gaming machines
The gaming machine improves player engagement through dynamic symbol displays and light effects, enhancing the overall gaming experience.
Patent Information
- Application Number
- JP2023103094
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-23
- Publication Date
- 2026-01-21
- Estimated Expiration
- 2043-06-23
AI Technical Summary
Existing gaming machines lack sufficient mechanisms to enhance player engagement and interest in the game experience.
A gaming machine equipped with a game control unit and performance control unit that enables variable symbol displays, light-emitting effects, and performance modes to create dynamic and engaging gameplay experiences, including rainbow light-emitting effects and transition between different presentation patterns.
Enhances player enjoyment by increasing the excitement and engagement through varied and visually stimulating game presentations.
Smart Images

Figure 0007803549000001 
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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In a gaming machine, for example, Patent Document 1 describes limiting the number of fluctuations in the time-shortening state. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-134136 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the gaming machines described in the above patent documents, there is room for further improvement in the presentation in terms of increasing the interest in the game.
[0005] The present invention aims to improve the enjoyment of games. [Means for solving the problem]
[0006] The present invention, which achieves the above object, is realized as the following gaming machine. This gaming machine (pachinko gaming machine 100) comprises a game control means (for example, a game control unit 200) capable of controlling the progress of a special game (for example, a jackpot game), and a performance control means (for example, a performance control unit 300) for controlling performance, and the game control means can acquire judgment information based on the establishment of a start condition and can execute variable display of symbols based on the judgment information, and the performance control means can control the performance mode and emit light (for example, a left panel lamp 1162, an upper frame lamp 1571, It is possible to perform a rainbow light-emitting effect (for example, Figure 64) in which the button lamp 1611, handle lamp 1511, starting port lamp 1211, and left movable role piece 1151 are illuminated with a specific light-emitting color, and the light-emitting means includes a first light-emitting means (for example, an upper frame lamp 1571) and a second light-emitting means (for example, a button lamp 1611) that is different from the first light-emitting means and is provided on the operating means, and it is possible to perform a variable effect in which multiple rows of performance symbols are changed in a predetermined path on the display means in accordance with the variable display, The display means can execute an operation prompt display that prompts the user to operate the operation means, During the execution of the variable performance, it is possible to execute specific performances (performances based on the results of advance judgment, stop display of decorative symbols 41, reach promotion performance, reach performance, display of double-digit decorative symbols 41, etc.), and during the execution of the variable performance, it is possible to display emphasis images (chance eye effect image, stop effect image, reach promotion effect image, reach line image, reach notification image, double-digit effect image) that emphasize the specific performance, Display the above-mentioned variable performanceThe presentation modes include a first presentation mode (any of the first to fourth stages) and a second presentation mode (a stage different from the first presentation mode) different from the first presentation mode, and the emphasized images include a first emphasized image and a second emphasized image (a fourth chance effect image 596, a fifteenth stop effect image 589, an eighth reach effect image 598, a seventeenth stop effect image 599, an eighth reach effect image 599, a tenth ... 91, second reach line image 531, second reach notification image 532, sixteenth effect image at stop 594, seventeenth effect image at stop 599, etc.), when the specific effect is executed during the execution of the variable effect in the first effect mode, at least the first emphasis image can be displayed, when the specific effect is executed during the execution of the variable effect in the second effect mode, at least the second emphasis image can be displayed, and the rainbow light emitting effect can be executed at a first timing and a second timing different from the first timing during the variable effect in which the special game is executed or during the special game, The first timing and the second timing are during a variable performance in which the special game is executed or during the special game, The light emitting mode of the rainbow light emitting effect in the first light emitting means and the second light emitting means, or the cycle of a specific light emitting color of the rainbow light emitting effect, is made different between the first timing and the second timing. In association with the variable display in the first presentation mode, a first variation in which the presentation pattern varies along a first variation path can be executed, and in association with the variable display in the second presentation mode, a second variation in which the presentation pattern varies along a second variation path different from the first variation path can be executed, and in the variation presentation, switching between the first variation path and the second variation path can be executed in association with a transition to the first presentation mode or the second presentation mode, and in the variation presentation, a predetermined presentation that covers all or a part of the display area of the display means can be executed in association with a transition to the first presentation mode or the second presentation mode, and in the first variation, the execution of the predetermined presentation can be restricted during a period in which the operation prompt display is executed. .
[0007] The above reference numerals in this section are given as examples in explaining the present invention, and the present invention is not restricted by these reference numerals. [Effects of the Invention]
[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a schematic front view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 2]FIG. 2 is a rear view of the pachinko gaming machine when viewed from the rear. [Figure 3] (a) is an enlarged view showing an example of a display located at the bottom left of the game board, (b) is a partial plan view of a pachinko game machine, and (c) is an enlarged view showing an example of a sub-information display located at the bottom left of the game board. [Figure 4] 2 is a diagram showing the internal configuration of a control unit of the pachinko gaming machine of the present embodiment. FIG. [Figure 5] FIG. 2 is an explanatory diagram of an image / sound control unit and a lamp control unit of the present embodiment. [Figure 6] 2 is a block diagram showing the functional configuration of a game control unit of the present embodiment. FIG. [Figure 7] 10 is a flowchart showing the operation of basic processing by the game control unit. [Figure 8] 10 is a flowchart showing the operation of the game control unit during power interruption processing. [Figure 9] 10 is a flowchart showing the main control processing of the game control unit. [Figure 10] 10 is a flowchart showing the contents of the start port switch processing. [Figure 11] 10 is a flowchart showing the contents of a gate switch process. [Figure 12-1] A flowchart showing the contents of the normal prize entry port switch processing. [Figure 12-2] A flowchart showing the contents of the large prize entrance switch processing. [Figure 12-3] A flowchart showing the contents of the out ball detection switch processing. [Figure 13] 10 is a flowchart showing the contents of special symbol processing. [Figure 14] 10 is a flowchart showing the contents of the big win determination process. [Figure 15] 10 is a flowchart showing the contents of the variation pattern selection process. [Figure 16] 10 is a flowchart showing the contents of processing during stoppage. [Figure 17] 10 is a flowchart showing the contents of a customer waiting setting process. [Figure 18] 10 is a flowchart showing the contents of normal symbol processing. [Figure 19] This is a flowchart showing the contents of the large prize slot processing. [Figure 20] 10 is a flowchart showing the contents of a game status setting process. [Figure 21] 10 is a flowchart showing the contents of an electric tulip process. [Figure 22] 10 is a flowchart showing the contents of a MY value determination process. [Figure 23] 10 is a flowchart showing the contents of a complete determination process. [Figure 24] This is a diagram showing the relationship between the MY specific standard value, difference in balls, and MY value according to the results of playing at multiple times in a day. [Figure 25] This is a diagram showing the relationship between the MY specific standard value, difference in balls, and MY value according to the results of playing at multiple times in a day. [Figure 26] These figures show examples of the configuration of random numbers used in this embodiment, where (a) is a figure showing an example of the configuration of a jackpot random number, (b) is a figure showing an example of the configuration of a jackpot pattern random number, (c) is a figure showing an example of the configuration of a small jackpot pattern random number, (d) is a figure showing an example of the configuration of a reach random number, and (e) is a figure showing an example of the configuration of a winning random number. [Figure 27] A figure showing an example of the fluctuation patterns and table settings used in the fluctuation pattern selection process. [Figure 28] A figure showing an example of the fluctuation patterns and table settings used in the fluctuation pattern selection process. [Figure 29] A figure showing an example of the fluctuation patterns and table settings used in the fluctuation pattern selection process. [Figure 30] A figure showing an example of the fluctuation patterns and table settings used in the fluctuation pattern selection process. [Figure 31]10A and 10B are block diagrams illustrating an example of the configuration of the RAM of the game control unit, where (a) is a block diagram showing the configuration of the memory area, and (b) is a block diagram showing the configuration of each of the memory units shown in (a). [Figure 32] This is a block diagram explaining an example of the configuration of the RAM of the performance control unit, where (a) is a block diagram showing the configuration of the reserved memory area, and (b) is a block diagram showing the configuration of each of the memory units shown in (a). [Figure 33] 10 is a flowchart showing the contents of a preliminary determination process. [Figure 34] 10A and 10B are diagrams illustrating examples of pre-determination patterns and table settings used in the pre-determination process. [Figure 35] 10A and 10B are diagrams illustrating examples of pre-determination patterns and table settings used in the pre-determination process. [Figure 36] 10A and 10B are flowcharts showing the operation of the performance control unit, in which FIG. 10A shows main processing, and FIG. 10B shows interrupt processing. [Figure 37] 10 is a flowchart showing the contents of a command receiving process. [Figure 38] 38 is a flowchart showing the contents of the pre-determination effect selection process and the effect selection process of FIG. 37. [Figure 39] 38 is a flowchart showing the contents of the big win effect selection process of FIG. 37. [Figure 40] 38 is a flowchart showing the content of the ending effect selection process of FIG. 37. [Figure 41] 38 is a flowchart showing the contents of the customer waiting command receiving process of FIG. 37. [Figure 42] 10 is a flowchart showing the contents of a pre-operation notification process. [Figure 43] 10 is a flowchart showing the contents of a specific time-saving related performance process. [Figure 44] 10 is a flowchart showing the contents of effect button processing. [Figure 45] 10A and 10B are diagrams showing the display information of the information display device in each game zone. [Figure 46] FIG. 2 is a diagram illustrating a main process of the general control unit. [Figure 47] A diagram showing the initial processing of the reels by the lamp control unit. [Figure 48] FIG. 10 is a diagram illustrating an origin return process of the lamp control unit. [Figure 49] FIG. 10 is a diagram illustrating an initial operation process of the lamp control unit. [Figure 50] 1A is a diagram showing an example of a board role initial operation pattern determination table, and FIG. 1B is a diagram showing an example of a frame role initial operation pattern determination table. [Figure 51] 10A and 10B are diagrams illustrating a specific example of initializing various drive sources during a setting change. [Figure 52] 10A and 10B are diagrams illustrating a specific example of initializing various driving sources during preparation for clearing the RWM. [Figure 53] 10A and 10B are diagrams illustrating a specific example of initializing various drive sources during setting confirmation. [Figure 54] 10A and 10B are diagrams illustrating a specific example of initializing various drive sources after changing settings. [Figure 55] 10A and 10B are diagrams illustrating a specific example of initializing various driving sources after clearing the RWM. [Figure 56] 10A and 10B are diagrams illustrating a specific example of initializing various drive sources after confirming settings. [Figure 57] This is a pre-determined presentation pattern table used when a gaming ball enters the first starting hole in a normal gaming state. [Figure 58] This is a pre-determined presentation pattern table used when a game ball enters the second starting hole in a special time-saving game state. [Figure 59] This is a variable presentation pattern table used when a variable presentation is performed based on winning at the first starting port during normal game play. [Figure 60] This is a variable effect pattern table used when a variable effect is performed based on winning at the second starting port during normal game play. [Figure 61] This is a variable presentation pattern table used when a variable presentation is performed based on winning at the second starting port in a special time-saving game state. [Figure 62] This is a variable presentation pattern table used when a variable presentation is performed based on winning at the first starting port in a special time-saving game state. [Figure 63] FIG. 1 is a diagram showing various lamps provided on a pachinko gaming machine. [Figure 64] FIG. 10 is a diagram showing an example of a rainbow light-emitting effect in the first rainbow light-emitting mode. [Figure 65] A figure showing an example of rainbow light emission effect in the second rainbow light emission mode. [Figure 66] A figure showing an example of rainbow light emission effect in the third rainbow light emission mode. [Figure 67] A figure showing an example of rainbow light emission effect in the third rainbow light emission mode. [Figure 68] A figure showing an example of rainbow light emission effect in the fourth rainbow light emission mode. [Figure 69] A figure showing an example of rainbow light emission effect in the fourth rainbow light emission mode. [Figure 70] A figure showing an example of rainbow light emission effect in the fifth rainbow light emission mode. [Figure 71] A figure showing an example of rainbow light emission effect in the sixth rainbow light emission mode. [Figure 72] A figure showing an example of rainbow light emission effect in the seventh rainbow light emission mode. [Figure 73] A figure showing an example of rainbow light emission effect of the 8th rainbow light emission mode. [Figure 74] A figure showing an example of rainbow light emission effect of the 9th rainbow light emission mode. [Figure 75-1] A figure showing an example of rainbow light emission effect of the 10th rainbow light emission mode. [Figure 75-2] A figure showing an example of rainbow light emission effect of the 10th rainbow light emission mode. [Figure 75-3] FIG. 10 is a diagram showing an example of a rainbow light-emitting effect in a modified rainbow light-emitting mode. [Figure 76-1] FIG. 10 is a diagram showing the visual recognition mode of the decorative pattern. [Figure 76-2] FIG. 10 is a diagram showing the visual recognition mode of the decorative pattern. [Figure 76-3] FIG. 10 is a diagram showing the visual recognition mode of the decorative pattern. [Figure 76-4]FIG. 10 is a diagram showing the visual recognition mode of the decorative pattern. [Figure 76-5] FIG. 10 is a diagram showing the visual recognition mode of the decorative pattern. [Figure 77-1] FIG. [Figure 77-2] FIG. [Figure 78] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 79] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 80] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 81] FIG. 10 is a diagram showing an example of a presentation when waiting for customers. [Figure 82] This is a chart showing the flow of each effect when the customer waiting effect shown in Figure 81 is executed. [Figure 83] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 84] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 85] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 86] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 87] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 88] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 89] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 90] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 91] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 92] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 93] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 94] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 95] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 96] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 97] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 98] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 99] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 100] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 101] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 102] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 103] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 104] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 105] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 106] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 107] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 108] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 109] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 110]10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 111] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 112] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 113] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 114] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 115] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 116] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 117] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 118] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 119] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 120] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 121] This is a chart showing the flow of the presentation performed in variable presentation example 13. [Figure 122] This is a chart showing the flow of the presentation performed in variable presentation example 13. [Figure 123] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 124] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 125] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 126] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 127]10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 128] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 129] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 130] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 131] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 132] This is a chart showing the flow of the presentation performed in variable presentation example 17. [Figure 133] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 134] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 135] This is a chart showing the flow of the presentation performed in variable presentation example 18. [Figure 136] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 137] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 138] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 139] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 140] This