showing an example of a variable display start setting process, and FIG. 10B is an explanatory diagram of a ratio for determining whether or not to execute a continuous breaking effect in a normal state. [Figure 28] (A) is a flowchart showing an example of a dialogue preview effect setting process, (B) is an explanatory diagram of whether or not a dialogue preview effect is executed in the normal state and the effect pattern determination ratio, and (C) is an explanatory diagram of the effect pattern. [Figure 29] (A) is an explanatory diagram of whether or not a background change is performed and the presentation pattern determination ratio of the background change presentation, (B) is an explanatory diagram of whether or not a reach suggestion presentation is performed and the presentation pattern determination ratio, and (C) is an explanatory diagram of whether or not a cut-in presentation is performed and the presentation pattern determination ratio. [Figure 30] This is an explanatory diagram of the content of the effects that can be executed in the normal state and the effect patterns of the cracking effects. [Figure 31] This is an explanatory diagram of the content of the effects that can be executed in the normal state and the effect patterns of the cracking effects. [Figure 32] This is an explanatory diagram of the content of the effects that can be performed in the time-saving state and the special state, and the effect patterns of the break effect. [Figure 33] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 34] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 35]This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 36] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 37] A diagram showing the flow of the presentation in Super Reach α. [Figure 38] A diagram showing the flow of the presentation in Super Reach α. [Figure 39] A diagram showing the flow of the presentation in Super Reach α. [Figure 40] A diagram showing the flow of the presentation in Super Reach β. [Figure 41] A diagram showing the flow of the presentation in Super Reach β. [Figure 42] A figure showing details of an example of the operation of the first continuous breaking effect. [Figure 43] A figure showing details of an example of the operation of the second consecutive breaking effect. [Figure 44] A figure showing details of an example of the operation of a dialogue preview performance. [Figure 45] A figure showing details of an example of the operation of background change presentation A. [Figure 46] A figure showing details of an example of the operation of background change presentation A. [Figure 47] A figure showing details of an example of the operation of background change presentation B. [Figure 48] A diagram showing details of some examples of the operation of pseudo consecutive performances. [Figure 49] A figure showing details of an example of the operation of a reach suggestion effect. [Figure 50] A figure showing details of an example of the operation of a reach suggestion effect. [Figure 51] A figure showing details of an example of the operation of a weak development effect. [Figure 52] A figure showing details of some example operations of strong development performance A. [Figure 53] A figure showing details of an example of the operation of strong development performance B. [Figure 54] A figure showing details of an example of the operation of strong development performance B. [Figure 55] FIG. 10 is a diagram showing details of an example of the operation of a cut-in effect. [Figure 56] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a jackpot. [Figure 57] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a jackpot. [Figure 58] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a miss. [Figure 59] This is an explanatory diagram for comparing the details of each effect. [Figure 60] This is an explanatory diagram for comparing the details of each effect. [Figure 61] This is a timing chart showing details of the first consecutive break effect and the second consecutive break effect. [Figure 62] 10 is a timing chart showing details of the dialogue preview performance. [Figure 63] 10 is a timing chart showing details of background change performance A. [Figure 64] 10 is a timing chart showing details of background change performance B. [Figure 65] This is a timing chart showing details of the pseudo consecutive effects. [Figure 66] This is a timing chart showing details of the reach suggestion effect. [Figure 67] This is a timing chart showing details of the weak development effect. [Figure 68] This is a timing chart showing details of strong development effect A. [Figure 69] This is a timing chart showing details of strong development effect B. [Figure 70] 10 is a timing chart showing details of a cut-in effect. [Figure 71] 10 is a timing chart showing details of the result notification presentation. [Figure 72] FIG. 10 is an explanatory diagram showing the speed change of the fragment images in each performance. [Figure 73] FIG. 10 is a diagram showing a crack pattern in a crack effect. [Figure 74] 10A to 10C are diagrams illustrating display examples of each crack pattern. [Figure 75] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern A. [Figure 76] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern B. [Figure 77] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern C. [Figure 78] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern D. [Figure 79] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern E. [Figure 80] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern F. [Figure 81] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern G. [Figure 82] (A) is a diagram showing a pseudo-continuous effect, and (B) is a diagram showing a fragment image displayed in a cut-in effect. [Figure 83] (A) shows the fragment image displayed in background change effect A, and (B) shows the fragment image displayed in strong development effect B. [Figure 84] FIG. 10 is a diagram showing a first modified example of the present invention. [Figure 85] FIG. 10 is a diagram showing a second modified example of the present invention. [Figure 86] FIG. 10 is a diagram showing a third modified example of the present invention. [Figure 87] FIG. 10 is a diagram showing a fourth modified example of the present invention. [Figure 88] FIG. 10 is a diagram showing a fifth modified example of the present invention. [Figure 89] FIG. 10 is a diagram showing a sixth modified example of the present invention. [Figure 90] FIG. 11 is a diagram showing a seventh modified example of the present invention. [Figure 91]FIG. 13 is a diagram showing an eighth modified example of the present invention. [Figure 92] FIG. 13 is a diagram showing a ninth modified example of the present invention. [Figure 93] FIG. 13 is a diagram showing a ninth modified example of the present invention. [Figure 94] FIG. 16 is a diagram showing a tenth modified example of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A gaming machine according to the present invention will be described below with reference to the following examples.
[0010] [Form 1-1] The gaming machine of type 1-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect including a first predetermined part that displays a crack precursor image and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The specific effect is an effect in which the display of a plurality of fragment images is started in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect until when a fragment image corresponding to the crack precursor image is displayed, The execution timing is different between the predetermined effect and the specific effect. the type of background image displayed in the display layer having a lower priority than the predetermined display layer is different before the first predetermined part is executed and after the fragment image in the second predetermined part is displayed; Before a specific effect is executed and after a fragment image in the specific effect is displayed, the type of background image displayed in a display layer with a lower priority than the specific display layer is different (see Figures 33 to 36, 45, 46, 52, 63, and 68). It is characterized by the following. According to this feature, the predetermined effect that displays a crack precursor image and a fragment image, and the specific effect that displays a fragment image without displaying a crack precursor image can be executed at different times, so that the player can be surprised at various times.Furthermore, since the types of background images are different before and after the fragment image is displayed in both the predetermined effect and the specific effect, even if the effect displays similar fragment images, different impressions can be given in a suitable manner, thereby increasing interest in the game.
[0011] [Form 1-2] The gaming machine of type 1-2 is Both predetermined effects and specific effects can be executed in one variable display, When a specific effect is executed without a predetermined effect being executed, the expectation of being controlled to an advantageous state is higher than when a specific effect is executed without a predetermined effect being executed (see Figures 33 to 36). It is characterized by the following. This feature draws attention to the execution status of the predetermined effect and the specific effect, thereby increasing interest.
[0012] [Form 1-3] The gaming machines of types 1-3 are: The background image includes a first background image and a second background image that is more advantageous than the first background image; The first predetermined part can be executed while the first background image is displayed, The second background image is displayed during the execution of the second predetermined part, The second background image can be displayed even when a second background promotion effect different from the predetermined effect is executed, When the second background image is displayed by the predetermined effect, the expectation of being controlled to an advantageous state is higher than when the second background image is displayed by the second background teasing effect (see FIG. 30). It is characterized by the following. According to this feature, interest can be increased by drawing attention to whether the second background image is displayed through the predetermined effect or the second background preview effect.
[0013] [Form 1-4-1] The gaming machine of type 1-4-1 is In one variable display, both a predetermined effect and a specific effect can be executed, The predetermined effect is an effect that can be executed before the decoration identification information becomes a reach state, The specific effect is an effect that can be executed after the decoration identification information becomes a reach state, When a predetermined effect is executed before the execution of a specific effect, the expectation of being controlled to an advantageous state is higher than when it is not executed (see Figures 33 to 36). It is characterized by the following. According to this feature, it is possible to heighten interest by making the player expect that both the predetermined effect and the specific effect will be executed.
[0014] [Form 1-4-2] The gaming machine of type 1-4-2 is The predetermined effect is an effect that can be executed before the decoration identification information becomes a reach state, The specific effect is an effect that can be executed after the decoration identification information becomes a reach state, The background images include a first background image before the decoration identification information reaches a reach state, a second background image before the decoration identification information reaches a reach state and which is more advantageous than the first background image, a third background image after the decoration identification information reaches a reach state, and a fourth background image after the decoration identification information reaches a reach state and which is more advantageous than the third background image, The fragment image in the second predetermined part is displayed together with the second background image, The fragment image in the specific effect is displayed together with the fourth background image (see Figures 45, 46, 52, 63, and 68). It is characterized by the following. This feature draws attention to the relationship between the predetermined effect, the specific effect, and the background image, thereby increasing interest.
[0015] [Form 1-4-3] The gaming machine of type 1-4-3 is The fragment image in the second predetermined part is a transparent image that allows at least a part of the second background image superimposed thereon to be recognized; The fragment image in the specific effect is a transparent image that allows at least a part of the fourth background image to be recognized (see Figures 59, 60, and 73). It is characterized by the following. According to this feature, the effect of the second predetermined part and the specific effect can be enhanced.
[0016] [Form 1-4-4] The gaming machine of type 1-4-4 is The fragment images can be rotated, When the image fragment is rotated to a first angle, it becomes possible to recognize at least a part of the second background image superimposed on the image fragment, When the fragment image is rotated to the second angle, it becomes difficult to recognize at least a part of the second background image that is superimposed on the fragment image (see Figures 83 and 89). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0017] [Form 1-4-5] The gaming machine of type 1-4-5 is When a first fragment image among the plurality of fragment images is at a first angle, a second fragment image among the plurality of fragment images is at a second angle (see Figures 83 and 89). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0018] [Form 1-5] The gaming machines of types 1-5 are: The fragment images in the second predetermined part and the fragment images in the specific performance are commonly displayed in a manner that moves in a plurality of directions including at least the predetermined direction and the specific direction, A fragment image displayed in a manner moving in a specific direction takes a longer time to disappear from the display area of the display means than a fragment image displayed in a manner moving in a predetermined direction (see Figure 84). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0019] [Form 1-6] The gaming machines of types 1-6 are: the image fragments in the second predetermined part are displayed in a manner that moves without a change in speed throughout the display period of the image fragments; In a specific effect, the fragment images are displayed in a manner that moves without any change in speed throughout the display period of the fragment images (see FIG. 72). It is characterized by the following. This feature allows fragment images to be displayed naturally.
[0020] [Form 1-7-1] The gaming machine of type 1-7-1 is The fragment images in the second predetermined part and the fragment images in the specific performance are commonly displayed in a manner that moves in a plurality of directions including at least the predetermined direction and the specific direction, The fragment images in the second predetermined part and the fragment images in the specific performance have the same period of time required for them to disappear from the display area of the display means (see Figures 75 and 80). It is characterized by the following. According to this feature, the correlation between the predetermined effect and the specific effect is increased, thereby enhancing the effects of both effects.
[0021] [Form 1-7-2] The gaming machine of type 1-7-2 is The visibility of the fragment images that move in a specific direction differs between when they start to be displayed and when they are no longer displayed in the display area of the display means (see Figures 75 and 80). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0022] [Form 1-7-3] The gaming machine of type 1-7-3 is The fragment image that moves in a specific direction in a specific effect takes a longer time to disappear from the display area of the display means than the fragment image that moves in a specific direction in a predetermined effect (see Figure 84). It is characterized by the following. This feature allows fragment images to be displayed naturally.
[0023] [Form 1-8] The gaming machines of types 1-8 are: The fragment images in the second predetermined part and the fragment images in the specific performance can rotate, The number of rotational actions performed from when a first fragment image among the plurality of fragment images in the second predetermined part is displayed until it is no longer displayed in the display area of the display means is the same as the number of rotational actions performed from when a second fragment image among the plurality of fragment images in the specific performance is displayed until it is no longer displayed in the display area of the display means (see Figures 83 and 89). It is characterized by the following. According to this feature, the correlation between the predetermined effect and the specific effect is increased, thereby enhancing the effects of both effects.
[0024] [Form 2-1] The gaming machine of type 2-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect including a first predetermined part that displays a crack precursor image and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The specific effect is an effect in which the display of a plurality of fragment images is started in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect until when a fragment image corresponding to the crack precursor image is displayed, The display means is capable of displaying an effect image at a first timing when a transition is made from a first predetermined part to a second predetermined part and at a second timing when a fragment image is displayed in a specific effect; During the display period of the effect image, it is difficult to view the image fragments over a first period, and the image fragments can be viewed over a second period after the first period has elapsed (see Figures 45, 46, 52, 63, and 68). It is characterized by the following. According to this feature, the predetermined effect of displaying a crack precursor image and a fragment image, and the specific effect of displaying a fragment image without displaying a crack precursor image can be executed at different times, so that the player can be surprised at various times, and furthermore, the sense of incongruity when a fragment image is displayed by an effect image can be reduced, allowing the predetermined effect and the specific effect to be executed suitably.
[0025] [Form 2-2] The gaming machine of type 2-2 is The effect image displayed at the first timing and the effect image displayed at the second timing have the same display period (see FIGS. 63 and 68). It is characterized by the following. According to this feature, the correlation between the predetermined effect and the specific effect is increased, thereby enhancing the effects of both effects.
[0026] [Form 2-3] The gaming machine of type 2-3 is The execution period of the first predetermined part is longer than the execution period of the second predetermined part, The display period of the effect image is shorter than the execution period of the first predetermined part and the execution period of the second predetermined part (see FIG. 63). It is characterized by the following. According to this feature, the fragment image can be displayed without any sense of incongruity by starting the display of the effect image.
[0027] [Form 2-4] The gaming machines of type 2-4 are: The display pattern of the effect image is the same between the first timing and the second timing (see Figures 45, 46, and 52). It is characterized by the following. According to this feature, the correlation between the predetermined effect and the specific effect is increased, thereby enhancing the effects of both effects.
[0028] [Form 3-1] The gaming machine of type 3-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect including a first predetermined part that displays a crack precursor image and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The specific effect is an effect in which the display of a plurality of fragment images is started in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect until when a fragment image corresponding to the crack precursor image is displayed, The execution timing is different between the predetermined effect and the specific effect. the image fragments in the second predetermined part are displayed in a manner that moves without a change in speed throughout the display period of the image fragments; In a specific effect, the fragment images are displayed in a manner that changes and moves from a first speed to a second speed over the display period of the fragment images (see Figures 48, 55, 65, 70, and 72). It is characterized by the following. According to this feature, the predetermined effect that displays a crack precursor image and a fragment image, and the specific effect that displays a fragment image without displaying a crack precursor image can be executed at different times, so that the player can be surprised at various times.Furthermore, since the speed at which the fragment images are moved is different between the predetermined effect and the specific effect, even if the effects display similar fragment images, different impressions can be given, thereby increasing the player's interest in the game.
[0029] [Form 3-2] The gaming machine of type 3-2 is In one variable display, a predetermined effect can be executed multiple times, while a specific effect can be executed once, When the predetermined effect is executed multiple times, the expectation of being controlled to an advantageous state is higher than when the predetermined effect is executed once, When a specific effect is executed once, the expectation of being controlled to an advantageous state is higher than when a predetermined effect is executed multiple times (see Figures 33 to 36). A gaming machine characterized by the above. This feature draws attention to the execution status of the predetermined effect and the specific effect, thereby increasing interest.
[0030] [Form 3-3] The gaming machine of type 3-3 is At a first timing when the first predetermined part transitions to a second predetermined part and at a second timing when a fragment image in a specific effect is displayed, an effect image of a specific color can be displayed in common; The display pattern of the effect image is different between the first timing and the second timing (see Figure 48(C) and Figure 55(C)). A gaming machine characterized by the above. According to this feature, the display pattern of the effect image can be made different between the predetermined effect and the specific effect, thereby increasing interest.
[0031] [Form 3-4-1] The gaming machine of type 3-4-1 is The fragment images in the specific effect are displayed in a manner moving at a first speed over a first period from the start of display to a specific timing during the display period, and are displayed in a manner moving at a second speed over a second period from the specific timing to when the fragment images are no longer displayed in the display area of the display means; The second period is longer than the first period (see Figure 72). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0032] [Form 3-4-2] The gaming machine of type 3-4-2 is An effect image can be displayed at the timing when a fragment image is displayed in a specific effect, The display period of the effect image overlaps with the first period but does not overlap with the second period (see Figures 70, 72, and 81). It is characterized by the following. This feature can prevent the effect of the specific effect from being reduced.
[0033] [Form 3-5] The gaming machines of type 3-5 are: The fragment images in the second predetermined part and the fragment images in the specific performance can rotate, The number of rotational actions performed from when a first fragment image among the plurality of fragment images in the second predetermined part is displayed until it is no longer displayed in the display area of the display means is greater than the number of rotational actions performed from when a second fragment image among the plurality of fragment images in the specific performance is displayed until it is no longer displayed in the display area of the display means (see Figure 89). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0034] [Form 4-1] The gaming machine of type 4-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect including a first predetermined part that displays a crack precursor image and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The specific effect is an effect in which the display of a plurality of fragment images is started in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect until when a fragment image corresponding to the crack precursor image is displayed, The execution timing is different between the predetermined effect and the specific effect. The fragment image in the second predetermined part is an opaque image that makes it difficult to recognize at least a part of the background image that is superimposed thereon, The fragment images in specific effects are transparent images that allow at least a portion of the background image to be recognized (see Figures 48, 55, 59, 60, 65, 70, and 82). It is characterized by the following. According to this feature, the predetermined effect that displays a crack precursor image and a fragment image, and the specific effect that displays a fragment image without displaying a crack precursor image can be executed at different times, so that the player can be surprised at various times.Furthermore, since the display manner of the fragment image differs between the predetermined effect and the specific effect, even if the effect displays similar fragment images, it gives a suitably different impression, thereby increasing the interest in the game.
[0035] [Form 4-2] The gaming machine of type 4-2 is The specific effect is an effect that includes displaying a special image together with the fragment image, The fragment image and the special image in the specific performance are in a superimposed relationship, The first fragment image among the plurality of fragment images in the specific effect is a transparent image that allows at least a part of the background image to be recognized, The second fragment image among the plurality of fragment images in the specific effect is a transparent image that allows at least a part of the special image to be recognized, The third fragment image among the multiple fragment images in the specific effect is a transparent image that allows recognition of both at least a part of the background image and at least a part of the special image (see Figure 82). It is characterized by the following. According to this feature, by changing the display mode of the fragment images for each effect, the effect of each effect can be enhanced.