is a chart showing the flow of the presentation performed in variable presentation example 19. [Figure 141-1] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 141-2] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 142] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 143]10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 144] This is a chart showing the flow of the presentation performed in variable presentation example 21. [Figure 145] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 146] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 147] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 148] This is a chart showing the flow of the presentation performed in variable presentation example 22. [Figure 149] This is a chart showing the flow of the presentation performed in variant example 1 of variable presentation example 13. [Figure 150] This is a chart showing the flow of the presentation performed in variant example 2 of variable presentation example 13. [Figure 151] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 152] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 153] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 154] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 155] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 156] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 157] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 158] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 159] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 160]10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 161] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 162] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 163] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 164] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 165] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 166] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 167] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 168] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 169] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 170] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 171] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 172] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 173] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 174] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 175] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 176] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 177] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 178] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 179] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 180] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 181] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 182] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 183] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 184] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 185] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 186] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 187] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 188] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 189] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 190] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 191] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 192] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 193] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 194] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 195]10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 196] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 197] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 198] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 199] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 200] This is a chart showing the flow of the presentation performed in variable presentation example 40. [Figure 201] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 202] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 203] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 204] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 205] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 206] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 207] This is a chart showing the flow of the presentation performed in variable presentation example 43. [Figure 208] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 209] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 210] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 211] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 212]10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 213] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 214] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 215] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 216] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 217] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 218] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 219] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 220] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 221] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 222] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 223] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 224] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 225] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 226] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 227] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 228] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 229] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 230] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 231] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 232] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 233] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 234] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 235] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 236] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 237] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 238] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 239] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 240] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 241] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 242] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 243] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 244] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 245] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 246] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 247]10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 248] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 249] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 250] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 251] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 252] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 253] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 254] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 255] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 256] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 257] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 258] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 259] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 260] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 261] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 262] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 263] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 264] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 265] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 266] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 267] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 268] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 269] This is a chart showing the flow of the presentation performed in variable presentation example 65. [Figure 270] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 271] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 272] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 273] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 274] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 275] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 276] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 277] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 278] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 279] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 280] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 281] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 282]10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 283] This is a chart showing the flow of the presentation performed in variable presentation example 71. [Fig. 284] This is a chart showing the flow of the presentation performed in variable presentation example 71. [Figure 285] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 286] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 287] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 288] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 289] This is a chart showing the flow of the presentation performed in variable presentation example 73. [Figure 290] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 291] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 292] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 293] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 294] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 295] This is a chart showing the flow of the presentation performed in variable presentation example 76. [Figure 296] This is a chart showing the flow of the presentation performed in variable presentation example 76. [Figure 297] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 298] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 299]This is a chart showing the flow of the presentation performed in variable presentation example 77. [Figure 300] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 301] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 302] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 303] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 304] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 305] This is a chart showing the flow of the presentation performed in variable presentation example 78. [Figure 306] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 307] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 308] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 309] This is a chart showing the timing at which decorative patterns are displayed in various visual modes during variable performances. [Figure 310] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 311] FIG. 10 is a chart showing the timing of executing vibration effects in response to button operation effects. [Figure 312] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 313] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 314] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 315] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 316]10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 317] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 318] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 319] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 320] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 321] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 322] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 323] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 324] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 325] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 326] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 327] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 328] 10 is a diagram showing the relationship between the stage controlled by the performance control unit and the stopping sound of the decorative pattern. FIG. [Figure 329] 10 is a diagram showing the relationship between the presentation state in a pachinko gaming machine and the rainbow light-emitting presentation that is executed. FIG. [Figure 330] FIG. 10 is a diagram showing an example of notification regarding a complete function. [Figure 331] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 332] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 333]This is a chart showing the flow of the content shown in Figure 332. [Figure 334] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 335] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 336] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 337] This is a chart showing the flow of the contents shown in Figures 335 and 336. [Figure 338] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 339] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 340] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 341] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 342] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 343] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 344] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 345] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 346] 10 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 347] This is a chart showing the flow of the presentation performed in variant example 1 of variable presentation example 71. [Figure 348] This is a chart showing the flow of the presentation performed in variant example 2 of variable presentation example 71. [Figure 349] FIG. 10 is a diagram illustrating a modified example of the second reach notification image. [Figure 350]10A and 10B are diagrams for explaining modified examples of the display color of numbers in decorative patterns. [Figure 351] 10A and 10B are diagrams illustrating modified examples of effect sounds output from speakers. [Figure 352] FIG. 10 is a diagram showing a modified example of the presentation mode when a double-digit decorative pattern is displayed in the third mode of the 16th visual mode. [Figure 353] This figure shows an example of when the effect button is operated before the rainbow light effect starts during the customer waiting effect. [Figure 354] This figure shows an example of when the effect button is operated while a rainbow light-emitting effect is being executed in the customer waiting effect. [Figure 355] This figure shows a modified example in which the effect button is operated when a rainbow light-emitting effect is being executed in the customer waiting effect. [Figure 356-1] This figure shows the relationship between when the effect button is operated before the start of the rainbow light-emitting effect while a customer waiting effect is being executed, and when the effect button is operated before the start of the rainbow light-emitting effect while a jackpot variable effect is being executed. [Figure 356-2] This figure shows the relationship between when the effect button is operated during the execution of the rainbow light-emitting effect in the customer waiting effect and when the effect button is operated during the execution of the rainbow light-emitting effect in the jackpot variable effect. [Figure 357] FIG. 10 shows an example of a presentation in which a game ball wins before the start of the rainbow light-emitting presentation in the customer waiting presentation. [Figure 358] A figure showing an example of a customer waiting presentation in a time-saving gaming state. [Figure 359] A figure showing a modified example of variable performance example 81. [Figure 360] A figure showing a modified example of variable performance example 81. [Figure 361] A figure showing a modified example of variable performance example 81. [Figure 362] This is a chart showing the flow of the presentation performed in a modified example of variable presentation example 81. [Figure 363] 10 is a diagram showing the relationship between the presentation state in a pachinko gaming machine and the rainbow light-emitting presentation that is executed. FIG. [Figure 364] This is a diagram showing variant example 2 of variation performance example 81. [Figure 365] This is a diagram showing variant example 3 of variation performance example 81. [Figure 366] 10A and 10B are diagrams showing modified examples of the light emission mode of the lamp when the first right-hit image is displayed. [Figure 367] FIG. 10 shows an example of the presentation when a game ball enters the first starting hole in the time-saving game mode. [Figure 368] 10 is a diagram showing the light emission state of the lamp when the time-saving game state is changed to the normal game state. FIG. [Figure 369] A figure showing a modified example of the presentation mode when a jackpot game is played after the jackpot variable presentation in the time-saving game state has ended. [Figure 370] 10A and 10B are diagrams showing modified examples of the light emission mode of the lamp when a jackpot game is played. [Figure 371] This figure shows the relationship between when an advance notification is given and when a complete operation notification is given during the execution of a suggestive effect in a jackpot variation effect. [Figure 372] This figure shows the presentation mode when the power to the pachinko game machine is cut off and then restored while the rainbow light-emitting effect and advance notification are being executed in the jackpot variation presentation. [Figure 373] This figure shows a modified example of the presentation mode when the complete function is activated during the execution of the rainbow light-emitting presentation in the jackpot variation presentation. [Figure 374] A diagram showing the relationship between an example of a modified variable presentation and an example of a modified customer waiting presentation. [Figure 375] 10A and 10B are diagrams showing modified examples of the light emission mode of the lamp in the demonstration performance state. [Figure 376] 10A and 10B are diagrams showing modified examples of the light emission mode of the lamp in the demonstration performance state. [Figure 377] This figure shows a modified example of the lamp's lighting pattern from the end of a round of jackpot play after a jackpot variation presentation in normal play mode until control is given to the time-shortened play mode. [Figure 378] A diagram showing the display size of decorative patterns depending on the performance situation. [Figure 379] A figure showing a modified example of the lamp's lighting pattern from the end of a round of jackpot play that has undergone a jackpot variation presentation in a time-shortened play state until control is given to the time-shortened play state. [Figure 380] This figure shows the relationship between when the power supply to a pachinko game machine is cut off and then restored while a variable effect is being performed, and when the power supply to a pachinko game machine is cut off and then restored when the complete function is activated. [Figure 381] A figure showing a modified example of notifying the number of winning balls during a jackpot game. [Figure 382] FIG. 10 is a diagram showing a modified example of the rainbow light-emitting effect that is executed when the effect button is operated. [Figure 383] FIG. 10 is a diagram showing a modified example of a manner in which information regarding the awarding of game value is notified. [Figure 384] A figure showing the relationship between a case where an advance notification is made and a case where a complete standby notification is made while the 30th rainbow image is being displayed. [Figure 385] FIG. 10 shows a modified example in which a complete standby notification is given while the 30th rainbow image is being displayed. DETAILED DESCRIPTION OF THE INVENTION
[0010] (First embodiment) Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings. [Basic configuration of gaming machine] FIG. 1 is a schematic front view of a pachinko gaming machine 100 according to the present embodiment. FIG. 2 is a rear view of the pachinko gaming machine 100 when viewed from the rear side. Figure 3 is a diagram illustrating a pachinko gaming machine 100 according to this embodiment, where Figure 3(a) is an enlarged view showing an example of a display 130 arranged at the bottom left of the gaming board 110, Figure 3(b) is a partial plan view of the pachinko gaming machine 100, and Figure 3(c) is an enlarged view showing an example of a sub-information display 80 arranged at the bottom left of the gaming board. FIG. 4 is a block diagram showing the internal configuration of the control unit of the pachinko gaming machine of this embodiment. FIG. 5 is an explanatory diagram of the image / sound control unit and the lamp control unit of this embodiment. 1 is a pachinko gaming machine 100 as an example of a gaming machine, which is configured to pay out prize balls when a gaming ball shot out in response to a player's instruction enters a prize ball. The pachinko gaming machine 100 includes a gaming board 110 from which the gaming balls are shot out, and a frame member 150 that surrounds the gaming board 110. The gaming board 110 is detachably attached to the frame member 150.
[0011] The game board 110 has, on the front side, a game area 111 for playing games with game balls, a rail member 112 that forms a path along which game balls launched from below rise and head toward the upper position of the game area 111, and a guide member 113 on the right side of the game area 111 that guides the game balls. In this embodiment, an image display unit 114 that displays various images for effects is disposed in a position in the game area 111 that is easily visible to the player. This image display unit 114 has a display screen such as a liquid crystal display, and as the player progresses through the game, it displays, for example, decorative symbols to notify the player of the lottery result of the special symbol lottery (pattern variation result), and displays effect images such as the appearance of characters or items. In addition, the image display unit 114 is provided with a plurality of layers on which images are displayed, and an image is displayed on each of the plurality of layers. The gaming board 110 of this embodiment is also provided with a light guide plate 118 that emits light under predetermined conditions. The light guide plate 118 is a transparent panel made of a resin such as acrylic, and is located in front of the gaming area 111 so as to cover the gaming area 111. The light guide plate 118 emits light in a manner that corresponds to the situation of the performance.
[0012] In addition, the front of the game board 110 is provided with three movable accessories 115 and a board lamp 116 that are used for various effects. The three movable role objects 115 are arranged in a line in the left-right direction above the image display unit 114. When describing each of the three movable role objects 115 individually, the movable role object 115 arranged on the left side will be referred to as the "left movable role object 1151." The movable role object 115 arranged in the center will be referred to as the "middle movable role object 1152." The movable role object 115 arranged on the right side will be referred to as the "right movable role object 1153." When there is no particular distinction between the three movable role objects 115, they will simply be referred to as the movable role object 115. The movable role object 115 performs various effects by moving on the game board 110. In this embodiment, the movable role object 115 is arranged to be movable from an initial position, which is the position shown in FIG. 1, to an effect position, which is a position where it overlaps with the image display unit 114. In this embodiment, the left movable role 1151 and the right movable role 1153 are visible to the player in the initial position. On the other hand, the center movable role 1152 is located behind the upper frame lamp 1571 (described later) in the initial position, making it difficult or impossible for the player to see.
[0013] The board lamps 116 emit light to produce various effects. The board lamps 116 in this embodiment include an upper board lamp 1161 located above the image display unit 114, a left board lamp 1162 located to the left of the image display unit 114, a right board lamp 1163 located to the right of the image display unit 114, and a lower board lamp 1164 located below the image display unit 114.
[0014] The game area 111 is provided with game nails and windmills (not shown) for changing the direction in which game balls fall. Also, various prize-winning and lottery-related devices are provided at predetermined positions in the game area 111. The game area 111 is also provided with an outlet 117 for discharging game balls that have been shot into the game area 111 but have not entered any of the winning holes (first start hole 121, second start hole 122, big prize hole 125, and regular prize hole 127, which will be described later) out of the game area 111. The pachinko game machine 100 is also provided with an out-ball detection switch (SW) 227 (see FIG. 4, which will be described later). The out-ball detection switch 227 detects all game balls that have been shot into the game area 111.
[0015] In this embodiment, various prize-winning and lottery-related devices are provided on the game board 110, including a first start gate 121 and a second start gate 122 that start a special symbol lottery (jackpot lottery) when a game ball enters the game, and a start gate (hereinafter simply referred to as a gate) 124 that starts a normal symbol lottery (open / close lottery) when a game ball passes through. In FIG. 1, the gates 124 are provided on the left and right sides of the game area 111, with the left gate 124 being labeled 124L and the right gate 124 being labeled 124R. The first start gate 121 and the second start gate 122 refer to winning gates that trigger the activation of a predetermined special symbol display. Specifically, switches (first start port switch 211 and second start port switch 212, which will be described later) that detect the passage of a gaming ball when a winning prize is awarded are provided in the first start port 121 and the second start port 122. When a gaming ball wins the first start port 121 or the second start port 122, the switch detecting the passage of the gaming ball triggers the activation of the special symbol display device. In this embodiment, a start port lamp 1211 that emits light under predetermined conditions is provided at the first start port 121. The start port lamp 1211 emits light in a manner that corresponds to the situation of the performance.
[0016] Second starting hole 122 is equipped with an electric tulip (opening / closing member) 123 as a normal electric device in which a pair of tulip-shaped blades open and close by an electric solenoid and light up. Electric tulip 123 is configured so that when the blades are closed, it is difficult for a gaming ball to enter second starting hole 122, but when the blades are open, the entrance to second starting hole 122 expands, making it easier for the gaming ball to enter second starting hole 122. When a normal symbol lottery is won, electric tulip 123's blades light up or flash and open for a specified time (for example, 0.15 seconds to 1.8 seconds) and a specified number of times (for example, 1 to 3 times).
[0017] The pachinko gaming machine 100 has two game states: a no-electric support state in which there are fewer chances of winning at the second starting hole 122, and an electric support state in which there are more chances of winning at the second starting hole 122 than in the no-electric support state. The machine is controlled to either the no-electric support state or the electric support state under predetermined conditions, such as triggered by a jackpot or the number of draws for a special symbol. The electric support state is a game state controlled by one or a combination of, for example, shortening the normal symbol variation time, extending the opening time of the electric tulip 123, or increasing the probability of winning the normal symbol lottery. The pachinko gaming machine 100 has two game states: a no-time-reduction state in which the special symbol variation time is long, and a time-reduction state in which the special symbol variation time is shorter than that in the no-time-reduction state. Here, the time-reduction state is considered to be a state more advantageous to the player than the no-time-reduction state. In this embodiment, the electric support state and the time-saving state are controlled simultaneously. In the following description, the electric support state and the time-saving state are simply referred to as the time-saving state, and the no electric support state and no time-saving state are simply referred to as the no-time-saving state.
[0018] In this embodiment, as other devices related to winning prizes and lotteries, a special electric device called a large prize opening 125 that opens depending on the result of a special symbol drawing, and a regular prize opening 127 that does not conduct a lottery even if a game ball wins are arranged on the game board 110. The large prize opening 125 is provided with a large prize opening door 125D that opens and closes the large prize opening 125. In the following explanation, for convenience, the open / closed state and opening / closing operation of the large prize opening door 125D may be referred to as the open / closed state and opening / closing operation of the large prize opening 125. In addition, in this embodiment, a display 130 is disposed at the bottom left of the game board 110 to display the lottery results and the number of reserved balls.
[0019] In the pachinko gaming machine 100 shown in FIG. 1, the second starting hole 122 equipped with the electric tulip 123, the gate 124R, and the big prize hole 125 are arranged in the right area of the gaming area 111. Therefore, in the pachinko gaming machine 100 of this embodiment, when attempting to win the second starting hole 122, the gate 124R, the big prize hole 125, etc., the gaming ball is made to flow down to the right area of the gaming area 111. Here, the left area of the gaming area 111 can also be regarded as the first gaming area. In addition, the right area of the gaming area 111 can also be regarded as the second gaming area. In the illustrated example, the second starting gate 122 equipped with the electric tulip 123, the gate 124R, and the large prize opening 125 are arranged in the right area of the game area 111, but this is not limited to this. The second starting gate 122 equipped with the electric tulip 123, the gate 124R, and the large prize opening 125 may be arranged in the left area of the game area 111, and the first starting gate 121, the gate 124L, and the regular prize opening 127 may be arranged in the left area of the game area 111. In this case, the right area of the game area 111 is regarded as the first game area. Furthermore, the left area of the game area 111 is regarded as the second game area.
[0020] Also, attached to the back of the gaming board 110 are a gaming control board 200B that determines whether a special symbol has been won, a performance control board 300B that controls the overall performance, and a payout control board 330B that controls the launch and payout of gaming balls. Also, attached to the back of the gaming board 110 are various boards (not shown), such as an image control board (not shown) that controls the performance using images and sounds, and a lamp control board (not shown) that controls the performance using various lamps and movable role pieces 115. Also, arranged on the back of the gaming board 110 are a connector 200C that connects the gaming control board 200B and the performance control board 300B, and a switching power supply (not shown) that converts the supplied 24V AC power to DC power and outputs it to various boards. The connector 200C is provided with multiple wires (not shown) for connecting the gaming control board 200B and the performance control board 300B.
[0021] The frame member 150 includes a handle 151 and a launching device 158 (see FIG. 4) that electrically launches game balls at predetermined time intervals (e.g., 100 balls per minute) with a ball-hitting force corresponding to the angle of operation when a player touches the handle 151 and rotates the lever 152 clockwise. The handle 151 is also provided with a touch sensor 151a and a launching volume 151b. The handle 151 of this embodiment is also provided with a handle lamp 1511 that lights up under predetermined conditions. The handle lamp 1511 lights up in a manner corresponding to the status of the performance. The launching device 158 is also provided with a launch solenoid 158a and a ball-feeding solenoid 158b. The frame member 150 also includes a supply device (not shown) that supplies game balls one by one to the launching device in sequence in response to the player's operation of a lever 152, and a tray 153 that temporarily stores the game balls that the supply device supplies to the launching device. Balls dispensed by a payout unit, for example, are dispensed onto this tray 153. In this embodiment, the tray 153 is configured as an integrated upper and lower tray, but a configuration example in which the upper tray and the lower tray are separated is also conceivable.
[0022] The frame member 150 also has a stop button 154 for temporarily stopping the launch of game balls even when the player is touching the handle 151 of the launching device, and an ejection button 155 for dropping the game balls accumulated in the tray 153 into a box (not shown) and removing them. The frame member 150 also includes a speaker 156 and a frame lamp 157 that notify the game status and situation of the pachinko gaming machine 100 and perform various effects. The speaker 156 produces various effects using music, voice, and sound effects. The frame lamps 157 are composed of light-emitting elements such as LEDs, and perform various light effects using lighting and flashing patterns, different light colors, etc. A possible configuration example for the frame lamps 157 is one that allows effects to be performed by changing the direction of light irradiation. The frame lamps 157 in this embodiment include an upper frame lamp 1571 located above the upper panel lamp 1161, an upper left frame lamp 1572 located above the left panel lamp 1162 and to the left of the upper frame lamp 1571, an upper right frame lamp 1573 located above the right panel lamp 1163 and to the right of the upper frame lamp 1571, a left frame lamp 1574 located to the left of the left panel lamp 1162, and a right frame lamp 1575 located to the right of the right panel lamp 1163. The frame member 150 also includes a transparent plate (not shown) for separating the game board 110 from the player.