[0036] [Form 4-3-1] The gaming machine of type 4-3-1 is The fragment images in certain effects can rotate, When the first fragment image is rotated to a first angle, it becomes possible to recognize at least a part of the background image that is superimposed on the fragment image; When the first fragment image is rotated to the second angle, it becomes difficult to recognize at least a part of the background image that is superimposed on the fragment image (see Figures 83 and 89). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0037] [Form 4-3-2] The gaming machine of type 4-3-2 is In a specific effect, when a first fragment image among the plurality of fragment images is at a first angle, a second fragment image among the plurality of fragment images is at a second angle (see Figures 83 and 89). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0038] [Form 5-1] The gaming machine of type 5-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect including a first predetermined part that displays a crack precursor image and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The specific effect is an effect in which the display of a plurality of fragment images is started in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect until when a fragment image corresponding to the crack precursor image is displayed, The execution timing is different between the predetermined effect and the specific effect. The fragment images in the second predetermined part and the fragment images in the specific performance are commonly displayed in a manner that moves in a plurality of directions including at least the predetermined direction and the specific direction, A fragment image displayed in a manner moving in a specific direction takes a longer time to disappear from the display area of the display means than a fragment image displayed in a manner moving in a predetermined direction (see Figures 48, 55, 65, and 70). It is characterized by the following. According to this feature, the predetermined effect that displays a crack precursor image and a fragment image, and the specific effect that displays a fragment image without displaying a crack precursor image can be executed at different times, allowing the player to be surprised at various times.Furthermore, while the direction in which the fragment images move is the same in the predetermined effect and the specific effect, the time required for them to disappear is different, so even if the effects both display fragment images in the same way, different impressions can be given, thereby increasing interest in the game.
[0039] [Form 5-2] The gaming machine of type 5-2 is The visibility of the fragment images that move in a specific direction differs between when they start to be displayed and when they are no longer displayed in the display area of the display means (see Figures 77 and 81). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0040] [Form 5-3] The gaming machine of type 5-3 is The fragment image that moves in a specific direction in a specific effect takes a longer time to disappear from the display area of the display means than the fragment image that moves in a specific direction in a predetermined effect (see Figure 84). It is characterized by the following. According to this feature, a difference is made between the predetermined presentation and the specific presentation, and interest can be increased by a variety of presentation methods.
[0041] [Form 5-4] The gaming machine of type 5-4 is All of the image fragments in the second predetermined part are hidden in a manner that they move out of the display area of the display means (see, for example, FIG. 83(A)), The first fragment image among the fragment images in the specific performance is hidden in a manner that moves toward the outside of the display area of the display means, Among the fragment images in the specific performance, a second fragment image different from the first fragment image is hidden before moving out of the display area of the display means (see, for example, FIG. 83(B)). It is characterized by the following. According to this feature, the fragment images are displayed differently in the predetermined presentation and the specific presentation, which can increase interest.
[0042] [Form 6-1] The gaming machine of type 6-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is The object image can be displayed in the special display layer; A crack precursor image can be displayed on a predetermined display layer having a higher priority than the special display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect includes a first predetermined part that displays an object image and displays a crack precursor image of a first crack pattern in accordance with the movement of the object image, a second predetermined part that changes the crack precursor image from the first crack pattern to a second crack pattern in accordance with the movement of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The specific effect is an effect in which an object image is displayed, and in response to the movement of the object image, a plurality of fragment images are started to be displayed in a period shorter than the period from when a crack precursor image of a first crack pattern is displayed in a predetermined effect until when a fragment image corresponding to the crack precursor image is displayed; The execution timing is different between the predetermined effect and the specific effect. After the second predetermined part is executed, the third predetermined part may be executed or may not be executed; The period from when the crack precursor image of the second crack type is displayed to when the fragment image is displayed in the predetermined effect is longer than the period from when the object image is displayed to when the fragment image is displayed in the specific effect, In the third predetermined part, the fragment image requires a first period from when it is displayed until it is no longer displayed in the display area of the display means; In a specific effect, a fragment image requires a second period different from the first period from when it is displayed until it disappears from the display area of the display means (see Figures 49 to 51, Figures 59, 60, 66, and 67). It is characterized by the following. According to this feature, the predetermined effect that displays a crack precursor image and a fragment image, and the specific effect that displays a fragment image without displaying a crack precursor image can be executed at different times, so that the player can be surprised at various times.Furthermore, since the period from when the object image is displayed to when the fragment image is displayed, and the display period of the fragment image, differ between the predetermined effect and the specific effect, even if the effect displays similar fragment images, different impressions can be given, thereby increasing interest in the game.
[0043] [Form 6-2] The gaming machine of type 6-2 is The second predetermined part has a longer execution period than the first predetermined part (see Figures 59, 60, 65, and 70). It is characterized by the following. This feature can prevent the interest of a given presentation from being reduced due to a monotonous presentation configuration.
[0044] [Form 6-3] The gaming machine of type 6-3 is When the second predetermined part is executed and then the third predetermined part is not executed, a fourth predetermined part can be executed in which a crack precursor image of the second crack pattern is continuously displayed for a period longer than the display period of the fragment image in the third predetermined part (see FIG. 66). It is characterized by the following. According to this feature, it is possible to preferably indicate that the third predetermined part will not be executed.
[0045] [Form 6-4-1] The gaming machine of type 6-4-1 is The predetermined effect is an effect that makes the decoration identification information reach a state, There are a first pattern in which a predetermined effect is executed and the decoration identification information is in a reach state, and a second pattern in which the predetermined effect is not executed and the decoration identification information is in a reach state, When the variable display is performed according to the first pattern, the expectation of being controlled to an advantageous state is higher than when the variable display is performed according to the second pattern (see Figure 66). It is characterized by the following. This feature draws attention to the execution of the predetermined effect, thereby increasing interest.
[0046] [Form 6-4-2] The gaming machine of type 6-4-2 is In one variable display, both a predetermined effect and a specific effect can be executed, The specific effect can be executed after the third predetermined part is executed, When the third predetermined part is executed before the execution of the specific performance, the expectation of being controlled to an advantageous state is higher than when it is not executed (see Figures 33 to 36). It is characterized by the following. According to this feature, it is possible to draw attention to the execution of the third predetermined part in the predetermined performance, thereby increasing interest.
[0047] [Form 6-5] The gaming machine of type 6-5 is At a first timing when the second predetermined part transitions to a third predetermined part and at a second timing when a fragment image in a specific effect is displayed, an effect image of a specific color can be displayed in common; The display pattern of the effect image is different between the first timing and the second timing (see Figure 49(G) and Figure 51(D)). It is characterized by the following. According to this feature, the display pattern of the effect image can be made different between the predetermined effect and the specific effect, thereby increasing interest.
[0048] [Form 6-6] The gaming machine of type 6-6 is The predetermined effect is an effect that makes the decoration identification information reach a state, The decoration identification information in the reach state can be highlighted in the third predetermined part, In the third predetermined part, the period during which the decoration identifying information in the reach state is highlighted is longer than the period during which the fragment image is displayed (see Figures 50(I) to 50(K)). It is characterized by the following. According to this feature, it is possible to preferably indicate that a reach state has been reached.
[0049] [Form 6-7-1] The gaming machine of type 6-7-1 is A motion emphasis image can be displayed in accordance with the motion of the object image in the first predetermined part, It can be displayed in a display layer with a higher priority than the specific display layer, A motion-enhanced image is displayed at the same time as the display of the crack precursor image of the crack pattern begins (see FIG. 49(D)). It is characterized by the following. According to this feature, the crack precursor image can be changed to a cracked appearance without creating an unnatural appearance.
[0050] [Form 6-7-2] The gaming machine of type 6-7-2 is A small fragment image can be displayed along with the display of the motion-enhanced image; The display period of the small fragment image is longer than the display period of the motion-enhanced image (see FIG. 49(D)). It is characterized by the following. This feature makes it possible to suitably indicate that the crack precursor image has changed to a cracked state.
[0051] [Form 6-7-3] The gaming machine of type 6-7-3 is In the second predetermined part, an effect image can be displayed in accordance with the movement of the object image, Do not display action-emphasis images when displaying effect images (see Figure 49(H) and Figure 66). It is characterized by the following. According to this feature, the first predetermined part and the second predetermined part are differentiated, and it is possible to prevent the predetermined effect from becoming monotonous.
[0052] [Form 6-7-4] The gaming machine of type 6-7-4 is The period required for the small fragment image in the first predetermined part to disappear from the display area of the display means is different from the period required for the small fragment image in the third predetermined part to disappear from the display area of the display means (Figure 66). It is characterized by the following. According to this feature, the fragment images are displayed differently in the first predetermined part and the third predetermined part, which can increase interest.
[0053] [Form 6-8] The gaming machines of types 6-8 are: The fragment image in the third predetermined part is a transparent image that allows at least a part of the background image superimposed thereon to be recognized, The fragment images in the specific effects are non-transparent images that make it difficult to recognize at least a portion of the background image that is superimposed on them (see Figures 59, 60, and 73). It is characterized by the following. According to this feature, the display mode of the fragment images can be made different between the predetermined effect and the specific effect, thereby increasing interest.
[0054] [Form 6-9] The gaming machines of types 6-9 are: the image fragments in the third predetermined part are displayed in a manner that moves without a change in speed throughout the display period of the image fragments; In a specific effect, the fragment images are displayed in a manner that moves without any change in speed throughout the display period of the fragment images (see FIG. 72). It is characterized by the following. This feature allows fragment images to be displayed naturally.
[0055] [Form 6-10] The gaming machines of types 6-10 are: The period from when the fragment image in the specific performance is displayed until when it disappears in the display area of the display means is longer than the period from when the fragment image in the third predetermined part is displayed until when it disappears in the display area of the display means (see Figures 66 and 67). It is characterized by the following. According to this feature, a difference is made between the predetermined presentation and the specific presentation, and interest can be increased by a variety of presentation methods.
[0056] [Form 7-1] The gaming machine of type 7-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A motion detection means capable of detecting a player's motion; A display means; A performance execution means, The means of performance execution is It is possible to execute an action promotion effect that prompts the player to perform an action on the action detection means, It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, The action prompting image can be displayed in a special display layer having a higher priority than the specific display layer, Special information regarding variable display can be displayed in a special display layer having a higher priority than the special display layer; The predetermined effect is an effect including a first predetermined part that displays a crack precursor image and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The specific effect is an effect in which the display of a plurality of fragment images is started in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect until when a fragment image corresponding to the crack precursor image is displayed, The execution timing is different between the predetermined effect and the specific effect. The action prompting effect is an effect in which an action prompting image is displayed over the action valid period, and when a player's action is detected, the display mode of the action prompting image is changed from an action prompting mode to an action completion mode, When the action promotion image changes from the action promotion mode to the action completion mode due to the action promotion effect, a specific effect can be executed, During at least a portion of the execution period of the specific effect, it is possible to view both the action prompting image of the action completion mode and the fragment image in the specific effect, The display period of the fragment image in the specific effect is shorter than the display period of the action prompting image in the action prompting mode and longer than the display period of the action prompting image in the action completion mode (see Figures 45, 46, 55, 63, and 70). It is characterized by the following. According to this feature, the predetermined effect that displays a crack precursor image and a fragment image and the specific effect that displays a fragment image without displaying a crack precursor image can be executed at different times, thereby surprising the player at various times and further preventing the interest of the specific effect from decreasing due to a monotonous presentation structure.
[0057] [Form 8-1] The gaming machine of type 8-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The predetermined effects include a first predetermined effect and a second predetermined effect, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The first predetermined effect is an effect including a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect is an effect including a third predetermined part that displays a crack precursor image of the second crack type, and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined effects, The first and third specified parts have different execution periods, the type of background image displayed in the display layer having a lower priority than the predetermined display layer is different before the first predetermined part is executed and when the fragment image in the second predetermined part is displayed; The type of background image displayed in a display layer with a lower priority than the predetermined display layer is different before the third predetermined part is executed and when the fragment image in the fourth predetermined part is displayed (see Figures 45, 46, 48, 63, and 65). It is characterized by the following. According to this feature, the first and second predetermined effects that display the crack precursor image and the fragment image can be executed at different times, so that the player can be surprised at various times. Furthermore, since the types of background images are different before and after the fragment image is displayed in both the first and second predetermined effects, even effects that display similar fragment images can give different impressions in a desirable way, thereby increasing the player's interest in the game.
[0058] [Form 8-2] The gaming machine of type 8-2 is In the first predetermined part, the crack precursor image can be changed from a first pre-crack state to a first crack state and displayed; In the third predetermined part, the crack precursor image can be changed from the second pre-crack state to the second crack state and displayed, The period in which the crack precursor image changes from the first pre-crack state to the first crack state in the first predetermined part is different in length from the period in which the crack precursor image changes from the second pre-crack state to the second crack state in the third predetermined part (see Figures 45, 46, 48, 63, and 65). It is characterized by the following. According to this feature, the presentation effect can be improved when the crack precursor image is displayed in a cracked form.
[0059] [Form 9-1] The gaming machine of type 9-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The predetermined effects include a first predetermined effect and a second predetermined effect, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The first predetermined effect is an effect including a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect is an effect including a third predetermined part that displays a crack precursor image of the second crack type, and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined effects, The first and third specified parts have different execution periods, the display means is capable of displaying an effect image at a first timing when a transition occurs from the first predetermined part to the second predetermined part and at a second timing when a transition occurs from the third predetermined part to the fourth predetermined part; During the display period of the effect image, it is difficult to view the image fragments over a first period, and the image fragments are viewable over a second period after the first period has elapsed (see Figures 45, 46, 48, 63, and 65). It is characterized by the following. According to this feature, the first and second predetermined effects that display the crack precursor image and the fragment image can be executed at different times, so that the player can be surprised at various times, and furthermore, the strange feeling when the fragment image is displayed by the effect image can be reduced, so that the first and second predetermined effects can be executed suitably.
[0060] [Form 9-2] The gaming machine of type 9-2 is In the first predetermined part, the crack precursor image can be changed from a first pre-crack state to a first crack state and displayed; In the third predetermined part, the crack precursor image can be changed from the second pre-crack state to the second crack state and displayed, The period in which the crack precursor image changes from the first pre-crack state to the first crack state in the first predetermined part is different in length from the period in which the crack precursor image changes from the second pre-crack state to the second crack state in the third predetermined part (see Figures 45, 46, and 48). It is characterized by the following. According to this feature, the presentation effect can be improved when the crack precursor image is displayed in a cracked form.
[0061] [Form 10-1] The gaming machine of type 10-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The predetermined effects include a first predetermined effect and a second predetermined effect, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The first predetermined effect is an effect including a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect is an effect including a third predetermined part that displays a crack precursor image of the second crack type, and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined effects, The first and third specified parts have different execution periods, the image fragments in the second predetermined part are displayed in a manner that moves without a change in speed throughout the display period of the image fragments; The image fragments in the fourth predetermined part are displayed in a manner that changes and moves from a first speed to a second speed over the display period of the image fragments (see Figures 45, 46, 53, 54, 63, 69, and 72). It is characterized by the following. According to this feature, the first and second predetermined effects that display the crack precursor image and the fragment images can be executed at different times, so that the player can be surprised at various times. Furthermore, since the speed at which the fragment images are displayed varies between the first and second predetermined effects, even if the effects display similar fragment images, different impressions can be given, thereby increasing the player's interest in the game.
[0062] [Form 10-2] The gaming machine of type 10-2 is An effect image of a specific color can be displayed in common at a first timing when the first predetermined part transitions to a second predetermined part and at a second timing when the third predetermined part transitions to a fourth predetermined part, The display pattern of the effect image is different between the first timing and the second timing (see Figure 45(G) and Figure 53(H)). It is characterized by the following. According to this feature, the display pattern of the effect image can be made different between the first predetermined effect and the second predetermined effect, thereby increasing interest.
[0063] [Form 10-3-1] The gaming machine of type 10-3-1 is the fragment images in the fourth predetermined part are displayed in a manner moving at a first speed over a first period from when the display starts until a specific timing, and are displayed in a manner moving at a second speed over a second period from the specific timing until when the fragment images are no longer displayed, The second period is longer than the first period (see Figure 72). It is characterized by the following. According to this feature, the fragment images are displayed differently in the first predetermined presentation and the second predetermined presentation, which can increase interest.
[0064] [Form 10-3-2] The gaming machine of type 10-3-2 is When the fragment image in the fourth predetermined part is displayed, an effect image can be displayed; In the fourth predetermined part, the display period of the effect image overlaps with the first period but does not overlap with the second period (see FIGS. 53 and 72). It is characterized by the following. This feature can prevent the effect of the specific effect from being reduced.
[0065] [Form 10-4] The gaming machine of type 10-4 is All of the image fragments in the second predetermined part are hidden from view by moving out of the display area of the display means (see FIG. 83(A)). a first fragment image among the fragment images in the fourth predetermined part is hidden in a manner that the first fragment image moves toward the outside of the display area of the display means; A second fragment image, which is different from the first fragment image, among the fragment image in the fourth predetermined part is hidden before moving out of the display area of the display means (see FIG. 83(B)). It is characterized by the following. According to this feature, the fragment images are displayed differently in the first predetermined presentation and the second specific presentation, which can increase interest.