[0023] As shown in FIG. 3(a), the display 130 of the pachinko gaming machine 100 includes a first special symbol display 221 that operates in response to a win at the first start gate 121, a second special symbol display 222 that operates in response to a win at the second start gate 122, and a normal symbol display 223 that operates in response to passage through the gate 124. The first special symbol display 221 displays a special symbol in a variable manner and then a static display to display the lottery result based on a win at the first start gate 121. The second special symbol display 222 displays a special symbol in a variable manner and then a static display to display the lottery result based on a win at the second start gate 122. The first special symbol display 221 and the second special symbol display 222 perform cyclical fluctuations (cyclical displays) multiple times, with the change in display mode being one cycle (= 256 ms), and static displays after the special symbol fluctuation time has elapsed. The normal symbol display 223 displays the lottery result by variably displaying the normal symbol and then stopping it based on the fact that the gaming ball has passed through the gate 124. In this embodiment, the first special symbol display 221 and the second special symbol display 222 are each composed of a display device with an array of LEDs, and the lottery result of the special symbol lottery is displayed by the lighting mode of the LEDs. Similarly, the normal symbol display 223 is also composed of a display device with an array of LEDs, and the lottery result of the normal symbol lottery is displayed by the lighting mode of the LEDs.
[0024] Further, the display 130 is provided with a first special symbol reserve indicator 218 that operates in response to a reserve in the first special symbol indicator 221, a second special symbol reserve indicator 219 that operates in response to a reserve in the second special symbol indicator 222, and a normal symbol reserve indicator 220 that operates in response to a reserve in the normal symbol indicator 223. In this embodiment, the first special symbol reserve indicator 218, the second special symbol reserve indicator 219 and the normal symbol reserve indicator 220 are each composed of a display device with an array of LEDs, and the number of reserves is displayed by the lighting state of the LEDs.
[0025] Here, we will explain the reservation. If a gaming ball enters the first start slot 121 or the second start slot 122 during the variable display operation of the special symbol (while the variable display for one winning event is being performed), the variable display operation of the special symbol based on the later winning event cannot be started because the special symbol is still changing. Therefore, the later winning events are stored up to a specified number (for example, four), and the right to start the special symbol for that winning gaming ball is reserved until the variable display operation for the previously winning gaming ball is completed. The same processing as for the special symbols is also performed for the normal symbols. The fact that such a reservation has been made and the number of reservations (unchanged number) are displayed on the first special symbol reservation indicator 218, the second special symbol reservation indicator 219, and the normal symbol reservation indicator 220.
[0026] Furthermore, the display 130 is equipped with a status indicator 224 that displays the status of the pachinko gaming machine 100. In this embodiment, the status indicator 224 is configured as a display device with two LEDs arranged in an array. One of the two LEDs lights up to indicate whether the status of the pachinko gaming machine 100 is in a time-saving state in which the special symbol variation time is short. The other LED lights up to indicate whether a state is advantageous to the player by hitting to the right (by changing the hitting force of the gaming ball).
[0027] The display 130 also includes a round number display 225 that displays the number of rounds when the jackpot slot 125 is activated in a jackpot game that is performed according to the result of the special symbol lottery. The jackpot game will be described later. The round number display 225 is composed of a display device with an array of LEDs, and the number of rounds when the jackpot slot 125 is activated in a jackpot game is displayed by the lighting state of the LEDs.
[0028] The display 130 also includes a status confirmation indicator 226. The status confirmation indicator 226 is composed of a single LED and is used to indicate that a setting change mode (described later) or a setting confirmation mode (described later) has been set. When the setting change mode or setting confirmation mode is entered, the LED starts to light up, and when the setting change mode or setting confirmation mode is ended, the LED goes out. As such, since the status confirmation indicator 226 is provided on the front (surface) of the gaming machine, it is possible to easily check whether the setting change mode or setting confirmation mode has been set. The status confirmation indicator 226 may be installed in any location as long as it is on the front (surface) of the pachinko gaming machine 100.
[0029] In this embodiment, the same display mode (illuminated display) is used whether the setting change mode or the setting check mode is set, but the display may be such that it is possible to recognize which mode the setting is set in. For example, the status check indicator 226 may be illuminated in the setting change mode and flashed in the setting check mode, or vice versa.
[0030] In this embodiment, the status confirmation indicator 226 is provided as a dedicated indicator to indicate that the setting change mode or the setting confirmation mode is set, but it may be used in combination with other indicators. For example, in the setting change mode or the setting confirmation mode, the first special symbol indicator 221, the second special symbol indicator 222, the first special symbol reserved indicator 218, the second special symbol reserved indicator 219, the number of rounds indicator 225, the status indicator 224, etc. are turned off, so one or more LEDs of these indicators may be turned on.
[0031] The frame member 150 of the pachinko gaming machine 100 is equipped with an input device through which a player inputs effects. As shown in FIG. 3(b), in this embodiment, as an example of an input device, an effect button 161 and effect keys 162, which are adjacent to the effect button 161 and consist of a plurality of keys arranged in a roughly cross shape, are arranged on the frame member 150. In the illustrated example, consider a case where an effect is performed in which an operation to select one image from a plurality of images is accepted. In this case, for example, a player can select one of a plurality of images displayed on the image display unit 114 by operating the effect keys 162, which consist of four keys arranged in a cross shape, and then select the selected image by operating the effect button 161. Furthermore, as for the form of the input device, in addition to the effect button 161 and effect keys 162 shown in the figure, various input forms such as a lever or a handle can be adopted depending on the content of the effect, etc. Furthermore, the effect button 161 of this embodiment is provided with a button lamp 1611 that emits light under predetermined conditions. The button lamp 1611 emits light in a manner that corresponds to the state of the effect.
[0032] In addition, the pachinko game machine 100 of this embodiment is equipped with a sub-information display 80 inside the game area 111, which consists of a sub-first change indicator 81, a sub-second change indicator 82, a sub-first hold indicator 83, a sub-second hold indicator 84, a sub-normal map change indicator 85, a sub-normal map hold indicator 86, and a sub-right-hit indicator 87. The sub-information display 80 is basically composed of an LED and is designed to be dynamically lit. The sub-information display 80 does not have an indicator, such as the status check indicator 226, that indicates whether the setting change mode or setting check mode is set.
[0033] The sub-first variable indicator 81 is for displaying (informing) whether the first special symbol is being displayed or not, and the sub-second variable indicator 82 is for displaying (informing) whether the second special symbol is being displayed or not, and each is composed of one LED. When the variable display of the corresponding special symbol begins, the LED flashes at a predetermined cycle (1 second) (0.5 seconds on → 0.5 seconds off), and lights up when the corresponding special symbol is displayed stationary. In other words, the sub-first variable indicator 81 and the sub-second variable indicator 82 repeatedly perform a cyclic display, with one flash representing one cycle (= 1 second), and light up when the corresponding special symbol is displayed stationary.
[0034] The result of the special symbol jackpot determination may be notified by the sub-first variable indicator 81 or the sub-second variable indicator 82. In this case, the LED may be lit in the case of a jackpot, and may be turned off in the case of a miss.
[0035] The sub-first hold indicator 83 is for displaying the number of first hold information items (first hold number) described later, and the sub-second hold indicator 84 is for displaying the number of second hold information items (second hold number) described later, and each is composed of two LEDs. When the hold number is "0", the left and right LEDs are turned off, when the hold number is "1", the left LED is turned on and the right LED is turned off, when the hold number is "2", the left LED is turned on, when the hold number is "3", the left LED is flashing and the right LED is turned on, and when the hold number is "4", the left and right LEDs are flashing.
[0036] The sub-regular symbol variable indicator 85 is for displaying (notifying) the result of the winning lottery, and is composed of one LED. Then, when the variable display of the regular symbol starts, the LED flashes (variable display) at a predetermined interval. Then, when the regular symbol is displayed in a static state, the mode indicating the result of the winning lottery (lights up in the case of a win, and goes out in the case of a loss) is displayed in a static state.
[0037] In addition, the sub-normal pattern change indicator 85 may be configured to flash while displaying the normal pattern change, and to light up or turn off when the normal pattern is displayed as stopped, so that it is possible to know whether or not the normal pattern change is being displayed.
[0038] The sub-regular map reserve indicator 86 is used to display the number of reserved regular map memories (regular map reserve number) and is composed of two LEDs. When the regular map reserve number is "0", the left and right LEDs are turned off, when the regular map reserve number is "1", the left LED is turned on and the right LED is turned off, when the regular map reserve number is "2", the left LED is turned on, when the regular map reserve number is "3", the left LED is flashing and the right LED is turned on, and when the regular map reserve number is "4", the left and right LEDs are flashing.
[0039] The sub right-hit indicator 87 is configured with one LED to encourage the player to shoot the game ball toward the right area of the game area 111 (so-called right hit). The LED lights up during a jackpot state (special game) and a time-saving game state, and is turned off in other game states.
[0040] [Configuration of the control unit] Next, a control unit that controls the operation and processes signals in the pachinko gaming machine 100 will be described. 4, the control unit includes a game control unit 200 as a game control means for determining whether a special symbol has been won, etc. Also, as a performance control means, the control unit includes a performance control unit 300 for overall control of the performance, and a payout control board 330B for controlling the payout of game balls and the launch of game balls.
[0041] [Game control unit configuration and functions] The game control unit 200 includes a CPU 201 that performs arithmetic processing when determining whether a special symbol has been won, a ROM 202 that stores programs executed by the CPU 201 and various data, and a RAM 203 that is used as a working memory for the CPU 201. The RAM 203 also includes a special symbol reserved memory area, a prize ball count memory area, a total payout memory area, a total out memory area, a payout memory area, a base memory area, a complete flag memory area, a complete standby flag memory area, an MY specific reference value memory area, an MY value memory area, and an error information memory area for storing information related to various error determinations. In addition to the memory areas described above, the RAM 203 also includes numerous other memory areas and timer counters for measuring various times.
[0042] The game control unit 200 controls the gaming state of the pachinko gaming machine 100 to either a no-time-shortening state or a time-shortening state. The gaming state of the pachinko gaming machine 100 in the no-time-shortening state may be referred to as a normal gaming state below. The gaming state of the pachinko gaming machine 100 in the time-shortening state may be referred to as a time-shortening state below. In this embodiment, the time-shortening gaming state includes a special time-shortening gaming state and a specific time-shortening gaming state. The special time-shortening gaming state is a gaming state controlled via a jackpot game. The specific time-shortening gaming state is a gaming state controlled when the number of times the variable display of the special symbol, which is executed after a predetermined condition is met (executing RAM clear and resetting the number of variations), reaches a specific number (300 times in this embodiment). As a result, the gaming state of the pachinko gaming machine 100 becomes one of a normal gaming state, a special time-shortened gaming state, and a specific time-shortened gaming state. The gaming control unit 200 then switches between the normal gaming state and the special time-shortened gaming state based on predetermined conditions. The gaming control unit 200 also switches between the normal gaming state and the specific time-shortened gaming state based on predetermined conditions. The gaming control unit 200 also switches between the specific time-shortened gaming state and the special time-shortened gaming state based on predetermined conditions. In the time-shortened gaming state, the gaming control unit 200 also performs control such as increasing the probability of winning the normal symbol lottery compared to the normal gaming state, shortening the normal symbol variation time, and extending the opening time of the electric tulip 123.
[0043] Here, the time-saving gaming state is considered to be a more advantageous state than the normal gaming state in that the special symbol variation time is more likely to be shorter than in the normal gaming state and the special symbol variation display can be executed more frequently in a shorter time than in the normal gaming state. On the other hand, the normal gaming state may be configured to more easily execute a jackpot game with a larger number of rounds than in the time-saving gaming state, in which case the normal gaming state is considered to be a more advantageous state than the time-saving gaming state. Also, the normal gaming state and the time-saving gaming state do not need to be in an advantageous or disadvantageous relationship. In other words, the normal gaming state and the time-saving gaming state may be different states.