[0066] [Form 10-5] The gaming machine of type 10-5 is The fragment image in the second predetermined part is a transparent image that allows at least a part of the background image superimposed thereon to be recognized; The fragment image in the second predetermined part is a transparent image that allows at least a part of the background image in a superimposed relationship to be recognized (see Figures 59, 60, and 73). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0067] [Form 10-6-1] The gaming machine of type 10-6-1 is the fragment images in the second predetermined part and the fragment images in the fourth predetermined part are displayed in a manner that they move in a plurality of directions including at least a predetermined direction and a specific direction; The fragment image displayed moving in a specific direction in the fourth predetermined part takes a longer time to disappear from the display area of the display means than the fragment image displayed moving in a specific direction in the second predetermined part (see Figures 75 and 76). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0068] [Form 10-6-2] The gaming machine of type 10-6-2 is The visibility of fragment images that move in a specific direction differs between when they first start to be displayed and when they are no longer displayed (see Figures 75 and 76). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0069] [Form 10-7-1] The gaming machine of type 10-7-1 is The fragment image in the second predetermined part and the fragment image in the fourth predetermined part can be rotated; the number of rotational actions performed from when a first image fragment among the plurality of image fragments in the second predetermined part is displayed until it is no longer displayed in the display area of the display means is greater than the number of rotational actions performed from when a second image fragment among the plurality of image fragments in the fourth predetermined part is displayed until it is no longer displayed in the display area of the display means (see Figure 89); It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0070] [Form 10-7-2] The gaming machine of type 10-7-2 is When the image fragment is rotated to a first angle, it becomes possible to recognize at least a part of the background image that is superimposed on the image fragment, When the fragment image is rotated to the second angle, it becomes difficult to recognize at least a part of the background image that is superimposed on the fragment image (see Figures 83 and 89). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0071] [Form 10-7-3] The gaming machine of type 10-7-3 is When the first fragment image is at a first angle, the second fragment image among the plurality of fragment images is at a second angle (see Figures 83 and 89). It is characterized by the following. This feature can enhance the dramatic effect when fragment images are displayed.
[0072] [Form 10-8] The gaming machine of type 10-8 is In one variable display, both the first predetermined performance and the second predetermined performance can be executed, The first predetermined effect is an effect that can be executed before the decoration identification information becomes a reach state, The second predetermined effect is an effect that can be executed after the decoration identification information becomes a reach state, When the first predetermined effect is executed before the execution of the second predetermined effect, the expectation of being controlled to an advantageous state is higher than when the first predetermined effect is not executed (see Figures 33 to 36). It is characterized by the following. According to this feature, it is possible to draw attention to the execution of the first predetermined effect, thereby increasing interest.
[0073] [Form 10-9] The gaming machine of type 10-9 is In the first predetermined part, the crack precursor image can be changed from a first pre-crack state to a first crack state and displayed; In the third predetermined part, the crack precursor image can be changed from the second pre-crack state to the second crack state and displayed, The period in which the crack precursor image changes from the first pre-crack state to the first crack state in the first predetermined part is different in length from the period in which the crack precursor image changes from the second pre-crack state to the second crack state in the third predetermined part (see Figures 63 and 69). It is characterized by the following. According to this feature, the presentation effect can be improved when the crack precursor image is displayed in a cracked form.
[0074] [Form 11-1] The gaming machine of type 11-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The predetermined effects include a first predetermined effect and a second predetermined effect, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The first predetermined effect is an effect including a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect is an effect including a third predetermined part that displays a crack precursor image of the second crack type, and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined effects, The first and third specified parts have different execution periods, The fragment image in the second predetermined part is an opaque image that makes it difficult to recognize at least a part of the background image that is superimposed thereon, The fragment image in the fourth predetermined part is a transparent image that allows at least a part of the background image in a superimposed relationship to be recognized (see Figures 48, 45, 46, 65, and 63). It is characterized by the following. According to this feature, the first and second predetermined effects that display the crack precursor image and the fragment image can be executed at different times, so that the player can be surprised at various times. Furthermore, because the display manner of the fragment images differs between the first and second predetermined effects, even effects that display similar fragment images can give different impressions in a desirable way, thereby increasing the player's interest in the game.
[0075] [Form 12-1] The gaming machine of type 12-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The predetermined effects include a first predetermined effect and a second predetermined effect, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The first predetermined effect is an effect including a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect is an effect including a third predetermined part that displays a crack precursor image of the second crack type, and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined effects, The first and third specified parts have different execution periods, the fragment images in the second predetermined part and the fragment images in the fourth predetermined part are displayed in a manner that moves in a plurality of directions, at least the predetermined direction and the specific direction; The fragment image that moves in a specific direction takes a longer time to disappear from the display area of the display means than the fragment image that moves in a predetermined direction; The fragment images displayed moving in a specific direction in the fourth predetermined part take a longer time to disappear from the display area of the display means than the fragment images displayed moving in a specific direction in the second predetermined part (see Figures 45, 46, 53, 54, 63, and 69). It is characterized by the following. According to this feature, the first predetermined effect and the second predetermined effect, which display the crack precursor image and the fragment image, can be executed at different times, allowing the player to be surprised at various times.Furthermore, while the direction in which the fragment image moves is the same in the predetermined effect and the specific effect, the time required for it to disappear is different, so even if the effects display similar fragment images, they give a suitably different impression, thereby increasing the player's interest in the game.
[0076] [Form 13-1] The gaming machine of type 13-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The predetermined effects include a first predetermined effect and a second predetermined effect, The display means is The object image can be displayed in the special display layer; A crack precursor image can be displayed on a predetermined display layer having a higher priority than the special display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The first predetermined effect includes a first predetermined part that displays an object image and displays a crack precursor image of a first crack pattern in accordance with the movement of the object image, a second predetermined part that changes the crack precursor image from the first crack pattern to a second crack pattern in accordance with the movement of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect is an effect including a fourth predetermined part that displays an object image and displays a crack precursor image of a third crack pattern in accordance with the movement of the object image, and a fifth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image in accordance with the movement of the object image, The execution timing is different between the first and second predetermined effects, The first predetermined part and the fourth predetermined part have different execution periods, After the second predetermined part is executed, the third predetermined part may be executed or may not be executed; The period from the start of the second prescribed part to the transition to the third prescribed part is longer than the period from the start of the fourth prescribed part to the transition to the fifth prescribed part, In the third predetermined part, the fragment image requires a first period from when it is displayed until it is no longer displayed in the display area of the display means; In the fifth predetermined part, a second period different from the first period is required from when the fragment image is displayed until when it is no longer displayed in the display area of the display means (see Figures 45, 46, 49, 50, 66, and 63). It is characterized by the following. According to this feature, the first and second predetermined effects that display the crack precursor image and the fragment images can be executed at different times, allowing the player to be surprised at various times.Furthermore, since the period from when the object image is displayed to when the fragment images are displayed, and the display period of the fragment images, differ between the first and second predetermined effects, even effects that display similar fragment images can give different impressions in an appropriate manner, thereby increasing interest in the game.
[0077] [Form 13-2] The gaming machine of type 13-2 is In the first predetermined part, the crack precursor image can be displayed in a first crack form according to the movement of the object image, In the fourth predetermined part, the crack precursor image can be changed from the third pre-crack state to the third crack state and displayed (see Figures 49 and 45). It is characterized by the following. According to this feature, the presentation effect can be improved when the crack precursor image is displayed in a cracked form.
[0078] [Form 14-1] The gaming machine of type 14-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The predetermined effects include a first predetermined effect and a second predetermined effect, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The first predetermined effect is an effect including a first predetermined part that displays a crack precursor image and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect is an effect including a third predetermined part that displays a crack precursor image, and a fourth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect can be executed at a specific timing after the first predetermined effect is executed, The first predetermined part and the third predetermined part have the same length of the execution period, The second predetermined part and the fourth predetermined part have the same execution period, When the second predetermined performance is executed after the first predetermined performance, the fragment image displayed in the second predetermined part is made invisible in the display area of the display means, and then the third predetermined part is started (see Figures 42, 43, and 61). It is characterized by the following. According to this feature, the first predetermined effect and the second predetermined effect, which display a crack precursor image and a fragment image, can be executed consecutively, thereby providing the player with successive surprises. Furthermore, since the third predetermined part starts after the fragment image in the second predetermined part has disappeared, it is possible to prevent a reduction in the presentation effect caused by a new crack precursor image being displayed even though a fragment image is already being displayed.
[0079] [Form 14-2] The gaming machine of type 14-2 is the fragment images in the second predetermined part and the fragment images in the fourth predetermined part are displayed in a manner that they move in a plurality of directions including at least a predetermined direction and a specific direction; The positions at which the display of the fragment images starts are different between the second predetermined part and the fourth predetermined part (see Figures 42, 43, and 84). It is characterized by the following. According to this feature, the fragment images are displayed differently between the first predetermined presentation and the second predetermined presentation, which can increase interest.
[0080] [Form 14-3] The gaming machine of type 14-3 is The second predetermined part and the fourth predetermined part can commonly display a special image together with the fragment image, The special image in the second predetermined part is displayed in the first manner, The special image in the fourth predetermined part is displayed in a second manner different from the first manner (see FIG. 42(F) and FIG. 43(F)). It is characterized by the following. According to this feature, the special image is displayed differently in the first predetermined effect and the second predetermined effect, which can increase interest.
[0081] [Form 14-4] The gaming machine of type 14-4 is The second and fourth predetermined parts have different lengths of display periods for fragment images, but the lengths of display periods for special images are the same (see FIG. 61). It is characterized by the following. According to this feature, the fragment images are displayed differently between the first predetermined presentation and the second predetermined presentation, which can increase interest.
[0082] [Form 14-5] The gaming machine of type 14-5 is There are a first pattern in which the second predetermined effect is executed after the first predetermined effect is executed, and a second pattern in which the second predetermined effect is not executed after the first predetermined effect is executed, The rate at which the game progresses according to the first pattern is more favorable than the rate at which the game progresses according to the second pattern (see Figure 27). It is characterized by the following. According to this feature, it is possible to draw attention to the execution of the second predetermined effect, thereby increasing interest.
[0083] [Form 14-6] The gaming machine of type 14-2 is the image fragments in the second predetermined part are displayed in a manner that moves without a change in speed throughout the display period of the image fragments; The image fragments in the fourth predetermined part are displayed in a manner that moves without any change in speed throughout the display period of the image fragments (see FIG. 72). It is characterized by the following. According to this feature, the relationship between the first predetermined effect and the second predetermined effect can be increased, and interest can be enhanced.
[0084] [Form 14-7-1] The gaming machine of type 14-7-1 is An effect image of a specific color can be displayed in common at a first timing when the first predetermined part transitions to a second predetermined part and at a second timing when the third predetermined part transitions to a fourth predetermined part, The display pattern of the effect image is the same at the first timing and the second timing (see FIG. 42(C), FIG. 43(C), and FIG. 61). It is characterized by the following. According to this feature, the correlation between the first predetermined effect and the second predetermined effect is increased, and the effects of both effects can be improved.
[0085] [Form 14-7-2] The gaming machine of type 14-7-2 is The effect image displayed at the first timing and the effect image displayed at the second timing have the same display period (see FIG. 61). It is characterized by the following. According to this feature, the correlation between the first predetermined effect and the second predetermined effect is increased, and the effects of both effects can be improved.
[0086] [Form 15-1] The gaming machine of type 15-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a notification effect that notifies whether or not the game is controlled to an advantageous state, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect including a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, When it is notified by the notification effect that the game is not controlled to an advantageous state, a crack precursor image of a second crack type is displayed, and a plurality of fragment images corresponding to the crack precursor image are displayed; the fragment image in the second predetermined part requires a first period of time before disappearing from the display area of the display means; When the notification effect notifies that the game is not controlled to an advantageous state, the fragment image requires a second period different from the first period until it is hidden in the display area of the display means (see Figures 45, 46, 58, 63, and 71(B)). It is characterized by the following. According to this feature, it is possible to execute a predetermined effect that displays a crack precursor image and a fragment image, thereby surprising the player, and furthermore, by displaying the crack precursor image together with a fragment image that takes a different period of time to disappear than the fragment image in the predetermined effect, it is possible to notify the player that the game is not being controlled appropriately to an advantageous state.
[0087] [Form 15-2] The gaming machine of type 15-2 is The display period of the breakage precursor image when it is notified that the game is not controlled to the advantageous state is longer than the display period of the breakage precursor image in the first predetermined part (see FIG. 63). It is characterized by the following. This feature makes it possible to effectively indicate that the game is not controlled to an advantageous state.
[0088] [Form 15-3] The gaming machine of type 15-3 is There is a first fragment image having the largest display size among the plurality of fragment images in the second predetermined part, a second fragment image having the largest display size among the plurality of fragment images when it is notified that the game is not controlled to an advantageous state; The first fragment image is displayed in a larger size than the second fragment image (see, for example, FIG. 46(J) and FIG. 58(D)). It is characterized by the following. This feature allows for differences in how the fragment images are displayed, enhancing interest.
[0089] [Form 15-4] The gaming machine of type 15-4 is The fragment image in the second predetermined part is a transparent image that allows at least a part of the background image superimposed thereon to be recognized; The fragment image when it is notified that the game is not controlled to an advantageous state is a transparent image that allows at least a portion of the background image that is superimposed to be recognized (see FIG. 73). It is characterized by the following. This feature allows for differences in how the fragment images are displayed, enhancing interest.
[0090] [Form 15-5] The gaming machine of type 15-5 is The fragment image in the second predetermined part and the fragment image when it is notified that the game is not controlled to an advantageous state are commonly displayed in a manner that moves in multiple directions including at least a predetermined direction and a specific direction (see, for example, Figures 75 and 77). It is characterized by the following. This feature allows the fragment images to be displayed in a way that is relevant to the viewer, enhancing their interest.
[0091] [Form 15-6] The gaming machine of type 15-6 is An effect image of a specific color can be displayed in common at a first timing when the first predetermined part transitions to a second predetermined part and at a second timing when a fragment image is displayed when it is notified that the game is not controlled to an advantageous state, The display pattern of the effect image is different between the first timing and the second timing (see Figure 45(G) and Figure 58(C)). It is characterized by the following. According to this feature, the display patterns of the effect images can be differentiated to increase interest.
[0092] [Form 16-1] The gaming machine of type 16-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; Light emitting means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a notification effect that notifies whether or not the game is controlled to an advantageous state, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect including a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, When it is notified by the notification effect that the game is not controlled to an advantageous state, a crack precursor image of a second crack mode can be displayed, When the crack precursor image of the first crack form is displayed, the light emitting means emits light in the first light emitting pattern; When the crack precursor image of the second crack form is displayed, the light emitting means emits light in a second light emitting pattern, The light emitting means continues to emit light in the first light emitting pattern until the second predetermined part is executed; The light emission of the light emitting means in the second light emission pattern continues until a predetermined condition is met after the notification effect in which it is not controlled to the advantageous state has ended (see Figures 45, 46, 58, 63, and 71(B)). It is characterized by the following. According to this feature, it is possible to execute a predetermined effect that displays a crack precursor image, thereby surprising the player, and furthermore, by using the crack precursor image and a second light-emitting pattern that continues until a predetermined condition is met after the notification effect ends, it is possible to notify the player that the game is not being properly controlled to an advantageous state.
[0093] [Form 17-1] The gaming machine of type 17-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a notification effect that notifies whether or not the game is controlled to an advantageous state, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect including a first predetermined part that displays a crack precursor image of a first crack type, and a second predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, When it is notified by the notification effect that the game is not controlled to an advantageous state, a crack precursor image of a second crack mode can be displayed, The type of background image is different before the first predetermined part is executed and when the fragment image is displayed in the second predetermined part (see Figures 45(A) to 45(F) and Figures 46(I) to 46(K)). The display mode of the background image is different before the notification effect notifies whether or not the game will be controlled to an advantageous state, and when the fragment image is displayed when it is notified that the game will not be controlled to an advantageous state (see Figures 58(A), 58(B), 58(D), 63, and 71(B)). It is characterized by the following. According to this feature, it is possible to execute a predetermined effect that displays a crack precursor image, thereby surprising the player, and furthermore, by using the crack precursor image and changing the display mode of the background image before it is announced whether or not it will be controlled to an advantageous state, it is possible to notify the player that it will not be properly controlled to an advantageous state.
[0094] [Form 18-1] The gaming machine of type 18-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A movable body and A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The predetermined effects include a first predetermined effect and a second predetermined effect, The display means is The object image can be displayed in the special display layer; A crack precursor image can be displayed on a predetermined display layer having a higher priority than the special display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The first predetermined effect is an effect including a first predetermined part that displays an object image, a second predetermined part that displays a crack precursor image of a first crack pattern according to the movement of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect includes a fourth predetermined part that displays a crack precursor image of a second crack type, a fifth predetermined part that starts a first operation of the movable body, and a sixth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined effects, In the sixth predetermined part, the movable body starts a second action different from the first action, and the second action of the movable body ends after the fragment image is no longer displayed in the display area of the display means (see Figures 45, 46, 48, 63, and 65). It is characterized by the following. According to this feature, the first and second predetermined effects that display the crack precursor image and the fragment image can be executed at different times, so that the player can be surprised at various times, and furthermore, by displaying the crack precursor image and then operating the movable body to display the fragment image, a powerful effect can be provided.
[0095] [Form 18-2] The gaming machine of type 18-2 is In the first predetermined part, the crack precursor image can be changed from a first pre-crack state to a first crack state and displayed; In the fourth predetermined part, the crack precursor image can be changed from the second pre-crack state to the second crack state and displayed, The period in which the crack precursor image changes from the first pre-crack state to the first crack state in the first predetermined part and the period in which the crack precursor image changes from the second pre-crack state to the second crack state in the fourth predetermined part are different in length (see Figures 63 and 65). It is characterized by the following. According to this feature, the presentation effect can be improved when the crack precursor image is displayed in a cracked form.
[0096] [Form 18-3-1] The gaming machine of type 18-3-1 is An effect image of a specific color can be displayed in common at a first timing when the second predetermined part transitions to a third predetermined part and at a second timing when the fifth predetermined part transitions to a sixth predetermined part, The display pattern of the effect image is different between the first timing and the second timing (see Figure 45(G) and Figure 48(C)). It is characterized by the following. According to this feature, the display patterns of the effect images can be differentiated to increase interest.
[0097] [Form 18-3-2] The gaming machine of type 18-3-2 is The first action is an action in which the movable body moves from the home position toward the advanced position, When the movable body is positioned at the advanced position, the display of the effect image begins (see FIG. 48(C)). It is characterized by the following. According to this feature, by linking the movement of the movable body with the display of the effect image, a sense of unity is created, and the effect of the second predetermined effect can be enhanced.
[0098] [Form 18-3-3] The gaming machine of type 18-3-3 is The duration of the first movement of the moving object is longer than the display period of the effect image, The display period of the fragment image in the sixth predetermined part is longer than the period of the first movement of the movable body (see FIG. 65 ). It is characterized by the following. According to this feature, the effect of the second predetermined effect can be enhanced.