[0044] The game control unit 200 performs a lottery for a special symbol when a gaming ball enters the first start opening 121 or the second start opening 122. Then, a special game such as a big win game or a small win game is performed depending on the result of the special symbol lottery. In a big win game, the game control unit 200 controls the large winning opening 125, which is a special electric device, to repeat a predetermined number of rounds in which the opening state is maintained until a predetermined condition (for example, 29.5 seconds have elapsed or 10 gaming balls have entered) is met. The game control unit 200 then controls the interval between the opening and closing of the large winning opening 125 when it opens. In a small win game, the game control unit 200 controls the large winning opening 125, which is a special electric device, to repeat a predetermined number of rounds in which the opening state is maintained until a predetermined condition (for example, 0.9 seconds have elapsed) is met. The game control unit 200 then controls the interval between the opening and closing of the large winning opening 125 when it opens.
[0045] The game control unit 200 also performs a normal symbol lottery when the gaming ball passes through the gate 124. Then, the game control unit 200 controls the operation of the electric tulip according to the determination result of the normal symbol lottery. In addition, the game control unit 200 sets holds that occur when the game ball enters the first start port 121 or the second start port 122 during special pattern fluctuation, and holds that occur when the game ball passes through the gate 124 during normal pattern fluctuation. Furthermore, the game control unit 200 sends information related to game control, such as the results of the special pattern lottery and the normal pattern lottery, information on changing the time-saving state to no time-saving state, and information on setting the hold, to the performance control unit 300 using commands described below.
[0046] Furthermore, when a gaming ball enters the first start opening 121, the second start opening 122, the special winning opening 125, or the normal winning opening 127, the game control unit 200 instructs the payout control board 330B to pay out a predetermined number of prize balls per gaming ball depending on where the gaming ball entered. For example, the game control unit 200 sends an instruction command to the payout control board 330B so that three prize balls will be paid out when the gaming ball enters the first start opening 121, four prize balls will be paid out when the gaming ball enters the second start opening 122, thirteen prize balls will be paid out when the gaming ball enters the special winning opening 125, and ten prize balls will be paid out when the gaming ball enters the normal winning opening 127. Note that even if it detects that a gaming ball has passed through the gate 124, it does not instruct the payout control board 330B to pay out prize balls associated with that. When the payout control board 330B pays out prize balls in accordance with the instructions of the game control unit 200, the game control unit 200 acquires information on the number of paid-out prize balls (number of prize balls) from the payout control board 330B. Thereby, the number of paid-out prize balls is managed.
[0047] As shown in Figure 4, the game control unit 200 is connected to detection means including a first start port detection unit (first start port switch (SW)) 211 that detects the entry of a game ball into the first start port 121, a second start port detection unit (second start port switch (SW)) 212 that detects the entry of a game ball into the second start port 122, an electric tulip opening / closing unit 213 that opens and closes the electric tulip 123, and a gate detection unit (gate switch (SW)) 214 that detects the passage of a game ball through the gate 124. Furthermore, the game control unit 200 is connected to a large prize opening detection unit (large prize opening switch (SW)) 215 that detects the entry of game balls into the large prize opening 125, a large prize opening door opening / closing unit 216 that sets the large prize opening door 125D of the large prize opening 125 to a closed state and a protruding and tilted open state, and a regular prize opening detection unit (regular prize opening switch (SW)) 217 that detects the entry of game balls into the regular prize opening 127.
[0048] In addition, a magnetic detection sensor 207 that detects abnormal magnetism for a predetermined period of time and a radio wave detection sensor 208 that detects abnormal radio waves for a predetermined period of time are connected to the game control unit 200. The magnetic detection sensor 207 and the radio wave detection sensor 208 are connected to the game control board 200B via wiring (not shown). In addition, the game control unit 200 is connected to a first special pattern reserve display 218 that displays the number of reserved, unchanging symbols that have entered the first start gate 121 while the special pattern is changing, a second special pattern reserve display 219 that displays the number of reserved, unchanging symbols that have entered the second start gate 122 while the special pattern is changing, and a normal pattern reserve display 220 that displays the number of reserved, unchanging symbols that have passed through the gate 124 while the normal pattern is changing. Furthermore, the game control unit 200 is connected to a first special pattern display 221 which displays the change in the special pattern that occurs when a game ball enters the first starting hole 121 and the results of the special pattern lottery, a second special pattern display 222 which displays the change in the special pattern that occurs when a game ball enters the second starting hole 122 and the results of the special pattern lottery, a normal pattern display 223 which displays the change in the normal pattern and the results of the normal pattern lottery, and a status display 224 which displays the status of the pachinko game machine 100.
[0049] Then, detection signals detected by the first start gate switch 211, the second start gate switch 212, the gate switch 214, the special prize gate switch 215, the normal prize gate switch 217, the magnetic detection sensor 207, and the radio wave detection sensor 208 are sent to the game control unit 200. In addition, control signals from the game control unit 200 are sent to the electric tulip opening / closing unit 213, the special prize gate door opening / closing unit 216, the first special symbol reserve indicator 218, the second special symbol reserve indicator 219, the normal symbol reserve indicator 220, the first special symbol indicator 221, the second special symbol indicator 222, the normal symbol indicator 223, and the status indicator 224. As a result, the game control unit 200 performs various controls related to the number of prize balls to be paid out.
[0050] In addition, on the surface side of the gaming control board, there are mounted a RAM clear switch 228 for inputting a signal to clear the memory contents of the RAM 203 of the gaming control unit 200 or to update the setting value which indicates the stage of the advantageous degree of the game (the probability of determining a jackpot), a setting key switch 229 for inputting a signal to transition to a setting change mode or a setting confirmation mode which will be described later by operating the setting key, an information display 230 for displaying performance information and setting values which enable the actual performance of the gaming machine to be grasped, and other electronic components.
[0051] The information display 230 is composed of four 7-segment displays (230a to 230d, see FIG. 52 described later) arranged in the horizontal direction. The two 7-segment displays 230a and 230b from the left form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays 230c and 230d from the right form a numeric segment for displaying numeric information indicating setting values and numerical values of the performance information (see FIG. 51). Static lighting is used to display setting values, and dynamic lighting is used to display performance information.
[0052] Furthermore, an external information terminal board 350 for the board, which transmits various information to a host computer (not shown) installed in the hall, is connected to the game control unit 200. The game control unit 200 transmits information regarding the number of paid-out prize balls and information indicating the status of the game control unit 200, which are obtained from the payout control board 330B, to the host computer via the external information terminal board 350 for the board.
[0053] [Configuration and function of the dispensing control board] The payout control board 330B includes a payout control unit 330 that controls the payout of game balls, and a launch control unit 360 that controls the launch of game balls. The payout control unit 330 includes a CPU 331 that performs calculations when controlling the payout of balls, a ROM 332 that stores programs executed by the CPU 331 and various data, and a RAM 333 that is used as a working memory for the CPU 331. The payout control unit 330 controls the payout of balls based on the command sent from the game control unit 200. Specifically, the payout control unit 330 receives a command from the game control unit 200 to pay out a predetermined number of prize balls according to the location where the game ball has entered (such as the first starting hole 121). Then, it controls the payout drive unit 334 to pay out the number of prize balls specified in the command. The payout drive unit 334 here is composed of a drive motor that sends out game balls from a game ball storage unit.
[0054] Also connected to the payout control unit 330 are a payout ball detection unit 335 that detects the number of prize balls actually paid out from the game ball storage unit by the payout drive unit 334, a ball presence detection unit 336 that detects whether game balls are stored in the storage unit (not shown), and a full tank detection unit 337 that detects whether the tray 153 that holds the game balls used by the player when playing and the paid-out prize balls is full. The payout control unit 330 receives detection signals detected by the payout ball detection unit 335, ball presence detection unit 336, and full tank detection unit 337, and performs predetermined processing in accordance with these detection signals. Furthermore, the payout control unit 330 is connected to a frame external information terminal board 340 that transmits various information to a host computer installed in the hall. The payout control unit 330 then transmits to the host computer via the frame external information terminal board 340, for example, information regarding the number of prize balls that the payout drive unit 334 has been instructed to pay out, and information regarding the number of prize balls actually paid out detected by the payout ball detection unit 335. The payout control unit 330 also transmits similar information to the game control unit 200.
[0055] The firing control unit 360 is equipped with a control circuit, an input / output port, etc. (not shown). The handle 151 is connected to the input port of the firing control unit 360, and the firing device 158 is connected to the output port of the firing control unit 360.
[0056] The touch sensor 151a is provided inside the handle 151 and is composed of a capacitance-type proximity switch that utilizes a change in capacitance when a player touches the handle 151. When the touch sensor 151a detects that a player has touched the handle 151, it outputs a touch signal to the launch control unit 360 that allows the launch solenoid 158a to be energized. If no touch signal is input from the touch sensor 151a, the launch control unit 360 will not launch the gaming ball. The firing volume 151b is directly connected to the rotating part that rotates the handle 151, and is composed of a variable resistor. The firing volume 151b divides a constant voltage (for example, 5 V) applied to the firing volume 151b using the variable resistor, and supplies the divided voltage to the firing control unit 360 (varies the voltage supplied to the firing control unit 360). The firing control unit 360 energizes the firing solenoid 158a based on the voltage divided by the firing volume 151b, and rotates a firing member (not shown) directly connected to the firing solenoid 158a, thereby firing the gaming ball into the gaming area 111.
[0057] The firing solenoid 158a is configured as a rotary solenoid, and a firing member (not shown) is directly connected to the firing solenoid 158a, and the rotation of the firing solenoid 158a rotates the firing member. The ball feeding solenoid 158b is composed of a linear solenoid, and feeds the game balls on the tray 153 one by one toward the firing member directly connected to the launch solenoid 158a.
[0058] When the launch control unit 360 detects that the player's hand is touching the handle 151 based on a touch signal input from the touch sensor 151a, it allows current to flow to the ball feed solenoid 158b and the launch solenoid 158a, and when it detects a change in the rotation angle of the handle 151 based on a detection signal from the launch volume 151b, it drives the ball feed solenoid 158b and also drives the launch solenoid 158a so that the launch intensity corresponds to the rotation angle of the handle 151, thereby launching game balls at a predetermined frequency (for example, 99.9 balls / minute).
[0059] [Configuration and functions of the production control unit] The performance control unit 300 comprises a CPU 301 that performs calculations when controlling the performance, a ROM 302 that stores programs executed by the CPU 301 and various data, a RAM 303 that is used as working memory for the CPU 301, and a real-time clock (RTC) 304 that measures the date and time. The effect control unit 300 sets the effect content based on, for example, the result of the determination of whether or not a special symbol lottery has been won and the variation pattern sent from the game control unit 200. At this time, the effect control unit 300 may receive an operation input from the user using the effect button 161 or the effect key 162 and set the effect content according to the operation input. In this case, for example, a signal (operation signal) according to the operation is received from a controller (not shown) such as the effect button 161, and the operation content identified by this operation signal is reflected in the effect setting. Furthermore, when a game is suspended for a predetermined period of time, the effect control unit 300 instructs the setting of a screen display for waiting for customers as one of the effects. Furthermore, the presentation control unit 300 sets the presentation contents based on the change information of the time-shortening non-state and the time-shortening state received from the game control unit 200. Furthermore, the performance control unit 300 sends a command to the image / sound control unit 310 and the lamp control unit 320 to instruct the execution of the set performance content.
[0060] Furthermore, the performance control unit 300 is connected to an image / sound control unit 310 that controls the performance using images and sounds, and a lamp control unit 320 that controls the performance using various lamps and movable props 115.
[0061] The game control unit 200 and each functional unit connected to the input / output ports of the game control unit 200 can also be regarded as a game control means for controlling the progress of the game. In addition, the performance control unit 300, each functional unit connected to the input / output ports of the performance control unit 300, the payout control board 330B, each functional unit connected to the input / output ports of the payout control board 330B, and the external information terminal board 350 for the board can also be considered as a performance control means for controlling the performance.
[0062] [Image / Audio Control Unit Configuration and Functions] As shown in FIG. 5, the image / audio control unit 310 includes a CPU 311 that performs calculations when controlling the images and sounds that represent the performance content, a ROM 312 that stores programs executed by the CPU 311 and various data, a RAM 313 that is used as a working memory for the CPU 311, a VDP (Video Display Processor) 314, a CGROM 315, and an SNDROM 316.
[0063] Based on the command sent from the performance control unit 300, the image / sound control unit 310 controls the image displayed on the image display unit 114 and the sound output from the speaker 156. Specifically, the CGROM 315 stores image data such as symbol images and background images to be displayed on the image display unit 114 during play, decorative symbols for notifying the player of lottery results, characters and items for displaying preview effects to the player, etc. The SNDROM 316 also stores various sound data such as music and voice to be output from the speaker 156 in synchronization with the image data or independently of the image data, as well as sound effects such as jingles. Based on the hold number command or variable performance start command sent from the performance control unit 300, the CPU 311 analyzes the animation pattern, creates a display list that summarizes drawing commands, and sends the display list to the VDP 314.
[0064] Based on the display list received from the CPU 311, the VDP 314 reads image data and sound data stored in the CGROM 315 and the SNDROM 316. Furthermore, the VDP 314 performs drawing processing for background image display, pattern image display, pattern image variation, character / item display, etc. using the read image data, and performs sound processing using the read sound data. The VDP 314 then controls the screen display on the image display unit 114 using the image data that has undergone drawing processing. The VDP 314 also controls the sound output from the speaker 156 using the sound data that has undergone sound processing. In this embodiment, the VDP 314 is configured to perform audio processing in addition to drawing processing, but this is not limiting, and a separate processor dedicated to audio processing may be provided.
[0065] [Lamp control unit configuration and functions] The lamp control unit 320 includes a CPU 321 that performs calculations when controlling the illumination of various lamps and the operation of the movable props 115 and the performance button 161, a ROM 322 that stores programs executed by the CPU 321 and various data, and a RAM 323 that is used as a working memory for the CPU 321. The lamp control unit 320 controls the lighting / flashing and light color of various lamps based on commands sent from the performance control unit 300. It also controls the operation of the movable props 115 and the performance button 161.
[0066] Specifically, ROM 322 of lamp control unit 320 stores lighting / flashing pattern data and light color pattern data (light-emitting pattern data) for board lamp 116, frame lamp 157, light guide plate 118, button lamp 1611, handle lamp 1511, start gate lamp 1211, and movable role object 115, according to the performance content set by performance control unit 300. CPU 321 selects and reads out the light-emitting pattern data stored in ROM 322 that corresponds to the command sent from performance control unit 300. Then, lamp control unit 320 controls the light emission of board lamp 116, frame lamp 157, light guide plate 118, button lamp 1611, handle lamp 1511, start gate lamp 1211, and movable role object 115, according to the read-out light-emitting pattern data.
[0067] The board lamp 116, frame lamp 157, light guide plate 118, button lamp 1611, handle lamp 1511, start lamp 1211, and movable accessory 115 are all considered to be light-emitting means. Also, the board lamp 116, frame lamp 157, light guide plate 118, button lamp 1611, handle lamp 1511, start lamp 1211, and movable accessory 115 may be collectively referred to as "lamps" as light-emitting means. Also, the image display unit 114 displays an image by illuminating the display. Therefore, in a broad sense, the image display unit 114 is also considered to be light-emitting means.
[0068] Moreover, the frame lamp 157, the button lamp 1611, and the handle lamp 1511 are all provided on the frame member 150. Therefore, the frame lamp 157, the button lamp 1611, and the handle lamp 1511 are all considered to be frame light-emitting means. Moreover, the board lamp 116, the light guide plate 118, the starting lamp 1211, the image display unit 114, and the movable accessory 115 are all provided on the game board 110. Therefore, the board lamp 116, the light guide plate 118, the starting lamp 1211, the image display unit 114, and the movable accessory 115 are all considered to be board light-emitting means.
[0069] In addition, the ROM 322 of the lamp control unit 320 stores operation pattern data of the movable role object 115 according to the performance content set by the performance control unit 300. The CPU 321 controls the operation of the movable role object 115 according to the read operation pattern data.
[0070] In this embodiment, the game control unit 200, the performance control unit 300, the image / sound control unit 310, and the lamp control unit 320 are individually configured on a game control board 200B as a main board arranged on the rear surface of the game board 110, a performance control board 300B as a sub-board, an image control board (not shown), and a lamp control board (not shown). Also, the payout control unit 330 and the launch control unit 360 are individually configured on a payout control board 330B arranged on the rear surface of the game board 110. 5, the effect button 161 and the effect key 162 are connected to the effect control unit 300 and controlled by the effect control unit 300, but are not limited to this. The effect button 161 and the effect key 162 may also be connected to the lamp control unit 320 and controlled by this lamp control unit 320.
[0071] [Functional configuration of the game control unit] Next, the functional configuration of the game control unit 200 will be described. Fig. 6 is a block diagram showing the functional configuration of the game control unit 200. As shown in Fig. 6, the game control unit 200 includes a random number acquisition unit 231, a normal symbol determination unit 232, a special symbol variation control unit 233, a special symbol determination unit 234, and a normal symbol variation control unit 236 as functional units that execute various lottery processes. The game control unit 200 also includes a variation pattern selection unit 235 as a functional unit that executes processing associated with the variation of special symbols. Furthermore, the game control unit 200 is equipped with a large prize opening operation control unit 237, an electric tulip operation control unit 238, a prize ball processing unit 239, an output control unit 240, and a random number control unit 241, which are functional units that control the operation of various devices and process data related to prize balls, etc.
[0072] The random number acquisition unit 231 acquires a random number value used in the special symbol lottery and a random number value used in the normal symbol lottery. Specifically, in the case of the random number value used in the special symbol lottery, one number (random number value) is selected (acquired) from a predetermined range of numbers for each type of random number, on the condition that a gaming ball has entered the first starting hole 121 or the second starting hole 122. The acquired random number value is used for determination by the special symbol determination unit 234. As will be described in detail later, the random numbers used in the special symbol lottery include a jackpot random number indicating whether or not a jackpot has occurred, a pattern random number indicating the type of jackpot, a variable pattern random number, a reach random number, etc. Furthermore, in the case of the random number value used in the normal symbol lottery, specifically, one number (random number value) is selected (obtained) from a predetermined range of numbers on the condition that the gaming ball has passed through the gate 124. The obtained random number value is used for determination by the normal symbol determination unit 232. Note that as the random number used in the normal symbol lottery, in addition to a winning random number indicating whether or not there is a win, a pattern random number indicating the type of win, a variable pattern random number, etc. may also be set. When a special symbol lottery is held, the special symbol variation control unit 233 controls the variation of the special symbol on the first special symbol display device 221 or the second special symbol display device 222 according to the lottery result.
[0073] When the special symbols start to vary, the special symbol determination unit 234 uses a random number table such as that shown in FIG. 26, which will be described later, to determine whether the result of the special symbol lottery is a jackpot, the type of jackpot if a jackpot is won, and whether a small jackpot or a miss if a jackpot is not won. That is, the random number acquisition unit 231 acquires a random number value related to the special symbol when the passage of the gaming ball is detected by the first start port switch 211 or the second start port switch 212, which are detection means, and the special symbol determination unit 234 determines whether or not to play a special game (jackpot game, etc.) that is advantageous to the player, based on the acquired random number value. The aforementioned special symbol lottery (jackpot lottery) refers to the processing in the random number acquisition unit 231 and the special symbol determination unit 234.
[0074] The variation pattern selection unit 235 selects a variation pattern (variation time) of the special symbols to be displayed on the first special symbol display device 221 and the second special symbol display device 222. Specifically, the variation pattern selection unit 235 determines the variation pattern based on the determination result of whether or not a jackpot game is to be played and the determination result of whether or not a variation pattern (for example, 15.0 seconds or more) that can produce a reach effect in the decorative symbol variation effect accompanying the special symbol variation is to be used. Then, based on the variation pattern selected by the variation pattern selection unit 235, the special symbol variation control unit 233 controls the variation of the special symbols. Details of the operations of the variation pattern selection unit 235 and the special symbol variation control unit 233 will be described later. Here, "reach" refers to a presentation that makes the player expect a big win in the decorative symbols described below.
[0075] When the normal symbol variation starts, the normal symbol determination unit 232 determines whether the result of the normal symbol lottery is a "win" or not, using a random number table as shown in FIG. 26(e) described later. That is, the normal symbol determination unit 232 determines whether or not to play the auxiliary game of opening and closing the electric tulip 123, based on the random number value for the normal symbol lottery acquired by the random number acquisition unit 231. Furthermore, when multiple types of wins are set in the normal symbol lottery, the normal symbol determination unit 232 determines the "type of win" when the determination result is a win. The normal symbol lottery is a process performed by the random number acquisition unit 231 and the normal symbol determination unit 232. When a normal symbol lottery is held, the normal symbol variation control unit 236 controls the variation of the normal symbol by the normal symbol display device 223 according to the lottery result. If the normal symbol determination unit 232 determines a "win" in the normal symbol lottery, the electric tulip operation control unit 238 opens the electric tulip 123 for a specified time and a specified number of times, creating a state in which a gaming ball can easily enter the second starting hole 122. On the other hand, if a "loss" is determined, the electric tulip 123 does not open in this manner. The operation patterns of the electric tulip 123 will be described later, but examples include an operation pattern in which the electric tulip opens once with an opening time of 0.15 seconds, and an operation pattern in which the electric tulip opens three times with an opening time of 1.80 seconds.
[0076] When the special symbol determination unit 234 determines a "big win" in the special symbol lottery, the big prize opening operation control unit 237 controls the opening operation of the big prize opening 125 in an operation pattern specified based on the type of big win won, as a big prize game. Also, when the special symbol determination unit 234 determines a "small win" in the special symbol lottery, the big prize opening operation control unit 237 opens the big prize opening 125 for a specified time and a specified number of times, as a small prize game. The prize ball processing unit 239 manages the number of prizes won by various devices related to winning and lottery, and sets commands for controlling the payout of prize balls according to the winning. The output control unit 240 controls the output of control commands from the game control unit 200 to the performance control unit 300 and the payout control unit 330. The random number control unit 241 updates various random number values acquired by the random number acquisition unit 231 at predetermined timings.
[0077] [Basic operation of gaming machine] Next, the basic operation of the pachinko gaming machine 100 will be described. When the power is turned on, the game control unit 200 of the pachinko gaming machine 100 performs initialization and initial settings of various devices as basic processing at startup. After performing the basic processing, the game control unit 200 repeatedly executes main control processing, which is a series of processing related to the progress of the game. When the power is turned off, the game control unit 200 also executes a series of power-off processing.
[0078] FIG. 7 is a flowchart showing the basic processing operations performed by the game control unit 200. When the power of the pachinko gaming machine 100 is turned on, the gaming control unit 200 first permits access to the RAM 203 (see FIG. 4) (step (hereinafter, step will be abbreviated as "S") 701). Then, the gaming control unit 200 determines whether a RAM clear switch for clearing the RAM 203 is ON (S702). If the RAM clear switch is OFF (No in S702), the game control unit 200 next determines whether or not a backup flag relating to operation when power is cut off is ON (S703). If the backup flag is ON (Yes in S703), the game control unit 200 then determines whether the checksum created when the power was cut off is normal (S704).