[0099] [Form 18-4] The gaming machine of type 18-4 is It is possible to execute a suggestion effect that is different from the second predetermined effect and suggests that the movable body will be controlled to an advantageous state by operating the movable body, A movable body emphasis image can be displayed in a display area superimposed on the movable body in accordance with the movement of the movable body, While a moving body emphasis image is displayed in accordance with the movement of the moving body in the suggestive performance, a moving body emphasis image is not displayed in accordance with the first movement of the moving body in the fifth predetermined part (see FIG. 65), It is characterized by the following. According to this feature, it is possible to prevent the effect of the second predetermined effect from being reduced by the movable body emphasizing image.
[0100] [Form 19-1] The gaming machine of type 19-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A movable body and A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The predetermined effects include a first predetermined effect and a second predetermined effect, The display means is The object image can be displayed in the special display layer; A crack precursor image can be displayed on a predetermined display layer having a higher priority than the special display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The first predetermined effect is an effect including a first predetermined part that displays an object image, a second predetermined part that displays a crack precursor image of a first crack pattern according to the movement of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect is an effect including a fourth predetermined part that displays a crack precursor image of a second crack pattern together with the first movement of the movable body, and a fifth predetermined part that displays a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined effects, In the fifth predetermined part, the movable body starts a second action different from the first action, and the second action of the movable body ends before the fragment image is no longer displayed in the display area of the display means (see Figures 45, 46, 56, 57, 63, and 71(A)). It is characterized by the following. According to this feature, the first and second predetermined effects, which display the crack precursor image and the fragment image, can be executed at different times, so that the player can be surprised at various times, and furthermore, by operating the movable body to display the crack precursor image, a powerful effect can be provided.
[0101] [Form 19-2] The gaming machine of type 19-2 is In the first predetermined part, the crack precursor image can be changed from a first pre-crack state to a first crack state and displayed; In the fourth predetermined part, the crack precursor image can be changed from the second pre-crack state to the second crack state and displayed, The period in which the crack precursor image changes from the first pre-crack state to the first crack state in the first predetermined part is different in length from the period in which the crack precursor image changes from the second pre-crack state to the second crack state in the fourth predetermined part (see Figures 63 and 71). It is characterized by the following. According to this feature, the presentation effect can be improved when the crack precursor image is displayed in a cracked form.
[0102] [Form 19-3-1] The gaming machine type 19-3-1 is An effect image of a specific color can be displayed in common at a first timing when the second predetermined part transitions to a third predetermined part and at a second timing when the fourth predetermined part transitions to a fifth predetermined part, The display pattern of the effect image is different between the first timing and the second timing (see Figure 45(G) and Figure 56(E)). It is characterized by the following. According to this feature, the display pattern of the effect image can be made different between the first predetermined effect and the second predetermined effect, thereby increasing interest.
[0103] [Form 19-3-2] The gaming machine of type 19-3-2 is The second action is an action in which the movable body moves from the advanced position toward the origin position, When the second action is started, the display of the effect image is started (see FIG. 56(F)). It is characterized by the following. According to this feature, by linking the movement of the movable body with the display of the effect image, a sense of unity is created, and the effect of the second predetermined effect can be enhanced.
[0104] [Form 19-3-3] The gaming machine type 19-3-3 is The duration of the second movement of the moving object is longer than the duration of the effect image display. The display period of the fragment image in the fifth predetermined part is longer than the period of the second movement of the movable body (see FIG. 71 ). It is characterized by the following. According to this feature, the effect of the second predetermined effect can be enhanced.
[0105] [Form 19-4] The gaming machine of type 19-4 is It is possible to execute a suggestion effect that is different from the second predetermined effect and suggests that the movable body will be controlled to an advantageous state by operating the movable body, A movable body emphasis image can be displayed in a display area superimposed on the movable body in accordance with the movement of the movable body, While a moving body emphasis image is displayed in accordance with the movement of the moving body in the suggestive performance, a moving body emphasis image is not displayed in accordance with the first movement of the moving body in the fourth predetermined part (see FIG. 71). It is characterized by the following. According to this feature, it is possible to prevent the effect of the second predetermined effect from being reduced by the movable body emphasizing image.
[0106] [Form 20-1] The gaming machine of type 20-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A movable body and A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute a specific effect that is different from the predetermined effect and suggests that the effect will be controlled to an advantageous state, The display means is The object image can be displayed in the special display layer; A crack precursor image can be displayed on a predetermined display layer having a higher priority than the special display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The first predetermined effect is an effect including a first predetermined part that displays an object image, a second predetermined part that displays a cracking precursor image according to the movement of the object image, and a third predetermined part that displays a plurality of fragment images corresponding to the cracking precursor image, The specific effect is an effect in which, in response to a first operation of the movable body, the display of a plurality of fragment images is started in a period shorter than the period from when a crack precursor image is displayed in a predetermined effect until when a fragment image corresponding to the crack precursor image is displayed; The execution timing is different between the predetermined effect and the specific effect. In a specific performance, the movable body can perform a second action different from the first action, and the second action of the movable body is started after the fragment image is no longer displayed in the display area of the display means (see Figures 45, 46, 52, 63, and 68). It is characterized by the following. According to this feature, the predetermined effect and the specific effect that display the crack precursor image and the fragment image can be executed at different times, so that the player can be surprised at various times, and furthermore, by operating the movable body to display the fragment image without displaying the crack precursor image, it is possible to provide a powerful effect.
[0107] [Form 20-2-1] The gaming machine of type 20-2-1 is The first action is an action in which the movable body moves from the home position toward the advanced position, When the first action is started, the display of the effect image is started (see FIG. 52(B)). It is characterized by the following. According to this feature, by linking the movement of the movable body with the display of the effect image, a sense of unity is created, thereby enhancing the presentation effect of the specific presentation.
[0108] [Form 20-2-2] The gaming machine of type 20-2-2 is the effect image can be displayed over a display period including the first display period and the second display period; The length of the first operation period of the movable body and the length of the first display period of the effect image are substantially the same, The display period of the fragment image in the specific performance is longer than the period of the first movement of the movable body (see Figure 68). It is characterized by the following. This feature can enhance the effect of specific effects.
[0109] [Form 20-3] The gaming machine of type 20-3 is It is possible to execute a suggestion effect that is different from the specific effect and suggests that the movable body will be controlled to an advantageous state by operating the movable body, A movable body emphasis image can be displayed in a display area superimposed on the movable body in accordance with the movement of the movable body, While a moving body emphasis image is displayed in accordance with the movement of the moving body in the suggestive performance, a moving body emphasis image is not displayed in accordance with the first movement of the moving body in the specific performance (see Figure 68), It is characterized by the following. This feature prevents the effect of a specific presentation from being reduced by the moving body emphasis image.
[0110] [Form 21-1] The gaming machine of type 21-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The predetermined effects include a first predetermined effect and a second predetermined effect, The display means is A crack precursor image can be displayed on a predetermined display layer, Special information regarding variable display can be displayed in a special display layer having a higher priority than the predetermined display layer; The first predetermined effect is an effect of displaying a crack precursor image of a first crack type, The second predetermined effect is an effect of displaying a crack precursor image of a second crack type, The execution timing is different between the first and second predetermined effects, Even if a crack precursor image of the first crack form or the second crack form is displayed, the background image can be viewed together with the crack precursor image, When the crack precursor image of the first crack form or the second crack form is not displayed, the image displayed in the display layer having a lower priority than the predetermined display layer is displayed with the first visibility, When the crack precursor image of the first crack mode is displayed, the background image is displayed with a second visibility that is lower than the first visibility; When the crack precursor image of the second crack pattern is displayed, the image displayed in the display layer having a lower priority than the predetermined display layer is displayed with the second visibility over a predetermined range, and with the first visibility over a specific range different from the predetermined range (see Figures 45(E), (F), 47(C), 63, and 64). It is characterized by the following. According to this feature, the first predetermined effect and the second predetermined effect, which display crack precursor images with different crack patterns, can be executed at different times, allowing the player to be surprised at various times.Furthermore, since the visibility of the background image that can be seen together with the crack precursor image differs depending on the type of crack pattern, even effects that display similar crack precursor images can give different impressions in an appropriate manner, thereby increasing interest in the game.
[0111] [Form 21-2] The gaming machine of type 21-2 is The boundary between the predetermined range and the specific range can be displayed with a third visibility that is higher than the first visibility and the second visibility (see the enlarged view of Figure 47(C)). It is characterized by the following. According to this feature, the effect of the second predetermined effect can be enhanced.
[0112] [Form 21-3] The gaming machine of type 21-3 is A corresponding image corresponding to the variable display can be displayed in a special display layer having a higher priority than the predetermined display layer, When the crack precursor image is displayed in the second crack mode, the corresponding image is displayed superimposed in a predetermined range, and is not displayed superimposed in a specific range (see FIG. 47(C)). It is characterized by the following. According to this feature, the corresponding image can be suitably displayed even during execution of the second predetermined effect.
[0113] [Form 21-4] The gaming machine of type 21-4 is The display period of the crack precursor image of the second crack pattern is longer than the display period of the crack precursor image of the first crack pattern (see FIG. 64). It is characterized by the following. According to this feature, the way the cracking precursor image is displayed can be made different between the first predetermined effect and the second predetermined effect, thereby increasing interest.
[0114] [Form 22-1] The gaming machine of type 22-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The predetermined effects include a first predetermined effect and a second predetermined effect, The display means is A crack precursor image can be displayed on a predetermined display layer, Special information regarding variable display can be displayed in a special display layer having a higher priority than the predetermined display layer; The first predetermined effect is an effect of displaying a crack precursor image of a first crack type, The second predetermined effect is an effect of displaying a crack precursor image of a second crack type, The execution timing is different between the first and second predetermined effects, The visibility of the background image is different when the crack precursor image of the first crack type is displayed and when the crack precursor image of the second crack type is displayed, The crack precursor image of the second crack type has a longer display period than the crack precursor image of the first crack type, There are several types of images of the second crack precursor. The expectation of being controlled into an advantageous state is higher when a crack precursor image of the second type of second crack pattern is displayed than when a crack precursor image of the first type of second crack pattern is displayed (see Figures 44 to 46, 62, and 63). It is characterized by the following. According to this feature, the first predetermined effect and the second predetermined effect, which each display a crack precursor image with a different crack pattern, can be executed at different times, allowing the player to be surprised at various times.Furthermore, the player will pay attention to the type of crack precursor image with the second crack pattern, and even if the effect displays a similar crack precursor image, it will give a suitably different impression, thereby increasing interest in the game.
[0115] [Form 22-2] The gaming machine of type 22-2 is When a crack precursor image of the first type having the second crack pattern is displayed, the visibility of the background image displayed below the predetermined display layer is different from when a crack precursor image of the second type having the second crack pattern is displayed (see Figures 45 and 44). It is characterized by the following. This feature allows for differences in how the crack precursor image is displayed, increasing interest.
[0116] [Form 22-3] The gaming machine of type 22-3 is The first predetermined effect and the second predetermined effect can commonly display an effect image of a specific color, The display pattern of the effect image is different between the first predetermined effect and the second timing predetermined effect (see Figures 45 and 44). It is characterized by the following. According to this feature, the display patterns of the effect images can be differentiated to increase interest.
[0117] [Form 23-1] The gaming machine of type 23-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, A change effect can be executed to change the display mode of the corresponding image corresponding to the variable display, The predetermined effects include a first predetermined effect and a second predetermined effect, The display means is A corresponding image corresponding to the variable display can be displayed in the special display layer; The first crack precursor image can be displayed on a first predetermined display layer having a higher priority than the special display layer, The second crack precursor image can be displayed on a second predetermined display layer having a lower priority than the special display layer, Special information regarding variable display can be displayed in a special display layer having a higher priority than the first predetermined display layer; The first predetermined effect is an effect that displays a first crack precursor image, The second predetermined effect is an effect that displays a second crack precursor image, The execution timing is different between the first and second predetermined effects, When the first crack precursor image is displayed, the visibility of the corresponding image decreases, When the second crack precursor image is displayed, the visibility of the corresponding image does not decrease, When the first predetermined effect is executed, the change effect is not executed, When the second predetermined effect is executed, a change effect can be executed (see FIGS. 45 to 47, 63, 64, and 91). It is characterized by the following. According to this feature, the first predetermined effect that displays the first cracking precursor image and the second predetermined effect that displays the second cracking precursor image can be executed at different times, allowing the player to be surprised at various times.Furthermore, even in effects that similarly display a cracking precursor image, the presence or absence of a display layer or a change effect differs, so different impressions can be given in an appropriate manner, increasing interest in the game.
[0118] [Form 23-2-1] The gaming machine of type 23-2-1 is The change effect is an effect in which a predetermined object image is displayed and the predetermined object image performs an action that affects the corresponding display, thereby changing the display mode of the corresponding display; The predetermined object image can be displayed on a display layer having a lower priority than the predetermined display layer (see FIG. 91). It is characterized by the following. According to this feature, the change effect can be executed without reducing the effect of the second predetermined effect to a minimum.
[0119] [Form 23-2-2] The gaming machine of type 23-2-2 is In response to the movement of a predetermined object image, a change-emphasizing image can be displayed so as to be superimposed on the corresponding image in a display layer higher than the special display layer (see FIG. 91). It is characterized by the following. According to this feature, the change effect can be preferably executed even during execution of the second predetermined effect.
[0120] [Form 24-1] The gaming machine of type 24-1 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is A first predetermined effect can be executed, which suggests that the game will be controlled to an advantageous state. A second predetermined effect can be executed, which suggests that the game will be controlled to an advantageous state. After the second predetermined effect is executed, a special effect can be executed. The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The first predetermined effect is an effect of displaying a crack precursor image of a first crack type and displaying a plurality of fragment images corresponding to the crack precursor image, The second predetermined effect is an effect of displaying a crack precursor image of a second crack type and displaying a plurality of fragment images corresponding to the crack precursor image, The execution timing is different between the first and second predetermined effects, The fragment image in the first predetermined effect and the fragment image in the second predetermined effect have different display modes, The fragment image in the second predetermined effect includes an image in a suggestive state that suggests that a special effect will be executed, The display period of the fragment images in the second predetermined effect is longer than the display period of the fragment images in the first predetermined effect (see Figures 45, 63, 68, 92, and 93). It is characterized by the following. According to this feature, the first and second predetermined effects that display the crack precursor image and the fragment image can be executed at different times, allowing the player to be surprised at various times.Furthermore, the display manner of the fragment image differs between the first and second predetermined effects, and the correlation between the fragment image in the second predetermined effect and the effect executed thereafter can be increased, so that even effects that display similar fragment images can give a suitably different impression, thereby increasing interest in the game.
[0121] [Form 24-2] The gaming machine of type 24-2 is There are two special effects: Special Effects 1 and Special Effects 2. When the second special effect is executed, the expectation of being controlled in an advantageous state is higher than when the first special effect is executed, The suggestion mode includes a first suggestion mode suggesting that a first special effect will be executed and a second suggestion mode suggesting that a second special effect will be executed (see Figures 92, 93, and 94). It is characterized by the following. According to this feature, it is possible to increase the degree of attention to the fragment image in the second predetermined effect.
[0122] [Form 24-3-1] The gaming machine type 24-3-1 is The fragment image in the second predetermined effect includes a suggestive mode and a transparent mode that allows at least a part of the background image displayed in a layer lower than the specific display layer to be visible, The transparent fragment images are displayed more frequently than the suggestive fragment images (see Figure 94). It is characterized by the following. According to this feature, it is possible to increase the degree of attention to the fragment image in the second predetermined effect.
[0123] [Form 24-3-2] The gaming machine type 24-3-2 is The fragment images can be rotated, In the second predetermined performance, the transparent fragment image has a larger rotation amount than the suggestive fragment image (see FIG. 94). It is characterized by the following. According to this feature, it is possible to increase the degree of attention to the fragment image in the second predetermined effect.
[0124] [Form 24-4] The gaming machine of type 24-4 is The second predetermined effect includes a first predetermined part and a second predetermined part, In the first predetermined part, a plurality of fragment images in a suggestive manner are displayed, and a plurality of fragment images in a transparent manner are displayed; In the second predetermined part, a single fragment image in a suggestive mode is displayed, and multiple fragment images in a transparent mode are displayed (see FIG. 93). It is characterized by the following. According to this feature, it is possible to increase the degree of attention to the fragment image in the second predetermined effect.
[0125] [Form 25] The gaming machine of type 25 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, Before the predetermined effect is executed, the pre-effect (FIG. 52(C)) can be executed. The display means is A cracked image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect that includes, after displaying a cracked image of a first mode (FIG. 80(B1)), changing the cracked image from the first mode to a second mode (FIG. 80(B2) to (B5)), The execution period of the first stage performance is longer than the display period of the cracked image in the first mode (see Figures 68 and 80). It is characterized by the following. According to this feature, the preliminary effects create a build-up to the crack, and the crack image of the first mode gives a sense of speed, thereby realizing a suitable crack pattern.
[0126] [Form 26] The gaming machine of type 26 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, Before the predetermined effect is executed, the pre-effect (FIG. 52(C)) can be executed. The display means is A cracked image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect that includes, after displaying a cracked image of a first mode (FIG. 80(B1)), changing the cracked image from the first mode to a second mode (FIG. 80(B2) to (B5)), The combined period during which the cracked image is displayed in the first mode and the second mode is longer than the execution period of the first stage effect (see Figures 68 and 80). It is characterized by the following. According to this feature, the period during which the cracked image is in the first and second modes is made longer than the execution period of the first stage performance, thereby making the cracked pattern more memorable.
[0127] [Form 27] The gaming machine of type 27 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is The first display layer can display an effect image; A cracked image can be displayed on a second display layer having a lower priority than the first display layer, Special information regarding variable display can be displayed in a third display layer having a higher priority than the first display layer; The display period of the effect image and the display period of the cracked image overlap at least partially, The display period of the effect image is shorter than that of the cracked image. During a display period of the effect image, it is difficult to visually recognize the cracked image over a first period, and the cracked image can be visually recognized over a second period after the first period has elapsed; The second period is longer than the first period (see Figures 61 to 71 and Figures 75 to 81). It is characterized by the following. According to this feature, the effect image has the role of hiding the initial display portion of the cracked image, and while fulfilling this role, it prevents the effect image from being emphasized more than the cracked image.