[0079] If the checksum is normal (Yes in S704), the game control unit 200 then executes a restoration process (S705). In this restoration process, the game control unit 200 configures the RAM 203. By performing this process, the game progress state (control state) is restored (restored) to the state before the power was cut off. In addition, in the restoration process, the game control unit 200 clears the MY value and MY specific reference value, which will be described later. That is, the MY value and MY specific reference value, which will be described later, are cleared when the power is restored (the counter value becomes "0" when the power is restored). In addition, in the restoration process, the game control unit 200 configures the presentation control means, such as the presentation control unit 300, in response to the restoration from the power cut off state. Specifically, the game control unit 200 configures the presentation control means by outputting a power restoration command to the presentation control unit 300. The power restoration command is a command that includes information indicating the gaming state of the pachinko gaming machine 100 when the power is cut off (whether or not a jackpot game is being played, whether the game is in a normal gaming state or a time-saving gaming state, etc.). In addition, in this restoration process, the gaming control unit 200 turns off the backup flag. In addition, the game control unit 200 may send a game status command indicating the current game status to the presentation control unit 300 before or after sending the power restoration command, without including information indicating the current game status in the power restoration command.
[0080] On the other hand, if the RAM clear switch is ON (Yes in S702), the backup flag is OFF (No in S703), or the checksum is abnormal (No in S704), the game control unit 200 then clears the memory contents of the RAM 203 as an initialization process (S706). Clearing the memory contents of the RAM 203 may be referred to as RAM clearing below. If a complete flag or a complete wait flag, which will be described later, is set, these flags are cleared in step 706. That is, if a complete flag or a complete wait flag is set, these flags are cleared by executing RAM clear. In addition, by executing RAM clear, the MY value and MY specific reference value, which will be described later, are also cleared. In the following, the restoration of power to the pachinko gaming machine 100 when the RAM clear switch is ON may be referred to as RAM clear restoration. In addition, the restoration of power to the pachinko gaming machine 100 when the RAM clear switch is OFF may be referred to as non-RAM clear restoration.
[0081] Next, the game control unit 200 sets the working area of the RAM 203 (S707). Then, the game control unit 200 outputs a command to the performance control unit 300 to set (initialize) the performance control means, and sets the sub-board (performance control means) (S708). Setting the sub-board includes clearing the RAM 303, RAM 313, and RAM 323 mounted on each sub-board.
[0082] After the return process (see S705) is completed or after the sub-board setting (see S708) is completed, the game control unit 200 sets various counters and timers used for game control (S709). Then, the game control unit 200 repeatedly executes the following loop processes: interrupt permission (S710), interrupt prohibition (S711), symbol random number control process (S712), initial value random number update process (S713), and determination of whether the power cutoff flag is ON (S714). Here, the interrupt permission (S710) and the interrupt prohibition (S711) are provided to enable the execution of the interrupt process during the execution of this loop process (S710 to S714). In this embodiment, the main control process in the game control is executed by this interrupt process. The details of the main control process will be described later. In the symbol random number control process (S712), the game control unit 200 updates the variable pattern random number used in the special symbol lottery. In the initial value random number update process (S713), the game control unit 200 updates the initial values of various random number values used in game control. In determining the power cutoff flag, if the power cutoff flag is OFF (No in S714), the power of the pachinko gaming machine 100 is not cut off, and the gaming control unit 200 repeatedly executes the loop processing (S710 to S714) and the main control processing by interruption. On the other hand, if the power cutoff flag is ON (Yes in S714), the gaming control unit 200 starts processing for cutting off the power of the pachinko gaming machine 100 (processing at the time of power cutoff).
[0083] FIG. 8 is a flowchart showing the operation of the game control unit 200 during power-off processing. In the power-off process, the game control unit 200 first clears the settings of the output ports for various outputs (S801). Next, the game control unit 200 creates a checksum and stores it in the RAM 203 (S802). Next, the game control unit 200 turns on the backup flag (S803), prohibits access to the RAM 203 (S804), and enters an infinite loop.
[0084] [Main control process of gaming machine] Next, the main control process of the pachinko gaming machine 100 will be described. In the main control process, the game control unit 200 controls the game in the pachinko game machine 100, instructs the performance control unit 300 of the performance control means to control the performance, and instructs the payout control unit 330 to control the payout of prize balls.
[0085] FIG. 9 is a flowchart showing the main control process of the game control unit 200. The main control process consists of a series of processes in game control, and is repeatedly executed at preset fixed time intervals (for example, 4 milliseconds). In this embodiment, the game control unit 200 generates an interrupt at preset fixed time intervals, and when the interrupt is permitted (see S710) in the loop process shown in Fig. 7, the main control process is executed as interrupt processing. As shown in Fig. 9, in the main control process, random number update processing, switch processing, symbol processing, electric role processing, prize ball processing, counting processing, base value identification processing, performance information setting processing, MY value identification processing, complete determination processing, and output processing are executed in sequence (S901 to S911).
[0086] In the random number update process (S901), the game control unit 200 calls a function (subroutine) of the random number control unit 241 and updates the values of various random numbers used in game control by the game control unit 200. Details of setting random numbers and updating random number values will be described later.
[0087] The switch processing (S902) includes start port switch processing, gate switch processing, normal prize port switch processing, large prize port switch processing, and out ball detection switch processing. In the start port switch processing, the game control unit 200 calls the function (subroutine) of the random number acquisition unit 231, monitors the state of the first start port switch 211 and the second start port switch 212 in Fig. 4, and executes processing for the special symbol lottery when the switch is turned ON. Also, although this will be described in detail later, when performing pre-determination processing in the first start port switch 211 and the second start port switch 212, it calls the functions (subroutines) of the special symbol determination unit 234 and the variation pattern selection unit 235, and executes processing for pre-determination. In the gate switch processing, the game control unit 200 calls the function (subroutine) of the random number acquisition unit 231, monitors the state of the gate switch 214 in Figure 4, and when the switch is turned ON, executes processing for the normal pattern lottery. In the normal winning port switch processing, the game control unit 200 monitors the state of the normal winning port switch 217 in FIG. 4, and when the switch is turned on, executes processing for the normal symbol lottery. In the special prize opening switch processing, the game control unit 200 monitors the state of the special prize opening switch 215 in FIG. 4, and when the switch is turned ON, executes processing related to the prize balls. In the out ball detection switch processing, the game control unit 200 monitors the state of the out ball detection switch 227 in FIG. 4, and when the switch is turned ON, executes processing related to the out ball. The details of these switch processes will be described later.
[0088] As the symbol processing (S903), special symbol processing and normal symbol processing are performed. In the special symbol processing, the game control unit 200 calls the functions (subroutines) of the special symbol change control unit 233, the special symbol determination unit 234, and the change pattern selection unit 235, and executes the special symbol change and the processing associated with this pattern change. In the normal symbol processing, the game control unit 200 calls the functions (subroutines) of the normal symbol determination unit 232 and the normal symbol variation control unit 236, and executes normal symbol variation and processing associated with this pattern variation. The details of these symbol processes will be described later.
[0089] As the electric accessory processing (S904), the big prize slot processing and the electric tulip processing are carried out. In the special prize opening processing, the game control unit 200 calls a function (subroutine) of the special prize opening operation control unit 237, and controls the opening operation of the special electric prize opening 125 based on predetermined conditions. In the electric tulip processing, the game control unit 200 calls a function (subroutine) of the electric tulip operation control unit 238, and controls the opening operation of the electric tulip 123, which is a normal electric accessory, based on predetermined conditions. The details of these electric accessory processes will be described later.
[0090] In the prize ball processing (S905), the game control unit 200 calls a function (subroutine) of the prize ball processing unit 239 and sets a command for managing the number of winning balls and controlling the payout of prize balls according to the winnings. More specifically, the game control unit 200 references the prize ball count storage area of the RAM 203 and causes the prize ball processing unit 239 to set a payout control command indicating the number of prize balls corresponding to the winnings at each winning port (first start port 121, second start port 122, big prize port 125, regular prize port 127). The payout control command set in the prize ball processing unit 239 is sent to the payout control unit 330 by the output process shown in step 911, which will be described later. As a result, the payout control unit 330 pays out the prize balls corresponding to the winnings at each winning port, which are stored in the prize ball count storage area of the RAM 203.
[0091] In the counting process (S906), the game control unit 200 performs processing to count the normal payout number, which is the number of prize balls paid out based on game balls entering various winning ports (mainly the first start port 121 and normal winning port 127) in the low-probability non-time-saving game state, the normal out number, which is the number of game balls detected by the out ball detection switch 227 in the low-probability non-time-saving game state, the total payout number, which is the number of prize balls paid out based on game balls entering each winning port (the first start port 121, the second start port 122, the large winning port 125, the normal winning port 127) regardless of the game state, and the total out number, which is the number of game balls detected by the out ball detection switch 227 regardless of the game state. In this embodiment, when a game ball is detected entering each winning slot (first starting slot 121, second starting slot 122, large winning slot 125, normal winning slot 127), the number of prize balls to be paid out is calculated based on the number of prize balls corresponding to each winning slot. The number of prize balls to be paid out may be referred to as the "planned number of prize balls" below. The calculated planned number of prize balls is added to the value stored in the total payout number storage area. In other words, the total payout number is calculated based on the planned number of prize balls, not the number of game balls actually paid out. However, the total payout number may also be calculated based on the number of game balls actually paid out, rather than the planned number of prize balls. In addition, in the pachinko gaming machine 100 of this embodiment, the number of payouts during normal play is also calculated based on the planned number of prize balls, not the number of game balls actually paid out. However, the number of payouts during normal play may be calculated based on the number of game balls actually paid out, not the planned number of prize balls. In addition, in this embodiment, the number of payouts during normal play and the number of outs during normal play do not change depending on the setting value. Therefore, by counting the number of payouts during normal play and the number of outs during normal play, it is possible to specify the performance of the pachinko gaming machine 100 that is not affected by the setting value.
[0092] In the base value determination process (S907), the game control unit 200 determines the normal base value in the current game section, which is divided by the total number of outs. The normal base value is a value obtained by dividing the number of payouts during normal play by the number of outs during normal play and multiplying the result by 100. In addition, in step 907, the game control unit 200 stores the determined normal base value in the first area of the base memory area in the RAM 203. In this embodiment, the game section is updated every time the total number of outs reaches 60,000. The base memory area has first to fourth areas. The first area stores the normal base value of the current game section, the second area stores the normal base value of the game section one time before, the third area stores the normal base value of the game section two times before, and the fourth area stores the normal base value of the game section three times before.
[0093] In the performance information setting process (S908), the game control unit 200 performs setting to display the normal base value saved in the base storage area of the RAM 203 as performance information on the information display 230. The manner in which the performance information is displayed on the information display 230 will be described later.
[0094] In the MY value determination process (S909), the game control unit 200 performs a process of determining the MY value. The MY value and the MY value determination process will be described later. In the complete determination process (S910), the game control unit 200 determines whether or not the conditions for activating the complete function are met. The complete function and the complete determination process will be described later.
[0095] In the output process (S911), the game control unit 200 calls the function (subroutine) of the output control unit 240 and outputs various commands to the performance control unit 300 and the payout control board 330B. In the RAM 203, a storage area is set for each type of control command. The output control unit 240 sequentially checks the memory areas of each control command in RAM 203, and if a control command is stored in each memory area (i.e., if a control command has been generated in the processing of S902 to S910), it reads out the control command and outputs it to the output destination (the performance control unit 300 or the payout control board 330B).