[0128] [Form 28] The gaming machine of type 28 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The display means is The first display layer can display an effect image; A cracked image can be displayed on a second display layer having a lower priority than the first display layer, Special information regarding variable display can be displayed in a third display layer having a higher priority than the first display layer; The predetermined effect is an effect including, after displaying a cracked image of a first mode, changing the cracked image from the first mode to a second mode, The display means displays an effect image when displaying the cracked image of the first mode, and does not display the effect image at a timing before displaying the cracked image of the second mode (see FIGS. 61 to 71 and 75 to 81). It is characterized by the following. According to this feature, the effect image hides the initial display portion of the cracked image, thereby preventing the cracked image from feeling unnatural.
[0129] [Form 29] The gaming machine of type 29 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The display means is A cracked image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect that includes, after displaying a cracked image of a first mode (FIG. 79(B1)), changing the cracked image from the first mode to a second mode (FIG. 79(B2) to (B5)), The transmittance of the broken image of the second mode is different between the first timing and the second timing during the display period of the broken image of the second mode (see Figures 67 and 79). It is characterized by the following. According to this feature, it is possible to enhance the dramatic effect when the cracked image of the second mode is displayed.
[0130] [Form 30] The gaming machine of type 30 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute specific effects that suggest that the game will be controlled to an advantageous state, The display means is A cracked image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect that includes, after displaying a cracked image of a first mode (FIG. 75(B1)), changing the cracked image from the first mode to a second mode (FIG. 75(B2) to (B5)), The specific effect is an effect that includes displaying a cracked image of the third mode (FIG. 79(B1)), and then changing the cracked image from the third mode to the fourth mode (FIG. 79(B2) to (B5)). The transmittance of the broken image at a predetermined timing after the display of the second mode broken image starts is different from that of the broken image at a specific timing after the display of the fourth mode broken image starts (see Figures 63, 67, 75, 79, and 83(A)). It is characterized by the following. According to this feature, it is possible to enhance the dramatic effect when the broken image of the second aspect is displayed and when the broken image of the fourth aspect is displayed.
[0131] [Form 31] The gaming machine of type 31 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The means of performance execution is It is possible to execute a predetermined effect that suggests that the game will be controlled to an advantageous state, It is possible to execute specific effects that suggest that the game will be controlled to an advantageous state, The display means is A cracked image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect that can be executed in a normal state, and includes displaying a first form of a cracked image (FIG. 75(B1)), and then changing the cracked image from the first form to a second form (FIG. 75(B2) to (B5)). The specific effect is an effect that can be executed in a special state that is more advantageous than the normal state, and includes displaying a cracked image of the third mode (Fig. 79(B1)), and then changing the cracked image from the third mode to the fourth mode (Fig. 79(B2) to (B5)). The transmittance of the broken image at a predetermined timing after the display of the second mode broken image starts is different from the transmittance of the broken image at a specific timing after the display of the fourth mode broken image starts (see Figures 30 to 32, Figure 63, Figure 67, Figure 75, Figure 79, Figure 83(A)). It is characterized by the following. According to this feature, it is possible to enhance the dramatic effect when the broken image of the second aspect is displayed and when the broken image of the fourth aspect is displayed.
[0132] [Form 32] The gaming machine of type 32 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; Light emitting means; a light emission control means, The display means is A cracked image can be displayed in a specific display layer; A background image can be displayed on a display layer with a lower priority than the specific display layer, Special information regarding the variable display can be displayed in a display layer having a higher priority than the specific display layer; The light emission control means When the cracked image is displayed, the light emission of the light emitting means is controlled using the specific brightness data table; The light emission control of the light emitting means is performed using a specific brightness data table until a specific timing in the display period of the broken image, and after the specific timing, the light emission control of the light emitting means is performed using a brightness data table corresponding to the background image (see Figures 61 to 63 and 66). It is characterized by the following. According to this feature, it is possible to suitably control the light emission of the light emitting means when a broken image is displayed.
[0133] [Form 33] The gaming machine of type 33 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; a sound output means, The display means is The first display layer can display an effect image; A cracked image can be displayed on a second display layer having a lower priority than the first display layer, Special information regarding variable display can be displayed in a third display layer having a higher priority than the first display layer; The display period of the effect image and the display period of the cracked image overlap at least partially, The sound output means outputs a sound corresponding to the cracked image at the timing when the effect image is displayed (see FIGS. 61 to 67). It is characterized by the following. This feature can enhance the dramatic effect when the cracked image is displayed.
[0134] [Form 34] The gaming machine of type 34 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; a sound output means, The display means is A cracked image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern, The sound output means outputs a sound corresponding to a cracked image when the cracked image is displayed in the first pattern (see FIG. 61), but does not output a sound corresponding to the cracked image when the cracked image is displayed in the second pattern (see FIG. 68). It is characterized by the following. According to this feature, the cracked image can be displayed in a plurality of display patterns that give different impressions.
[0135] [Form 35] The gaming machine of type 35 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; a sound output means, The display means is A cracked image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern, The sound output means outputs a sound corresponding to the broken image when the broken image is displayed in the first pattern (see FIG. 61), and outputs a sound notifying that the game is controlled to an advantageous state when the broken image is displayed in the second pattern (see FIG. 71). It is characterized by the following. According to this feature, the cracked image can be displayed in a plurality of display patterns that give different impressions depending on the gaming status.
[0136] [Form 36] The gaming machine of type 36 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; a sound output means, The display means is A crack precursor image can be displayed on a predetermined display layer, A cracked image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern, The crack precursor image is an image that can be displayed at a timing before the crack image is displayed in a case where the crack image is displayed in a first pattern, and The sound output means outputs a sound corresponding to a cracked image when the cracked image is displayed in the first pattern (see FIG. 61), but does not output a sound corresponding to the cracked image when the cracked image is displayed in the second pattern (see FIG. 68). It is characterized by the following. According to this feature, the cracked image can be displayed in a plurality of display patterns that give different impressions.
[0137] [Form 37] The gaming machine of type 37 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; a sound output means, The display means is A crack precursor image can be displayed on a predetermined display layer, A cracked image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The sound output means is A predetermined sound can be output when the crack precursor image is displayed, A specific sound can be output when a cracked image is displayed. The specific sound output by the sound output means is a sound that is louder than the predetermined sound (see Figure 88). It is characterized by the following. According to this feature, it is possible to create a contrast between when the crack precursor image is displayed and when the crack image is displayed, and to make a good impression when the crack image is displayed.
[0138] [Form 38] The gaming machine of type 38 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; a sound output means, The display means is The object image can be displayed in the special display layer; A crack precursor image can be displayed on a predetermined display layer having a higher priority than the special display layer, A cracked image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; It is possible to display a crack precursor image in conjunction with the motion display of the object image, The sound output means is When the cracking precursor image is displayed, a sound corresponding to the object image can be output; When a cracked image is displayed, a sound corresponding to the cracked image can be output (see FIG. 88). It is characterized by the following. According to this feature, it is possible to create a contrast between when the crack precursor image is displayed and when the crack image is displayed, and to make a good impression when the crack image is displayed.
[0139] [Form 39] The gaming machine of type 39 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A plurality of fragment images can be displayed on a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The fragment image display patterns include a first pattern and a second pattern, In the first pattern, the amount of variation is a specific value, so that the movement speed of the fragment image of a first size in the first pattern differs from that of the fragment image of a second size smaller than the first size, In the second pattern, the amount of variation is 0, so that the motion speed of the third size fragment image in the second pattern and the fourth size fragment image, which is smaller than the third size, are the same (see Figures 73 and 74). It is characterized by the following. According to this feature, the first pattern is a cracking pattern in which the animation effect varies depending on the size, with small fragment images flying quickly and large fragment images being somewhat slower and falling quickly, making it possible to use when you want to show realistic movement, while the second pattern is a cracking pattern in which all fragments are affected by the animation in the same way, flying and falling in the same way, regardless of size, making it possible to select the appropriate cracking pattern depending on the scene.
[0140] [Form 40] The gaming machine of type 40 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A fragment image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The image of the debris is displayed in a falling manner after it starts to be displayed, The fragment image display patterns include a first pattern and a second pattern, The speed at which the fragmented images fall differs between the first and second patterns due to the different gravity value settings (see Figures 73 and 74). It is characterized by the following. According to this feature, by varying the parameter values and changing the speed at which the fragment images fall, a variety of patterns can be created, enhancing the dramatic effect.
[0141] [Form 41] The gaming machine of type 41 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A fragment image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The fragment image display patterns include a first pattern and a second pattern, The direction of gravity is set differently between the first and second patterns, which results in different directions of movement of the fragment images (see Figures 73 and 74). It is characterized by the following. According to this feature, by varying the parameter values and changing the direction in which the fragment images move, a variety of patterns can be created, enhancing the dramatic effect.
[0142] [Form 42] The gaming machine of type 42 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A plurality of fragment images can be displayed on a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The fragment image display patterns include a first pattern, a second pattern, and a third pattern, the first pattern includes a first parameter related to displaying the fragment image and a second parameter related to displaying the fragment image; the second pattern includes a first parameter and a second parameter; the third pattern includes a first parameter and a second parameter; The first, second, and third patterns have the same value of the first parameter, but different values of the second parameter (see Figures 73 and 74). It is characterized by the following. According to this feature, the value of the first parameter is fixed, creating common parts for the fragment images, while the value of the second parameter is varied to create a variety of patterns, thereby making it possible to create stable and diverse display patterns for the fragment images.
[0143] [Form 43] The gaming machine of type 43 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A plurality of fragment images can be displayed on a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The fragment image display patterns include a first pattern, a second pattern, and a third pattern, the first pattern includes a first parameter related to displaying the fragment image and a second parameter related to displaying the fragment image; the second pattern includes a first parameter and a second parameter; the third pattern includes a first parameter and a second parameter; The first pattern and the second pattern have a common value for the first parameter and different values for the second parameter, The second and third patterns have different values for the first parameter and the same value for the second parameter (see Figures 73 and 74). It is characterized by the following. According to this feature, each pattern has common parts for the image fragments, but is configured with different parameter values, making it possible to construct stable and diverse display patterns for the image fragments.
[0144] [Form 44] The gaming machine of type 44 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A cracked image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern, The cracked image according to the first pattern can be displayed in a normal state, The cracked image according to the second pattern can be displayed in a special state that is more advantageous than the normal state, The type of background image displayed in the display layer having a lower priority than the specific display layer is different before the cracked image is displayed by the first pattern and after the cracked image is displayed by the first pattern; The type of background image displayed in the display layer having a lower priority than the specific display layer is different before the cracked image is displayed by the second pattern and after the cracked image is displayed by the second pattern (see Figures 30, 32, 45 to 47). It is characterized by the following. According to this feature, when the broken image is displayed in the normal state and when the broken image is displayed in the special state, different impressions are given, which can increase interest.
[0145] [Form 45] The gaming machine of type 45 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The display means is The first display layer can display an effect image; A cracked image can be displayed on a second display layer having a lower priority than the first display layer, Special information regarding variable display can be displayed in a third display layer having a higher priority than the first display layer; The predetermined effect is an effect including, after displaying a cracked image of a first mode, changing the cracked image from the first mode to a second mode, The display means is A cracked image can be displayed in a normal state and a special state that is more advantageous than the normal state, An effect image is displayed when the cracked image of the first mode is displayed, and the effect image is hidden at a timing before the cracked image of the second mode is displayed (see Figures 30, 32, 45, and 46). It is characterized by the following. According to this feature, the effect image hides the initial display portion of the cracked image, thereby preventing the cracked image from feeling unnatural.
[0146] [Form 46] The gaming machine of type 46 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A cracked image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern, The cracked image according to the first pattern can be displayed in a normal state, The cracked image according to the second pattern can be displayed in a special state that is more advantageous than the normal state, The crack image displayed by the first pattern and the crack image displayed by the second pattern are commonly displayed in a manner moving in a plurality of directions including at least a predetermined direction and a specific direction, The moving speed of the crack image displayed by the first pattern is different from that of the crack image displayed by the second pattern (see Figures 30, 32, 45 to 47). It is characterized by the following. According to this feature, the presentation effect during the special state can be enhanced by displaying a cracked image pattern that does not disrupt the tempo of the special state.
[0147] [Form 47] The gaming machine of type 47 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A cracked image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern, The cracked image according to the first pattern can be displayed in a normal state, The cracked image according to the second pattern can be displayed in a special state that is more advantageous than the normal state, The expectation level for being controlled to an advantageous state when a cracked image is displayed in the first pattern is different from the expectation level for being controlled to an advantageous state when a cracked image is displayed in the second pattern (see Figures 27, 29(C), 30, and 32). It is characterized by the following. According to this feature, the degree of expectation of being controlled to an advantageous state differs depending on the display pattern of the cracked image, so that the display pattern of the cracked image can attract attention.
[0148] [Form 48] The gaming machine type 48 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A plurality of first type fragment images can be displayed on a predetermined display layer; A plurality of second type fragment images can be displayed on a specific display layer having a lower priority than the predetermined display layer; Special information regarding variable display can be displayed in a special display layer having a higher priority than the predetermined display layer; the display period of the first type of image fragment and the display period of the second type of image fragment at least partially overlap each other; The first type of fragment image is a character-drawn image, The second type of fragment image is in a transparent state that allows at least a part of the background image displayed in a display layer lower than the specific display layer to be recognized (see Figures 80 and 94). It is characterized by the following. According to this feature, by overlapping the display periods of two types of fragment images with different display modes, it is possible to provide a memorable effect.
[0149] [Form 49] The gaming machine type 49 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A plurality of first type fragment images can be displayed on a predetermined display layer; A plurality of second type fragment images can be displayed on a specific display layer having a lower priority than the predetermined display layer; Special information regarding variable display can be displayed in a special display layer having a higher priority than the predetermined display layer; the display period of the first type of image fragment and the display period of the second type of image fragment at least partially overlap each other; The first type of fragment image and the second type of fragment image have different display modes, The display period of the first type of fragment image is longer than the display period of the second type of fragment image (see Figures 80 and 94). It is characterized by the following. According to this feature, by overlapping the display periods of two types of fragment images with different display modes, it is possible to provide a memorable effect.
[0150] [Form 50] The gaming machine of type 50 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A movable body and a display means; The display means is A plurality of fragment images can be displayed on a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; the movable body is capable of performing an operation of superimposing the image on a display area of the display means; The display period of the fragment image and the operation period of the movable body at least partially overlap each other, The fragment images displayed in the first area, which is a display area where the movable object does not overlap, are displayed in a larger amount than the fragment images displayed in the second area, which is a display area where the movable object overlaps (see Figures 80 and 94). It is characterized by the following. According to this feature, the fragments can be displayed appropriately while the movable body overlaps the display area of the display means.
[0151] [Form 51] The gaming machine of type 51 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A movable body and a display means; The display means is A plurality of fragment images can be displayed on a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; the movable body is capable of performing an operation of superimposing the image on a display area of the display means; The display period of the fragment image and the operation period of the movable body at least partially overlap each other, a first fragment image among the plurality of fragment images is displayed in a manner that moves from a first area, which is a display area where the movable object does not overlap, to a second area, which is a display area where the movable object overlaps; A second image fragment among the plurality of image fragments is displayed in a manner that moves within the first area so as not to enter the second area (see FIGS. 80 and 94). It is characterized by the following. According to this feature, a fragment image that does not enter the area where the movable body is overlapped allows the viewer to recognize that the object has broken, while a fragment image that passes through the area where the movable body is overlapped provides a dynamic effect.
[0152] [Form 52] The gaming machine of type 52 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A movable body and a display means; The display means is A plurality of fragment images can be displayed on a specific display layer; Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; the movable body is capable of performing an operation of superimposing the image on a display area of the display means; The display period of the fragment image and the operation period of the movable body at least partially overlap each other, Even after the movable body overlapping the display area of the display means moves to a position where it is no longer overlapping the display area, the fragment image continues to be displayed (see Figures 80 and 94). It is characterized by the following. According to this feature, the image of the fragments can be displayed in an appropriate manner so that the image of the fragments is not overlooked while the movable body overlaps with the display area of the display means.
[0153] [Form 53] The gaming machine of type 53 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means; A performance execution means, The effect execution means is capable of executing a predetermined effect suggesting that the game will be controlled to an advantageous state, The display means is A crack precursor image can be displayed on a predetermined display layer, The fragment image can be displayed on a specific display layer having a higher priority than the predetermined display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The predetermined effect is an effect including a first predetermined part that displays a crack precursor image, and a second predetermined part that displays a plurality of first type fragment images corresponding to the crack precursor image, the display means is capable of displaying a plurality of second type fragment images when the crack precursor image is displayed; The second type of fragmented image takes a shorter time to disappear from the display area of the display means than the first type of fragmented image (see Figures 49 and 50). It is characterized by the following. According to this feature, the dramatic effect of displaying the fragment images can be enhanced.
[0154] [Form 54] The gaming machine of type 54 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A specific character can be displayed on the special display layer; A cracked image can be displayed on a specific display layer having a higher priority than the special display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern, The first pattern is a pattern in which a first type of cracked image is displayed in conjunction with the action of a specific character, The second pattern is a pattern in which a second type of cracked image is displayed in conjunction with the action of a specific character, the type of background image displayed in the display layer having a lower priority than the specific display layer is different before the first type of cracked image is displayed by the first pattern and after the first type of cracked image is displayed by the first pattern; The type of background image displayed in the display layer having a lower priority than the specific display layer is different before the second type of cracked image is displayed by the second pattern and after the second type of cracked image is displayed by the second pattern (see Figures 45, 46, and 51). It is characterized by the following. According to this feature, the specific character appears in common in the display patterns of a plurality of cracked images, thereby increasing the degree of attention paid to the specific character.
[0155] [Form 55] The gaming machine of type 55 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is The first display layer can display an effect image; A cracked image can be displayed on a second display layer having a lower priority than the first display layer, A specific character can be displayed on a third display layer having a lower priority than the second display layer, Special information regarding variable display can be displayed on a fourth display layer having a higher priority than the first display layer; The display pattern of the cracked image includes a first pattern and a second pattern, The first pattern is a pattern in which a first type of cracked image is displayed when the specific character moves, The second pattern is a pattern in which a second type of cracked image is displayed when the specific character moves, The display means is When a first type of cracked image is displayed according to a first pattern, an effect image is displayed in conjunction with the action of a specific character, and the effect image is made non-displayable at a predetermined timing after the first type of cracked image is displayed; When the second type of cracked image is displayed using the second pattern, an effect image is displayed in conjunction with the action of a specific character, and the effect image is hidden at a specific timing after the second type of cracked image is displayed (see Figures 45, 46, and 51). It is characterized by the following. According to this feature, the effect image hides the initial display portion of the cracked image, thereby preventing the cracked image from feeling unnatural.
[0156] [Form 56] The gaming machine of type 56 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A specific character can be displayed on the special display layer; The fragment image can be displayed on a specific display layer having a higher priority than the special display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The fragment image display patterns include a first pattern and a second pattern, The first pattern is a pattern in which a plurality of first type fragment images are displayed in conjunction with the movement of a specific character, The second pattern is a pattern in which a plurality of second type fragment images are displayed in conjunction with the movement of a specific character, the first type of fragment image is displayed in a manner that changes and moves from a first speed to a second speed over a display period of the first type of fragment image; The second type of image fragments are displayed in a manner that moves without any change in speed throughout the display period of the second type of image fragments (see Figures 45, 46, and 51). It is characterized by the following. According to this feature, the speed at which the fragment images move can be changed depending on the type of fragment image display pattern, thereby enhancing the dramatic effect.
[0157] [Form 57] The gaming machine of type 57 is A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The display means is A specific character can be displayed on the special display layer; A cracked image can be displayed on a specific display layer having a higher priority than the special display layer, Special information regarding variable display can be displayed in a special display layer that has a higher priority than the specific display layer; The display pattern of the cracked image includes a first pattern and a second pattern, The first pattern is a pattern in which a first type of cracked image is displayed in conjunction with the action of a specific character, The second pattern is a pattern in which a second type of cracked image is displayed in conjunction with the action of a specific character, The degree of expectation of being controlled to an advantageous state differs when a cracked image is displayed by the first pattern and when a cracked image is displayed by the second pattern (see Figures 45, 46, 49, and 50). It is characterized by the following. This feature increases the sense of anticipation for the specific character, and also increases interest by drawing attention to the display pattern of the cracked image after the specific character is displayed.
[0158] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0159] Incidentally, the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Incidentally, variations also include the display of a certain symbol in a flashing manner. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Incidentally, variable display may also be expressed as variable display or variation.
[0160] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." It is to be noted that there may be only one type of special symbol display device that variably displays the special symbol.
[0161] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.
[0162] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.
[0163] In addition, a display area 5S is provided in the upper left corner of the display screen (display area) of the image display device 5 for displaying the first reserved memory number (for example, the number "0"), the second reserved memory number (for example, the number "4") and small patterns corresponding to the decorative pattern, and the small patterns are displayed variably in response to the variable display of the decorative pattern.
[0164] In addition, the first reserved memory number, second reserved memory number, reserved display, small symbol, error display (not shown) indicating an error state that has occurred in the pachinko game machine 1, right-hit notification image that encourages the player to perform a right-hit operation, and remaining time-saving display that indicates the number of remaining time-saving times may be displayed in front of (higher layer than) the performance images (object images) such as characters, thereby preventing the performance images from overlapping and reducing the visibility of the first reserved memory number, second reserved memory number, small symbol and error display, while the decorative symbol may be displayed behind (lower layer than) the performance images, thereby preventing the decorative symbol from overlapping and reducing the visibility of the performance images.
[0165] The small symbol is also referred to as the fourth symbol. The fourth symbol is a symbol indicating that the special symbols (first special symbol, second special symbol) are being variably displayed. It is variably displayed by a constant operation in a manner that is always visible on a display device such as the image display device 5. The variably displayed fourth symbol allows the player to recognize whether the decorative symbol is currently being variably displayed, even if the decorative symbol is difficult to recognize, such as when the effect content, including the variably displayed decorative symbol, momentarily disappears from the screen or when the movable body 32 completely or partially covers the screen of the image display device 5. The effect control CPU 120, upon receiving the first variable display start command, operates the image display device 5 to variably display the fourth symbol corresponding to the first special symbol. Furthermore, upon receiving the second variable display start command, the effect control CPU 120 operates the image display device 5 to variably display the fourth symbol corresponding to the second special symbol.
[0166] The lower part of the screen of the image display device 5 is provided with display areas (special symbol pending memory display area 5U, active display area 5F) for displaying pending displays corresponding to variable displays whose execution is pending and active displays corresponding to variable displays currently being executed. The pending displays and active displays are collectively referred to as variable display-compatible displays corresponding to variable displays. In this embodiment, a special symbol pending memory display area 5U is provided that is common to the first and second special symbols. However, a first special symbol pending memory display area in which a first pending display representing a variable display whose execution of the first special symbol is pending is displayed, and a second special symbol pending memory display area in which a second pending display representing a variable display whose execution of the second special symbol is pending may also be provided separately. In this embodiment, the special symbol pending memory display area 5U is a display area that displays a pending display corresponding to the first special symbol when the game is in a normal state, and a display area that displays a pending display corresponding to the second special symbol when the game is in a time-saving state or a probability variable state. Furthermore, the active display area 5F is a display area that displays an active display corresponding to the first special symbol when the game state is in the normal state, and is a display area that displays an active display corresponding to the second special symbol when the game state is in the time-saving state or the special state.
[0167] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0168] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0169] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and the first special game can be started.
[0170] The variable winning ball device 6B (a normal electric device) forms a second start winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 2). The variable winning ball device 6B, for example, includes an electric device with a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece is in an upright position, thereby creating a closed state in which game balls cannot enter the second start winning opening (also referred to as the second start winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable winning ball device 6B is in a tilted position, thereby creating an open state in which game balls can enter the second start winning opening (also referred to as the second start winning opening being in an open state). When a game ball enters the second start winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B is not limited to the above, as long as it can be changed between a closed state and an open state.
[0171] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0172] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0173] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0174] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0175] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0176] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, at the lower left of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0177] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0178] A normal symbol hold indicator 25C is provided below the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0179] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0180] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area, and a button lamp 9e is provided below the gaming board 2. The main lamp 9a, side lamps 9b, and button lamps 9e provided in the gaming machine frame 3 are also referred to as "frame lamps."
[0181] A movable body 32 that operates according to the effects is provided at a predetermined position on the gaming board 2 (above the image display device 5 in FIG. 1), and a movable body lamp 9d is provided on the movable body 32. An attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2, and a decorative lamp 9f is provided on the left side of the gaming board 2. The attacca lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the gaming board 2 are also referred to as "board lamps." The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f may be collectively referred to as the game effect lamp 9. The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f are each configured to include an LED (see FIG. 36). The various lamps will be described later.
[0182] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.
[0183] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray from which prize balls are paid out when the upper tray is full.
[0184] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).
[0185] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0186] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0187] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0188] In this normal game, if a specific normal symbol (a normal winning symbol) is stopped and displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is stopped and displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).
[0189] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0190] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0191] Furthermore, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a predetermined upper limit number (for example, 4).
[0192] In special game games, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol differs depending on the type of jackpot described below) is displayed as a confirmed special symbol, it is a "jackpot," and if a special symbol other than the jackpot symbol (a losing symbol, for example, "-") is displayed as a confirmed special symbol, it is a "miss."
[0193] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.
[0194] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period of time (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (e.g., 15 times or 2 times) is reached.
[0195] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0196] In addition, a jackpot type is set for a "jackpot." For example, there are prepared a plurality of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. As the jackpot type, there may be provided a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which almost no prize balls can be obtained.
[0197] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0198] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0199] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0200] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).
[0201] The normal state refers to a gaming state other than advantageous states such as a jackpot gaming state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).
[0202] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.
[0203] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.
[0204] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may also be performed using audio output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or any other effect device including some or all of these.
[0205] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0206] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.
[0207] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.
[0208] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0209] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."
[0210] When the display result of the special symbol game is a "miss," the state of the variable display of the decorative symbol does not become a reach state, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative symbol becomes a reach state, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").
[0211] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0212] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.
[0213] During the jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. As the jackpot effect, an effect to notify the player of the number of rounds or an improvement effect to indicate that the value of the jackpot gaming state is increasing may be executed.
[0214] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).
[0215] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards, such as a payout control board, an information terminal board, and a firing control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.
[0216] A power switch 91 is connected to the power supply board 17, and by operating the power switch 91 (turning it on), power from an AC power source such as an external power source such as a commercial power supply, such as AC 100V, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0217] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0218] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.
[0219] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.
[0220] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of a game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0221] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0222] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed through or entered.
[0223] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch 92 provided on the power supply board 17.
[0224] The output circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.
[0225] The payout control board 006SG030 is connected to a payout device 006SG031 that is driven to pay out a predetermined number of game balls (for example, 3, 5, 10, 15, etc.) to a player based on receiving a payout signal, and a game ball detection sensor 006SG032 that is provided in a payout passage (not shown) through which the game balls paid out by the payout device 006SG031 pass, and it is possible to stop driving the payout device 006SG031 depending on the state of the game ball detection signal received from the game ball detection sensor 006SG032.
[0226] In addition, the payout control board 006SG030 is connected to a handle sensor 006SG034 for detecting the amount of operation by the player and a touch ring 006SG035 (touch sensor) for detecting that the player is gripping the ball-hitting operation handle 30, and based on signals input from these sensors, the payout control board 006SG030 controls a launcher 006SG033 that can launch game balls onto the game board 2. In addition, a signal indicating whether the touch ring 006SG35 is detected or not and a signal indicating that a game ball has been launched by the launcher 006SG033 are input from the payout control board 006SG030 to the game control microcomputer 100 of the main board 11.
[0227] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start or end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0228] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0229] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0230] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances together with the display control unit 123 (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0231] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0232] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0233] The display control unit 123, based on an instruction to execute a performance from the performance control CPU 120, supplies the image display device 5 with a video signal corresponding to the performance to be executed, thereby displaying a performance image on the image display device 5. The display control unit 123 also performs display processing to output image data in the display image creation area of the VRAM area specified by the display register as a video signal. In this embodiment, the display image creation area and the drawing area are switched for each V blank. Therefore, drawing is performed in the area assigned as the drawing area in one V blank, and then switched to the display image creation area in the next V blank, so that the image data drawn in the previous V blank is displayed and output, while drawing is performed in the other area during that time.
[0234] 3, the display control unit 123 generates an image to be displayed on the image display device 5 by superimposing (compositing) a plurality of layers, and therefore the VRAM area is provided with a layer image drawing area for drawing and arranging the images of each layer, and a display image creation area for further superimposing (compositing) the images drawn and arranged in each layer image drawing area to generate an image to be displayed on the image display device 5. Note that each layer image drawing area has a concept of upper, middle, and lower, and the higher the layer image drawing area, the higher the display priority is set for the image on the image display device 5, and the lower the layer image drawing area, the lower the display priority is set for the image on the image display device 5.
[0235] As shown in FIG. 4, the VRAM area includes a layer 1 image drawing area for drawing and arranging a background image as an image of layer 1, a layer 2 image drawing area for drawing and arranging a decorative pattern as an image of layer 2, a layer 3 image drawing area for drawing and arranging an object image such as a character as an image of layer 3, a layer 4 image drawing area for drawing and arranging a precursor image of a crack (glass plate image 006SG301, etc.) as described later as an image of layer 4, a glass plate image 006SG301A as an image to be broken that is displayed in place of the glass plate image 006SG301, and a fragment image 006SG301B that will be generated when the glass plate image 006SG301A is broken as an image of layer 5. 302, a layer 6 image drawing area for drawing and placing an operation effect image described later as an image of layer 6, a layer 7 image drawing area for drawing and placing a whiteout image 006SG303 described later as an image of layer 7, a layer 8 image drawing area for drawing and placing an operation prompt image described later as an image of layer 8, a layer 9 image drawing area for drawing and placing a variable display compatible display (hold display and active display) as an image of layer 9, and a layer 10 image drawing area for drawing and placing a small symbol (4th symbol), the first hold memory number, the second hold memory number, and a right-hit notification image as an image of layer 10. In addition, a layer 11 image drawing area for drawing and placing an error display may also be arranged.
[0236] The glass plate image 006SG301 drawn and placed in the layer 4 image drawing area is an image that makes the player perceive that the display area of the image display device 5 has been cracked by the action of the character or movable object 32, and the glass plate image 006SG301A drawn and placed in the layer 5 image drawing area is an image that makes the player perceive that the display area of the image display device 5 has been broken. In addition, the broken piece image 006SG302 is an image that is displayed by changing a part of the glass plate image 006SG301A in order to emphasize to the player that the display area of the image display device 5 has been broken by the action of the character or movable object 32.
[0237] The glass plate image 006SG301 is an image that is hidden at the start timing (the timing of the glass plate image 006SG301A breaking) of the breaking effects in the first consecutive breaking effect, the second consecutive breaking effect, the dialogue preview effect, the background change effect A, the background change effect B, the pseudo consecutive effect, the reach suggestion effect, the weak development effect, the strong development effect A, the strong development effect B, the cut-in effect, and the result notification effect, which will be described later. The glass plate image 006SG301A is also an image (the image to be broken) that is displayed in place of the glass plate image 006SG301 at the start timing (the timing of the glass plate image 006SG301A breaking) of the breaking effects in the first consecutive breaking effect, the second consecutive breaking effect, the dialogue preview effect, the background change effect A, the background change effect B, the pseudo consecutive effect, the reach suggestion effect, the weak development effect, the strong development effect A, the strong development effect B, the cut-in effect, and the result notification effect, which will be described later.
[0238] Furthermore, as will be described later, the start timing of the cracking effects in the first consecutive cracking effect, the second consecutive cracking effect, the dialogue preview effect, the background change effect A, the background change effect B, the pseudo consecutive effect, the reach suggestion effect, the weak development effect, the strong development effect A, the strong development effect B, the cut-in effect, and the result notification effect is such that the switching between the display of the glass plate image 006SG301 and the glass plate image 006SG301A is not visible to the player due to the display of the whiteout image 006SG303. Therefore, in this embodiment, the glass plate image 006SG301 with the crack displayed can be switched to the glass plate image 006SG301A without the player noticing, so it is possible to realize a crack (moving display of the fragment image 006SG302) that would not be expected from the crack displayed in the glass plate image 006SG301, and the cracking effect can make a strong impression on the player.
[0239] In this embodiment, an image to be displayed on the display screen of the image display device 5 can be generated by superimposing the images drawn and arranged in these layer 1 image drawing area to layer 10 image drawing area. Also, as shown in Figs. 4 and 5, the image drawn in the layer 1 image drawing area is set to have the lowest display priority, the image drawn in the layer 2 image drawing area is set to have a higher display priority than the image drawn in the layer 1 image drawing area, the image drawn in the layer 3 image drawing area is set to have a higher display priority than the image drawn in the layer 2 image drawing area, the image drawn in the layer 4 image drawing area is set to have a higher display priority than the image drawn in the layer 3 image drawing area, and the image drawn in the layer 5 image drawing area is set to have a higher display priority than the image drawn in the layer 4 image drawing area. Images drawn in the Layer 6 image drawing area are set to have a higher display priority than images drawn in the Layer 5 image drawing area, images drawn in the Layer 7 image drawing area are set to have a higher display priority than images drawn in the Layer 6 image drawing area, images drawn in the Layer 8 image drawing area are set to have a higher display priority than images drawn in the Layer 7 image drawing area, images drawn in the Layer 9 image drawing area are set to have a higher display priority than images drawn in the Layer 8 image drawing area, and images drawn in the Layer 10 image drawing area are set to have a higher display priority than images drawn in the Layer 9 image drawing area. Also, if a Layer 11 image drawing area is further arranged in the VRAM area, images drawn in the Layer 11 image drawing area are set to have a higher display priority than images drawn in the Layer 10 image drawing area.
[0240] That is, the image drawn in the layer 1 image drawing area is the image displayed at the lowest level in the image display device 5, the image drawn in the layer 2 image drawing area is the image displayed (has priority display) above the image drawn in the layer 1 image drawing area in the image display device 5, the image drawn in the layer 3 image drawing area is the image displayed (has priority display) above the image drawn in the layer 2 image drawing area in the image display device 5, the image drawn in the layer 4 image drawing area is the image displayed (has priority display) above the image drawn in the layer 3 image drawing area in the image display device 5, the image drawn in the layer 5 image drawing area is the image displayed (has priority display) above the image drawn in the layer 4 image drawing area in the image display device 5, and the image drawn in the layer 6 image drawing area is the image displayed (has priority display) above the image drawn in the layer 6 image drawing area. The image drawn in the layer 5 image drawing area is an image displayed (with priority) above the image drawn in the layer 5 image drawing area in the image display device 5, the image drawn in the layer 7 image drawing area is an image displayed (with priority) above the image drawn in the layer 6 image drawing area in the image display device 5, the image drawn in the layer 8 image drawing area is an image displayed (with priority) above the image drawn in the layer 7 image drawing area in the image display device 5, the image drawn in the layer 9 image drawing area is an image displayed (with priority) above the image drawn in the layer 8 image drawing area in the image display device 5, and the image drawn in the layer 10 image drawing area is an image displayed (with priority) above the image drawn in the layer 9 image drawing area in the image display device 5. Furthermore, if a layer 11 image drawing area is further disposed in the VRAM area, the image drawn in the layer 11 image drawing area is an image displayed (with priority) above the image drawn in the layer 10 image drawing area in the image display device 5. Also, although it has been explained that there is a layer 1 image drawing area for drawing and placing a background image, it is also possible to have a layer 1-1 image drawing area, a layer 1-2 image drawing area, and a layer 1-3 image drawing area instead of the layer 1 image drawing area.In this case, the layer 1-1 image drawing area can be used to draw normal background images (first background image 006SG081, sixth background image) described later, the layer 1-2 image drawing area can be used to draw chance background images (second background image 006SG082, seventh background image), normal reach background images, super reach α background images (weak S reach effect image 006SG088), and super reach β background images (fourth background image 006SG084), and the layer 1-3 image drawing area can be used to draw background effect images (background effect image 006SG322), large It is possible to draw a winning notification background image (5th background image 006SG085), and the image drawn in the layer 1-3 image drawing area has a lower display priority in the image display device 5 than the image drawn in the layer 2 image drawing area, the image drawn in the layer 1-2 image drawing area has a lower display priority in the image display device 5 than the image drawn in the layer 1-3 image drawing area, and the image drawn in the layer 1-1 image drawing area has a lower display priority in the image display device 5 than the image drawn in the layer 1-2 image drawing area.
[0241] In this embodiment, the transmittance (transparency) of the images drawn and placed in each image drawing area is set to 0% so that when superimposed, the upper image makes the overlapping area of the lower image invisible to the player. However, the present invention is not limited to this, and depending on the situation, the transmittance (transparency) of the images drawn and placed in each image drawing area may be set to a value higher than 0%, and images may be displayed transparently on the display screen of the image display device 5 or temporarily hidden.
[0242] The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the lamp on / off mode) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0243] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0244] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0245] Furthermore, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0246] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (software update).
[0247] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0248] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0249] FIG. 3(A) is an explanatory diagram showing an example of the contents of a performance control command used in this embodiment. The performance control command is, for example, two bytes in length, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "0," and the first bit of the EXT data is set to "0." Note that the command format shown in FIG. 3(A) is just an example, and other command formats may also be used. Also, in this example, the control command is composed of two control signals, but the number of control signals that make up the control command may be one, or may be three or more.
[0250] In the example shown in FIG. 6(A), command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variable pattern specification command that specifies the variable pattern (variable display time (variable display time)) of decorative symbols (also called effect symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5 in response to the variable display of special symbols in the special symbol game. Here, XXH represents an unspecified hexadecimal number and may be any value set according to the instructions of the effect control command. Note that the variable pattern specification command sets different EXT data depending on the specified variable pattern, etc.
[0251] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies variable display results such as special symbols, decorative symbols, etc. In the variable display result specification command, different EXT data is set depending on the determination result (predetermined result) of whether the variable display result (also called variable display result) is a "miss" or a "jackpot," and the determination result of which of several types of jackpot type will be used if the variable display result is a "jackpot" (jackpot type determination result), for example, as shown in Figure 6(B).
[0252] In the variable display result designation command, for example, as shown in FIG. 6(B), command 8C00H is a first variable display result designation command indicating a predetermined result that the variable display result will be a "miss." Command 8C01H is a second variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot A." Command 8C02H is a third variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot B." Command 8C03H is a fourth variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot C." Command 8C04H is a fifth variable display result designation command that notifies the pre-determined result that the variable display result is "jackpot" and the jackpot type is "non-variable jackpot" and the jackpot type determined result.
[0253] Command 8F00H is a symbol determination command that specifies the stopping (determination) of the variation of decorative symbols in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5. Command 9000H is a power-on command that specifies that the pachinko gaming machine 1 has cold started (that is, the power has been turned on with the clear switch 92 pressed down (power-on with initialization)). Note that a cold start refers to the state in which, when the power is turned on, the data is initialized without restoring the data before power-on, and various processes of the gaming machine can be executed. Command 9200H is a power-off recovery command that specifies that the pachinko gaming machine has hot started (that is, the power has been turned on with the clear switch 92 not pressed down (power-on without initialization)). Note that a hot start refers to the state in which, when the power is turned on, the gaming machine can execute various processes based on backed-up data. A hot start is also referred to as a power-on without initialization, since initialization is not performed during a hot start. Command 95XXH is a game state designation command that designates the current game state of the pachinko gaming machine 1. In the game state designation command, different EXT data is set depending on the current game state of the pachinko gaming machine 1, for example. As a specific example, command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low-probability, low-base state, normal state), command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low-probability, high-base state, time-saving state), and command 9502H is a third game state designation command corresponding to a game state in which time-saving control and probability variable control are performed (high-probability, high-base state, probability variable state). Note that the high-probability, high-base state may simply be referred to as the "probability variable state."
[0254] Command A0XXH is a start-of-jackpot command (also called a "fanfare command") that specifies the display of an effect image indicating the start of a jackpot game. Command A1XXH is a large prize opening notification command that notifies the player that the large prize opening is in an open state during a jackpot game. Command A2XXH is a large prize opening post-opening notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game. Command A3XXH is a end-of-jackpot command that specifies the display of an effect image at the end of a jackpot game.
[0255] In the hit start designation command and the hit end designation command, different EXT data may be set according to the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result designation command. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the large prize opening notification command and the large prize opening after opening notification command, for example, different EXT data is set according to the number of rounds executed in the jackpot state (for example, "0" to "10") described later.
[0256] Command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established based on the occurrence of a start winning (first start winning) when a gaming ball that has passed through (entered) the first start port formed by the winning ball device 6A is detected by the first start port switch 22A. Command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established based on the occurrence of a start winning (second start winning) when a gaming ball that has passed through (entered) the second start port formed by the variable winning ball device 6B is detected by the second start port switch 22B.
[0257] Command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the number of reserved special symbols can be specified. Command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the number of reserved special symbols can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a first start port entry designation command is transmitted, for example, based on the first start condition being met when a gaming ball passes (enters) the first start port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a second start port entry designation command is transmitted, for example, based on the second start condition being met when a gaming ball passes (enters) the second start port. In addition, the first pending memory number notification command and the second pending memory number notification command may be sent in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the pending memory number decreases).
[0258] Commands C4XXH and C6XXH are presentation control commands (commands specifying the result of the judgment at the time of winning) that indicate the content of the judgment result at the time of winning. Of these, command C4XXH is a design specification command that indicates whether the variable display result will be a "jackpot" or not and the type of jackpot (probable win, non-probable win, or sudden probability win) as the judgment result at the time of winning. Furthermore, command C6XXH is a variation category command that indicates the judgment result at the time of winning, that is, whether the random number value for determining the variation pattern will be a "non-reach," "super reach," or "other (normal reach)."
[0259] Instead of the first reserved memory number notification command or the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be sent. In other words, a total reserved memory number notification command may be used to notify an increase (or decrease) in the total reserved memory number.
[0260] 6(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning slot, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of variable display times for which the probability variable control or time-saving control is executed, etc. may be provided.
[0261] 7 is an explanatory diagram illustrating an example of random number values counted on the main board 11 side. As shown in FIG. 7, on the main board 11 side, the numerical data indicating the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the type of jackpot, the random number value MR3 for determining the variation pattern, and the random number value MR4 for determining the normal symbol display result are controlled so as to be countable. Note that random number values other than these may be used to enhance the gaming effect. Such random numbers used to control the progress of the game are also called gaming random numbers.
[0262] The random number circuit 104 may count numerical data indicating some or all of these random number values MR1 to MR4. The CPU 103 may count numerical data indicating some of the random number values MR1 to MR4 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown).
[0263] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the game state to a jackpot by treating the variable display result of a special symbol or the like in a special symbol game as a "jackpot," and takes a value in the range of, for example, "0" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type when the variable display result is a "jackpot" as either "Probable jackpot A," "Probable jackpot B," "Probable jackpot C," or "Non-probable jackpot," and takes a value in the range of, for example, "0" to "100."
[0264] The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "0" to "997", for example.
[0265] The random number value MR4 for determining the normal symbol display result is a random number value used to determine whether the variable display result in the normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.
[0266] 8 shows an example of the configuration of the display result determination table stored in the ROM 101. In the present embodiment, a common display result determination table is used for the first special symbol and the second special symbol, but the present invention is not limited to this, and individual display result determination tables may be used for the first special symbol and the second special symbol.
[0267] The display result determination table is a table that is referenced to determine whether or not to control the variable display result into a jackpot game state as a "jackpot" based on a random number value MR1 for determining the special pattern display result before a confirmed special pattern that is a variable display result is derived and displayed in a special pattern game using the first special pattern by the first special pattern display device 4A or a special pattern game using the second special pattern by the second special pattern display device 4B.
[0268] In the display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a special chart state (high probability state).
[0269] In the display result determination table, the table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is the determination data assigned to the decision result of whether or not to set the special symbol display result as a "jackpot" and control it to a jackpot game state. In the display result determination table 22, when the game state is a probability variable state (high probability state), more determination values are assigned to the "jackpot" special symbol display result than when it is in a normal state or a time-saving state (low probability state). As a result, when the pachinko game is in a time-saving state (low probability state), the probability of determining that the special symbol display result is a "jackpot" and control it to a jackpot game state is higher (approximately 1 / 30 in this embodiment) than the probability of determining that the special symbol display result is a "jackpot" and control it to a jackpot game state (approximately 1 / 300 in this embodiment). In other words, in the display result determination table, determination data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0270] 9A shows an example of the configuration of a jackpot type determination table stored in ROM 101. The jackpot type determination table in this embodiment is a table that is referenced to determine one of a plurality of jackpot types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and that the jackpot game state is to be controlled. In the jackpot type determination table, a number (determination value) that is compared with the random number value MR2 for jackpot type determination is assigned to a plurality of jackpot types, such as "non-variable jackpot," "variable jackpot A," "variable jackpot B," and "variable jackpot C," depending on whether the special symbol that is variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).
[0271] Here, the types of jackpots in this embodiment will be explained using Figure 9(B).In this embodiment, the jackpot types are set to ``probable jackpot A,'' ``probable jackpot B,'' and ``probable jackpot C,'' in which after the jackpot game state ends, probable jackpot control and time-saving control are executed, resulting in a transition to a high-probability, high-base state, and ``non-probable jackpot,'' in which after the jackpot game state ends, only time-saving control is executed, resulting in a transition to a low-probability, high-base state.
[0272] The jackpot gaming state resulting from "probable jackpot A" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player ten times (so-called 10 rounds). On the other hand, the jackpot gaming state resulting from "probable jackpot B" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player five times (so-called 5 rounds). The jackpot gaming state resulting from "probable jackpot C" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player two times (so-called 2 rounds). Furthermore, the jackpot gaming state resulting from "non-probable jackpot" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player five times (so-called 5 rounds). Therefore, "Probable jackpot A" is sometimes referred to as a 10-round (10R) probable jackpot, "Probable jackpot B" is sometimes referred to as a 5-round (5R) probable jackpot, and "Probable jackpot C" is sometimes referred to as a 2-round (2R) probable jackpot.
[0273] The probability variable control and time-saving control that start after the end of a jackpot gaming state of probability variable jackpot A to probability variable jackpot C are terminated on the condition that the game is controlled to the jackpot gaming state. Furthermore, the time-saving control that starts after the end of a non-probability variable jackpot gaming state is terminated on the condition that 100 variable displays are completed or that the game is controlled to the jackpot gaming state before the 100 variable displays are completed. Therefore, if a recurring jackpot is any of probability variable jackpot A to probability variable jackpot C, probability variable control and time-saving control are executed again after the end of the jackpot gaming state, resulting in a so-called consecutive jackpot state in which the jackpot gaming state occurs continuously without an intermediate normal state. In other words, the probability variable state in this embodiment is a gaming state that continues until the variable display result is a jackpot regardless of the number of variable displays, while the time-saving state in this embodiment is a gaming state that is controlled to the normal state by executing 100 variable displays unless the variable display result is a jackpot. Therefore, the time-shortening state is also a game state that is controlled when a winning streak state may end.
[0274] In the setting example of the jackpot type determination table shown in Figure 9 (A), the allocation of judgment values to the jackpot types of "probable jackpot A", "probable jackpot B", "probable jackpot C", and "non-probable jackpot" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. In other words, when the variably displayed special chart is the first special chart, a predetermined range of judgment values (values in the range of "81" to "100") is assigned to the jackpot types of "probable jackpot B" and "probable jackpot C" with fewer rounds, while when the variably displayed special chart is the second special chart, no judgment value is assigned to the jackpot types of "probable jackpot B" and "probable jackpot C". With this setting, the proportion of jackpot types determined as "probable jackpot B" or "probable jackpot C," which have fewer rounds, can be made different between cases where the first start condition for starting a special game using the first special symbol by the first special symbol display device 4A is met and cases where the jackpot type is determined as one of several types based on the second start condition for starting a special game using the second special symbol by the second special symbol display device 4B being met. In particular, in special games using the second special symbol, the jackpot type is not determined to be "probable jackpot B" or "probable jackpot C," which has fewer rounds. Therefore, for example, in a game state where game balls are likely to enter the second start winning hole formed by the variable winning ball device 6B due to high opening control associated with time-saving control, frequent jackpot states with fewer prize balls can be avoided, preventing a decline in game interest.
[0275] In addition, in the example of setting the jackpot type determination table shown in Figure 9(A), the allocation of determination values for the "non-probability variable" jackpot type is the same regardless of whether it is the first special chart special chart game or the second special chart, so the probability of a non-probability variable jackpot and the probability of a probability variable jackpot are the same regardless of whether it is the first special chart special chart game or the second special chart.
[0276] Therefore, as mentioned above, just as the allocation of judgment values for "Special Jackpot B" and "Special Jackpot C" differs depending on whether it is the first special chart game or the second special chart, the allocation of judgment values for "Special Jackpot A" also differs depending on whether it is the first special chart game or the second special chart, and for "Special Jackpot A", which has a larger number of rounds, it is set up so that it is easier to determine in the second special chart game than in the first special chart game.
[0277] In addition, in the case of a special chart game of the second special chart, a predetermined range of judgment values different from that in the case of a special chart game of the first special chart may be assigned to the jackpot types of "probable jackpot B" and "probable jackpot C". For example, in the case of a special chart game of the second special chart, fewer judgment values may be assigned to the jackpot types of "probable jackpot B" and "probable jackpot C" compared to the case of a special chart game of the first special chart. Alternatively, regardless of whether it is a special chart game of the first special chart or the second special chart, the jackpot type may be determined by referring to common table data.
[0278] 10(A) and 10(B) show the variation patterns in this embodiment. In this embodiment, when the game state is a normal state (low probability low base state) and a time-saving state or a probability variable state (low probability high base state or high probability high base state), among the cases in which the variable display result is a "miss", a plurality of variation patterns are prepared in advance for the cases in which the variable display mode of the decorative pattern is a "non-reach" and a "reach", and for the case in which the variable display result is a "jackpot". Note that the variation pattern corresponding to the case in which the variable display result is a "miss" and the variable display mode of the decorative pattern is a "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and the variation pattern corresponding to the case in which the variable display result is a "miss" and the variable display mode of the decorative pattern is a "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). In addition, the non-reach fluctuation pattern and the reach fluctuation pattern are included in the miss fluctuation pattern corresponding to the case where the variable display result is "miss." The fluctuation pattern corresponding to the case where the variable display result is "jackpot" is called the jackpot fluctuation pattern.
[0279] The jackpot variation pattern and reach variation pattern include a normal reach variation pattern in which a reach effect of a normal reach is executed, and a super reach variation pattern in which a reach effect of a super reach is executed.
[0280] In this embodiment, when the game state is in the normal state (low probability low base state), the super reach variation patterns are as follows: a pseudo consecutive performance including a temporary stop of a decorative symbol and a re-variable display during the variable display is executed once, and then a reach performance of the super reach α is executed via a normal reach, and the variable display result is a miss or a jackpot (PA2-2, PB1-2); a variation pattern in which the pseudo consecutive performance is not executed, and a reach performance of the super reach β is executed via a normal reach, and the variable display result is a miss or a jackpot (PA2-3, PB1-3); and a variation pattern in which the pseudo consecutive performance is executed twice, and then a reach performance of the super reach β is executed via the reach performance of the normal reach and the reach α of the super reach, and the variable display result is a miss or a jackpot (PA2-4, PB1-4). Note that the reach performance of the super reach α in this embodiment corresponds to the weak S reach performance described later, and the reach performance of the super reach β corresponds to the strong S reach performance A and the strong S reach performance B described later.
[0281] When the game state is a time-saving state or a probability variable state (a low-probability high base state or a high-probability high base state), the super reach variation patterns are as follows: a variation pattern (PA2-6, PB1-6) in which the reach effect of the super reach γ is executed via a normal reach, and the variable display result is a miss or a jackpot; and a variation pattern (PA2-7, PB1-7) in which the reach effect of the super reach δ is executed via a normal reach, and the variable display result is a miss or a jackpot. In this embodiment, the reach effect of the super reach γ corresponds to the weak S reach effect described later, and the reach effect of the super reach δ corresponds to the strong S reach effect A and the strong S reach effect B described later.
[0282] As shown in FIG. 10, the special chart fluctuation time of the normal reach fluctuation pattern in which the reach performance of the normal reach in this embodiment is executed is set shorter than that of the super reach fluctuation pattern.
[0283] In this embodiment, the variable display result is set to have a higher probability of becoming a "jackpot" in the order of super reach, normal reach, and non-reach, so that in the normal reach variation pattern and super reach variation pattern, the longer the special chart variation time, the higher the probability of becoming a jackpot.
[0284] Furthermore, in this embodiment, as will be described later, these fluctuation patterns are determined using only the random number value MR3 for determining the fluctuation pattern, but the present invention is not limited to this. For example, in addition to the random number value MR3 for determining the fluctuation pattern, a random number value for determining the type of fluctuation pattern may be provided, and the type of fluctuation pattern may be first determined from these random number values for determining the type of fluctuation pattern, and then the fluctuation pattern belonging to the determined type may be determined.
[0285] 11 is an explanatory diagram of a method for determining a variation pattern in this embodiment. In this embodiment, the variation pattern determination table to be selected is changed depending on the display result of the variable display to be executed, the number of reserved memories, the game state, etc.
[0286] Specifically, as shown in Figures 11(A) to 11(D), when the game state is normal (low base state) and the variable display result is a miss, if the number of reserved memories (number of reserved memories of the same type) of the special symbol that executes the variable display is one or less, the variable pattern is determined based on the value of the variable pattern determination table A for miss and the random number value MR3, if the number of reserved memories of the special symbol that executes the variable display is two, the variable pattern is determined based on the value of the variable pattern determination table B for miss and the random number value MR3, and if the number of reserved memories of the special symbol that executes the variable display is three, the variable pattern is determined based on the value of the variable pattern determination table C for miss and the random number value MR3. Also, when the game state is a time-saving state or a probability variable state (high base state) and the variable display result is a miss, the variable pattern is determined based on the value of the variable pattern determination table D for miss and the random number value MR3. As shown in Figures 11(E) and 11(F), when the game state is normal (low base state) and the variable display result is a jackpot, the fluctuation pattern is determined based on the jackpot fluctuation pattern determination table A and the value of the random number value MR3, and when the game state is time-saving state or probability variable state (high base state) and the variable display result is a jackpot, the fluctuation pattern is determined based on the jackpot fluctuation pattern determination table B and the value of the random number value MR3.
[0287] For example, as shown in Figure 11 (A), when the miss fluctuation pattern determination table A is selected, if the value of the random number value MR3 is within the range of 1 to 660, the fluctuation pattern is determined to be a non-reach miss fluctuation pattern (PA1-1) without shortening, if the value of the random number value MR3 is within the range of 661 to 900, the fluctuation pattern is determined to be a normal reach miss fluctuation pattern (PA2-1), if the value of the random number value MR3 is within the range of 901 to 970, the fluctuation pattern is determined to be a fluctuation pattern (PA2-2) in which a pseudo consecutive performance is executed once and then a normal reach results in a super reach α miss, if the value of the random number value MR3 is within the range of 971 to 990, the fluctuation pattern is determined to be a fluctuation pattern (PA2-3) in which a normal reach results in a super reach β miss, if the value of the random number value MR3 is within the range of 991 to 997, the fluctuation pattern is determined to be a fluctuation pattern (PA2-4) in which a pseudo consecutive performance is executed twice and then a normal reach and super reach α results in a super reach β miss.
[0288] Also, as shown in Figure 11 (B), when the miss fluctuation pattern determination table B is selected, if the value of the random number value MR3 is within the range of 1 to 700, the fluctuation pattern is determined to be the shortened non-reach miss fluctuation pattern (PA1-2), if the value of the random number value MR3 is within the range of 701 to 900, the fluctuation pattern is determined to be the normal reach miss fluctuation pattern (PA2-1), if the value of the random number value MR3 is within the range of 901 to 970, the fluctuation pattern is determined to be the fluctuation pattern (PA2-2) in which a pseudo consecutive performance is executed once and then a normal reach results in a super reach α miss, if the value of the random number value MR3 is within the range of 971 to 990, the fluctuation pattern is determined to be the fluctuation pattern (PA2-3) in which a normal reach results in a super reach β miss, if the value of the random number value MR3 is within the range of 991 to 997, the fluctuation pattern is determined to be the fluctuation pattern (PA2-4) in which a pseudo consecutive performance is executed twice and then a normal reach and super reach α results in a super reach β miss.
[0289] Also, as shown in Figure 11 (C), when the miss fluctuation pattern determination table C is selected, if the value of the random number value MR3 is within the range of 1 to 750, the fluctuation pattern is determined to be the shortened non-reach miss fluctuation pattern (PA1-3), if the value of the random number value MR3 is within the range of 751 to 900, the fluctuation pattern is determined to be the normal reach miss fluctuation pattern (PA2-1), if the value of the random number value MR3 is within the range of 901 to 970, the fluctuation pattern is determined to be the fluctuation pattern (PA2-2) in which a pseudo consecutive performance is executed once and then a normal reach results in a super reach α miss, if the value of the random number value MR3 is within the range of 971 to 990, the fluctuation pattern is determined to be the fluctuation pattern (PA2-3) in which a normal reach results in a super reach β miss, if the value of the random number value MR3 is within the range of 991 to 997, the fluctuation pattern is determined to be the fluctuation pattern (PA2-4) in which a pseudo consecutive performance is executed twice and then a normal reach and super reach α results in a super reach β miss.
[0290] Also, as shown in FIG. 11(D), when the loss fluctuation pattern determination table D is selected, if the value of the random number value MR3 is within the range of 1 to 300, the fluctuation pattern is determined to be a short non-reach loss fluctuation pattern (PA1-4), if the value of the random number value MR3 is within the range of 301 to 550, the fluctuation pattern is determined to be a non-reach loss fluctuation pattern (PA2-5), and if the value of the random number value MR3 is within the range of 551 to 750, the fluctuation pattern is determined to be a non-reach loss fluctuation pattern (PA1-6), If the value of the random number value MR3 is within the range of 751 to 900, the fluctuation pattern is determined to be a fluctuation pattern (PA2-5) of a normal reach miss, if the value of the random number value MR3 is within the range of 901 to 970, the fluctuation pattern is determined to be a fluctuation pattern (PA2-6) of a normal reach followed by a super reach γ miss, and if the value of the random number value MR3 is within the range of 971 to 997, the fluctuation pattern is determined to be a fluctuation pattern (PA2-7) of a normal reach followed by a super reach δ miss.
[0291] Also, as shown in Figure 11 (E), when the jackpot fluctuation pattern determination table A is selected, if the value of the random number value MR3 is within the range of 1 to 30, the fluctuation pattern is determined to be the normal reach jackpot fluctuation pattern (PB1-1), if the value of the random number value MR3 is within the range of 31 to 200, the fluctuation pattern is determined to be the fluctuation pattern (PB1-2) which results in a super reach α jackpot after executing one pseudo consecutive performance via a normal reach, if the value of the random number value MR3 is within the range of 201 to 500, the fluctuation pattern is determined to be the fluctuation pattern (PB1-3) which results in a super reach β jackpot via a normal reach, and if the value of the random number value MR3 is within the range of 501 to 997, the fluctuation pattern is determined to be the fluctuation pattern (PB1-4) which results in a super reach β jackpot after executing two pseudo consecutive performances via a normal reach and super reach α.
[0292] Also, as shown in Figure 11 (F), when the jackpot fluctuation pattern determination table B is selected, if the value of the random number value MR3 is within the range of 1 to 100, the fluctuation pattern is determined to be a non-reach jackpot fluctuation pattern (PB1-5), if the value of the random number value MR3 is within the range of 101 to 400, the fluctuation pattern is determined to be a fluctuation pattern (PB1-6) that results in a super reach γ jackpot via a normal reach, and if the value of the random number value MR3 is within the range of 401 to 997, the fluctuation pattern is determined to be a fluctuation pattern (PB1-7) that results in a super reach δ jackpot via a normal reach.
[0293] In this embodiment, when the variable display result is a jackpot, the variable pattern is determined at a rate of 1 regardless of the type of jackpot, but the present invention is not limited to this, and the determination rate of multiple variable patterns for jackpots may be different depending on the type of jackpot. By doing this, the player can pay attention to which variable display of the variable pattern resulted in a jackpot, which can increase the interest in the game.
[0294] The RAM 102 provided in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM, part or all of which is backed up by a backup power supply created on a predetermined power supply board. In other words, even if the power supply to the pachinko gaming machine 1 is stopped, part or all of the contents of the RAM 102 are preserved for a predetermined period (until the capacitor serving as the backup power supply discharges and the backup power supply is no longer able to supply power). In particular, at least data corresponding to the game status, i.e., the control status of the game control means (such as a special symbol process flag) and data indicating the number of unpaid balls should be stored in the backup RAM. The data corresponding to the control status of the game control means is data necessary to restore the control status to the state before the power outage, etc., based on that data, when power is restored after a power outage, etc. Furthermore, the data corresponding to the control status and the data indicating the number of unpaid balls are defined as data indicating the progress of the game.
[0295] In such RAM 102, for example, a game control data holding area 006SG150 as shown in Fig. 12 is provided as an area for holding various data used to control the progress of the game in the pachinko game machine 1. The game control data holding area 006SG150 shown in Fig. 12 includes a first special symbol reserve memory unit 006SG151A, a second special symbol reserve memory unit 006SG151B, a normal symbol reserve memory unit 006SG151C, a game control flag setting unit 006SG152, a game control timer setting unit 006SG153, a game control counter setting unit 006SG154, and a game control buffer setting unit 006SG155.
[0296] The first special symbol pending memory unit 006SG151A stores pending data of special symbol games (special symbol games using the first special symbol in the first special symbol display device 4A) in order of winning, in which a game ball has passed (entered) the first start winning port formed by the winning ball device 6A, resulting in a start winning (first start winning), but which have not yet started.
[0297] The second special symbol pending memory unit 006SG151B stores pending data of special symbol games (special symbol games using the second special symbol in the second special symbol display device 4B) in order of winning, in which a game ball has passed (entered) the second start winning port formed by the variable winning ball device 6B and a start winning (second start winning) has occurred but has not yet started.
[0298] As an example, the first special chart reserve memory unit 006SG151A associates the order of winning (the order of detection of the game ball) into the first start entry port with a reserve number, and stores numerical data indicating a random number value MR1 for determining the variable display result, a random number value MR2 for determining the type of win, and a random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition when the game ball passes (enters) as reserve data until the number of memories reaches a predetermined upper limit value (for example, "4"). In addition, the second special chart reserve memory unit 006SG151B associates the reserved number with the order of winning (the order of detection of the game ball) at the second start winning port, and stores numerical data indicating the random number value MR1 for determining the variable display result, the random number value MR2 for determining the type of win, and the random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition when the game ball passes (enters) as reserved data until the number of memories reaches a predetermined upper limit value (for example, "4").
[0299] In this way, the reserved data stored in the first special chart reserved memory unit 006SG151A and the second special chart reserved memory unit 006SG151B indicates that the execution of a special chart game using the first special chart or a special chart game using the second special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display results (special chart display results) in these special chart games.
[0300] In this embodiment, when the hold information (first hold information) based on the establishment of the first start condition by the game ball passing through (entering) the first start entry port and the hold information (second hold information) based on the establishment of the second start entry by the game ball passing through (entering) the second start entry port are stored in separate hold memory units in association with the hold number, the variable display based on the second hold memory information is executed in priority over the variable display based on the first hold information.
[0301] The normal symbol reserve memory unit 006SG151C stores reserve information for normal symbol games that have not yet been started by the normal symbol display device 20, even though a gaming ball has been detected by the gate switch 21. For example, the normal symbol reserve memory unit 006SG151C associates the gaming balls with reserve numbers in the order in which they are detected by the gate switch 21, and stores numerical data indicating a random number value MR4 for determining the normal symbol display result extracted by the CPU 103 from the random number circuit 104, etc., based on the passage of the gaming ball, as reserved data until the number reaches a predetermined upper limit value (for example, "4").
[0302] The game control flag setting unit 006SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko gaming machine 1. For example, the game control flag setting unit 006SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.
[0303] The game control timer setting unit 006SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 006SG153 stores data indicating timer values of each of a plurality of types of timers.
[0304] The game control counter setting unit 006SG154 is provided with a plurality of types of counters for counting count values used to control the progress of a game in the pachinko game machine 1. For example, the game control counter setting unit 006SG154 stores data indicating the count values of each of the plurality of types of counters. Here, the game control counter setting unit 006SG154 may be provided with a random counter for counting some or all of the game random numbers in a manner that allows the CPU 103 to update them by software.
[0305] The random counter of the game control counter setting unit 006SG154 stores, as a random count value, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR1 to MR4, and the numerical data indicating each random number is updated periodically or irregularly in accordance with the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be software for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be software for updating the random count value by performing predetermined processing such as scrambling or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.
[0306] The game control buffer setting unit 006SG155 is provided with various buffers that temporarily store data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 006SG155 stores data indicating buffer values for each of a plurality of types of buffers.
[0307] 2, the ROM 121 mounted on the performance control board 12 stores not only a performance control program but also various data tables used to control performance operations. For example, the ROM 121 stores table data constituting a plurality of judgment tables prepared so that the performance control CPU 120 can make various judgments, decisions, and settings, and pattern data constituting various performance control patterns.
[0308] As an example, the ROM 121 stores a presentation control pattern table that stores a plurality of presentation control patterns that the presentation control CPU 120 uses to control presentation operations by various presentation devices (for example, the image display device 5, speakers 8L, 8R, game effect lamp 9, decorative LEDs, presentation models, etc.). The presentation control patterns correspond to various presentation operations executed according to the progress of the game in the pachinko gaming machine 1 and are composed of data indicating the control content of the operations. The presentation control pattern table may store, for example, a presentation control pattern for when special symbols are variable displayed, a notice presentation control pattern, various presentation control patterns, etc.
[0309] The RAM 122 mounted on the performance control board 12 shown in Fig. 2 is provided with a performance control data holding area 006SG190 as shown in Fig. 13(A) as an area for holding various data used to control performance operations. The performance control data holding area 006SG190 shown in Fig. 13(A) includes a performance control flag setting unit 006SG191, a performance control timer setting unit 006SG192, a performance control counter setting unit 006SG193, and a performance control buffer setting unit 006SG194.
[0310] The performance control flag setting unit 006SG191 is provided with multiple types of flags whose states can be updated in accordance with performance operation states, such as the display state of a performance image on the screen of the image display device 5, and performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 006SG191 stores, for each of the multiple types of flags, data indicating the value of the flag and data indicating the on or off state.
[0311] The performance control timer setting unit 006SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 006SG192 stores data indicating the timer values of each of the plurality of types of timers.
[0312] The performance control counter setting unit 006SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 006SG193 stores data indicating the count values of each of the plurality of types of counters.
[0313] The performance control buffer setting unit 006SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, the performance control buffer setting unit 006SG194 stores data indicating buffer values for each of multiple types of buffers.
[0314] In this embodiment, the data constituting the start winning time receiving command buffer 006SG194A as shown in Fig. 13 (B) is stored in a predetermined area of the performance control buffer setting unit 006SG194. The start winning time receiving command buffer 006SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol during variable display. Also, the start winning time receiving command buffer 006SG194A has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol during variable display. When a start winning occurs in the first start winning port or the second start winning port, a set of four commands, namely, a start port winning designation command (first start port winning designation command or second start port winning designation command), a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), a pattern designation command, and a variable category command, are transmitted from the main board 11 to the performance control board 12. The storage area corresponding to the first special symbol reserved memory and the storage area corresponding to the second special symbol reserved memory in the start winning reception command buffer 006SG194A have storage areas (entries) reserved for associating these start port winning designation command, reserved memory number notification command, pattern designation command, and variable category command, and storing them separately in the first special symbol reserved memory and the second special symbol reserved memory.
[0315] When the start condition is met and the variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") is started, the contents of these storage areas (entries) are shifted up one by one as described below, and the contents of buffer number "1-0" or buffer number "2-0", which stores the contents of the reserved memory for which the start condition is met, are cleared in the special drawing hit waiting process executed when the variable display is ended.
[0316] Furthermore, in this embodiment, the start winning time receiving command buffer 006SG194A has a memory area reserved for each storage area (entry) so that a hold display flag in which a flag value corresponding to the display pattern (display mode) of the hold memory display is set, and a continuous break effect flag which can identify whether or not the item is the target of the continuous break effect described below can be stored in association with each buffer number corresponding to the first special chart hold memory and the second special chart hold memory.
[0317] In addition, if the execution of a hold display effect is not determined in the hold display effect determination process described below, the hold display flag is set to "0", which corresponds to the display pattern of the normal hold display, and if the execution of a hold display effect is determined, "1" (square (◇)) or "2" (star (☆)) corresponding to the display pattern of the hold memory display in a special mode (for example, a square (◇) or a star (☆)) that is different from the normal display mode is set. After the hold display effect determination process is executed, the hold display update process described below is executed, so that the active display and hold display are displayed in a display mode corresponding to each hold display flag (for example, if the value of the hold display flag is "0", a white circle (○), if the value of the hold display flag is "1", a square (◇), and if the value of the hold display flag is "2", a star (☆) is displayed). In addition, the value of the continuous break effect flag is set in the continuous break effect setting process described below (see Figure 26).
[0318] When a start win occurs in the first start win slot, the performance control CPU 120 stores commands starting from the top (the entry with the lowest buffer number) of the empty entry corresponding to the first special symbol reserved memory in the start win reception command buffer 006SG194A, and when a start win occurs in the second start win slot, the CPU 120 stores commands starting from the top (the entry with the lowest buffer number) of the empty entry corresponding to the second special symbol reserved memory in the start win reception command buffer 006SG194A. When a start win occurs, a start win slot designation command, a reserved symbol number notification command, a symbol designation command, and a variable symbol category command are transmitted in sequence. Therefore, when commands are received, the start win slot designation command, the reserved symbol number notification command, the symbol designation command, and the variable symbol category command are stored in sequence in the storage areas corresponding to the last digits "0" to "4" of the buffer numbers corresponding to the first special symbol reserved memory or the second special symbol reserved memory.
[0319] 13(B) shown in the start winning time reception command buffer 006SG194A, each time the variable display of the decorative pattern starts, the entry corresponding to the reserved memory of the variable display that ended immediately before (the entry of buffer number "1-0" or "2-0") is deleted, and the entry corresponding to the reserved memory of the variable display that starts (the entry corresponding to buffer number "1-1" or "2-1") and the contents of the reserved memory of the entry after the variable display that starts are shifted. For example, when the variable display of the decorative pattern of the first special reserved memory is completed in the storage state shown in FIG. 13(B), each command stored in buffer number "0" is deleted, each command stored in buffer number "0" is shifted to buffer number "0", and each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "0", and each command stored in the area corresponding to buffer number "3", "4" is shifted to the area corresponding to buffer number "2", "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to the reserved memory that is variably displayed at that time.
[0320] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0321] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 14 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0322] 14, the CPU 103 first sets interrupts to be disabled (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.
[0323] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.
[0324] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a random number circuit setting process (step S8). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.
[0325] If the recovery condition is not satisfied (step S3; No), an initialization process (step S6) is performed, followed by a random number circuit setting process (step S8). The initialization process of step S6 includes a clearing process for clearing flags, counters, and buffers stored in RAM 102, and initial values are set in the work area by the execution of the clearing process.
[0326] After executing the random number circuit setting process (step S8), the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S9), and then permits the interrupt (step S10). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute the timer interrupt process.
[0327] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 15. When the game control timer interrupt process shown in Fig. 15 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1 and, if necessary, issue a warning based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer in...
Claims
[Claim 1] A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A fragment image can be displayed, A predetermined effect can be executed that suggests that the game will be controlled to the advantageous state, The predetermined effect is an effect of displaying a crack precursor image and then displaying a predetermined fragment image corresponding to the crack precursor image as the fragment image, As a background image after the predetermined fragment image is displayed in the predetermined performance, any one of a plurality of background images including a first background image and a second background image suggesting a higher expectation of being controlled to the advantageous state than the first background image can be displayed; Before displaying the crack precursor image in the predetermined effect, the object image in any one of a plurality of object images including a specific object image can be displayed; Depending on the aspect of the object image, it is possible to suggest which background image will be displayed after the predetermined fragment image is displayed in the predetermined effect, A special effect can be executed in which a special fragment image is displayed as the fragment image without displaying the crack precursor image, Before displaying the special fragment image in the special effect, the object image of the specific aspect among the object images of the plurality of aspects can be displayed; In the predetermined effect, a specific image can be displayed on a layer higher than the layer on which the specific fragment image is displayed, and in a first period in which the specific image is displayed, the visibility of the specific fragment image is low, and in a second period after the first period, the visibility of the specific fragment image is higher than in the first period. A gaming machine characterized by:
Citation Information
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