[0096] In this embodiment, as shown in Fig. 9, output processing is performed at the end of a series of main control processing. That is, commands generated in each processing of S902 to S910 by the above-mentioned functions as first processing means are stored in the corresponding storage area of RAM 203 for each processing. Then, after these processings, output control unit 240 as second processing means outputs all of the commands generated in each processing that have been accumulated in the storage area of RAM 203. In other words, in this embodiment, when one cycle of main control processing is executed, the commands generated in the execution of that one cycle are output after the final command in that cycle is generated.
[0097] [Modification of the basic operation of the gaming machine] In the example of operation described with reference to Figures 7 to 9, an interrupt is permitted in the loop processing portion of the basic processing, and a main control processing consisting of a series of processes is executed as the interrupt processing. However, the main control processing may be configured to be repeatedly executed at regular intervals, and the specific implementation means (execution procedure) is not limited to the examples shown in Figures 7 to 9. For example, the main control processing may be incorporated into the series of operations of the basic processing, the elapsed time may be measured at a predetermined timing, and the process may return to the main control processing every regular interval (e.g., 4 milliseconds). Furthermore, while the main control processing may be incorporated into the series of operations of the basic processing, an interrupt may be generated every regular interval, as in the operation described with reference to Figures 7 to 9, and when an interrupt is generated, the process may return to the main control processing incorporated into the basic processing.
[0098] Furthermore, when a command generated in the basic processing is output, in principle, each time a command is generated, it is stored in the command storage area of the RAM 203, and the function of the output control unit 240, which is the second processing means, is called and output. The basic processing is different from the main control processing related to the progress of the game, and is a special processing such as an initial operation that is performed only when the power is turned on. Furthermore, since the processing procedure may vary due to branching based on conditions such as the state of the pachinko gaming machine 100 at the time of power-on, the basic processing is a processing to promptly output the generated command so that no output processing is missed. Note that, in cases where commands are generated consecutively by multiple related processing, etc., a processing procedure may be adopted in which multiple commands are stored in the command storage area of the RAM 203 and output collectively according to specific processing requirements.
[0099] [Random number update process by game control unit] Random numbers, used as judging information for various lotteries in game control, such as special symbol lotteries, are counted by a counter, starting from a predetermined initial value and incremented by one each time the random number update process (S901) of the main control process shown in Figure 9 is performed. The value at the time of each lottery is obtained by the start switch process (Figure 10) and the gate switch process (Figure 11) and used in the special symbol process (Figure 13) and the normal symbol process (Figure 18). This random number counter is an infinite loop counter, and after the counted random number reaches its maximum value (e.g., 299 for the jackpot random number shown in Figure 26(a) below), it returns to its initial value. Furthermore, because the random number update process is performed at regular intervals, if the initial value of each random number is identified, the winning value may be estimated based on the update interval and initial value information. Therefore, after returning from the main control process to the basic process shown in Figure 7, the initial value of each random number is randomly changed in the initial value random number update process at S713.
[0100] [Start port switch processing by the game control unit] FIG. 10 is a flowchart showing the contents of the start port switch processing of the switch processing shown in S902 of FIG. This start port switch processing is performed sequentially by processing for a win at the first start port 121 and processing for a win at the second start port 122. Referring to Fig. 10, the game control unit 200 first determines whether a game ball has won at the first start port 121 and the first start port switch 211 has been turned ON (S1001).
[0101] When the first start port switch 211 is turned ON (YES in S1001), the game control unit 200 refers to the complete flag storage area of the RAM 203 and determines whether the complete flag is ON (S1002). If the complete flag is ON (YES in S1002), the game control unit 200 invalidates the winning at the first start hole 121 (S1003), and the processing for the winning at the first start hole 121 ends. In this case, information indicating the winning at the first start hole 121 is created, but the random number value based on the winning at the first start hole 121 is not obtained and no prize balls are awarded.
[0102] On the other hand, if the complete flag is OFF (NO in S1002), the game control unit 200 updates the number of prize balls (S1004). More specifically, the game control unit 200 adds the number of prize balls corresponding to the winning of the first start opening 121 to the value stored in the prize ball number storage area of the RAM 203 as the number of prize balls to be paid out. In addition, the game control unit 200 adds the number of prize balls corresponding to the winning of the first start opening 121 to the value stored in the total payout number storage area.
[0103] After step 1004, the game control unit 200 determines whether the number U1 of reserved winnings that have not yet changed due to winnings at the first start port 121 is less than the upper limit (S1005). In the example shown in Fig. 10, the upper limit is set to 4. If the number U1 of reserved winnings has reached the upper limit (No in S1005), it is not possible to reserve any more winnings that have not yet changed, and therefore processing for winnings at the first start port 121 is terminated.
[0104] On the other hand, if the reserved number U1 is less than the upper limit (Yes in S1005), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for determining whether or not a win has been won this time and stores it in the RAM 203 (S1006). In this case, since the win occurred in the first starting slot 121, a random number value for the special symbol lottery is acquired. The random number value acquired at this time is the value updated in the random number update process of S901. This random number value then determines the result of the special symbol lottery in the subsequent special symbol process. The random number values referred to here include a jackpot random number value that determines whether or not a win has been won, a small win, or a loss; a pattern random number value (jackpot pattern random number value) that determines the type of jackpot; a variation pattern random number value that specifies the variation pattern in the pattern variation; a reach random number value that determines whether or not a variation pattern (variation time) that can execute the reach effect described below is set when a loss occurs; and so on.
[0105] Next, the game control unit 200 performs a pre-determination process (S1007). The pre-determination process is a process (pre-determination) in which a winning ball (reserved ball) that has already acquired a random number by winning at the start hole but has not yet had its random number determined by the special symbol process (described later) is determined before the random number is determined by the special symbol process.
[0106] The effect control unit 300 of this embodiment can perform a preview effect that suggests the random number determination result by the special symbol processing based on the random number determination result (pre-determination result) determined by the pre-determination processing, before the random number determination by the special symbol processing and the result of the determination are announced. This preview effect is performed, for example, using a reserved display effect (described later) displayed on the image display unit 114 in response to the occurrence of a winning ball (reserved ball) that has already obtained a random number by winning in the starting hole but has not yet been determined by the special symbol processing. This preview effect based on the pre-determination suggests to the player the determination result when the random number is subsequently determined by the special symbol processing for the reserved ball corresponding to the pre-determination related to the preview effect. This allows the player to play with anticipation for the reserved ball. Details of the preview effect based on the pre-determination will be described later.
[0107] Then, the game control unit 200 adds 1 to the value of the reserved number U1 (S1008). Thereafter, the game control unit 200 sets a pre-determination result command including the pre-determination information obtained by the pre-determination process of S1004 in the RAM 203 in order to notify the performance control unit 300 of the pre-determination result (S1009). Furthermore, the game control unit 200 sets a reserved number increase command in the RAM 203 to notify the performance control unit 300 of the increase in reserved number U1 by S1005 (S1010), and ends the processing for the winning at the first start port 121.
[0108] If a negative result is obtained in step 1001, if a negative result is obtained in step 1005, or if the processing of step 1010 is performed, processing is then performed for a win at the second start hole 122. Referring to Fig. 10, the game control unit 200 determines whether or not a game ball has entered the second start hole 122 and the second start hole switch 212 has been turned ON (S1011).
[0109] When the second start port switch 212 is turned ON (YES in S1011), the game control unit 200 refers to the complete flag storage area of the RAM 203 and determines whether the complete flag is ON (S1012). If the complete flag is ON (YES in S1012), the game control unit 200 invalidates the winning at the second start port 122 (S1013), and the processing for the winning at the second start port 122 ends. In this case, information indicating the winning at the second start port 122 is created, but the random number value based on the winning at the second start port 122 is not obtained and no prize balls are awarded.
[0110] On the other hand, if the complete flag is OFF (NO in S1012), the game control unit 200 updates the number of prize balls (S1014). More specifically, the game control unit 200 adds the number of prize balls corresponding to the winning of the second start opening 122 to the value stored in the prize ball number storage area of the RAM 203 as the number of prize balls to be paid out. In addition, the game control unit 200 adds the number of prize balls corresponding to the winning of the second start opening 122 to the value stored in the total payout number storage area.
[0111] After step 1014, the game control unit 200 determines whether the pending number U2 of winnings at the second start port 122 is less than the upper limit (S1015). In the example shown in Fig. 10, the upper limit is set to 4. If the pending number U2 has reached the upper limit (No in S1015), it is not possible to reserve any more winnings at the second start port 122, and therefore processing for the winnings at the second start port 122 is terminated.
[0112] On the other hand, if the reserved number U2 is less than the upper limit (Yes in S1015), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the lottery due to this winning and stores it in the RAM 203 (S1016). In this case, since the winning occurred in the second starting slot 122, a random number value for the special symbol lottery (jackpot random number value, jackpot pattern random number value, small win pattern random number value, reach random number value, variable pattern random number value, etc.) is acquired, as in S1006 above. The random number value acquired at this time is the value updated in the random number update process of S901. Then, this random number value is used to determine the result of the special symbol lottery in the subsequent special symbol process.
[0113] Next, the game control unit 200 performs a pre-determination process (S1017). The contents of this pre-determination process are the same as those of S1007 above. Then, the game control unit 200 adds 1 to the value of the reserved number U2 (S1018). Thereafter, the game control unit 200 sets a pre-determination result command including the pre-determination information obtained by the pre-determination process of S1017 in the RAM 203 in order to notify the performance control unit 300 of the pre-determination result (S1019). Furthermore, the game control unit 200 sets a reserved number increase command in the RAM 203 to notify the performance control unit 300 of the increase in reserved number U2 in S1018 (S1020), and ends the processing for the winning at the second start port 122.
[0114] [Gate switch processing by the game control unit] FIG. 11 is a flowchart showing the gate switch processing when a gaming ball passes through the gate 124. In this gate switch processing, the game control unit 200 first determines whether or not the gaming ball has passed through the gate 124 and the gate switch 214 has been turned ON (S1101).
[0115] When the gate switch 214 is turned ON (YES in S1101), the game control unit 200 refers to the complete flag storage area of the RAM 203 and determines whether the complete flag is ON or not (S1102). If the complete flag is ON (YES in S1102), the game control unit 200 disables the passage of the gaming ball through the gate 124 (S1103), and the gate switch processing ends. In this case, information indicating the passage of the gaming ball through the gate 124 is created, but a random number value based on the passage of the gaming ball through the gate 124 is not acquired.
[0116] On the other hand, if the complete flag is OFF (NO in S1102), the game control unit 200 determines whether the number of reserved winnings G that have not yet changed is less than the upper limit (S1104). In the example shown in Fig. 11, the upper limit is set to 4. If the number of reserved winnings G has reached the upper limit (No in S1104), no more winning winnings that have not yet changed can be reserved, and the gate switch processing is terminated.
[0117] On the other hand, if the reserved number G is less than the upper limit (Yes in S1104), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the lottery due to this winning and stores it in the RAM 203 (S1105). In this case, since the winning is at gate 124, a random number value (such as a winning random number value) for the regular symbol lottery is acquired.
[0118] Next, the game control unit 200 adds 1 to the value of the reserved number G (S1106). After the value of the reserved number G is added in S1106, the game control unit 200 sets a reserved number G increase command in RAM 203 to notify the performance control unit 300 of the increase in reserved number G by S1106 (S1107), and ends processing for the winning at gate 124.
[0119] [Normal winning port switch processing by the game control unit] FIG. 12-1 is a flowchart showing the contents of the normal winning port switch processing among the switch processing shown in S902 of FIG. In this normal winning port switch processing, the game control unit 200 first determines whether the game ball has passed through the normal winning port 127 and the normal winning port switch 217 has been turned ON (S1201). If the normal winning port switch 217 has not been turned ON (NO in S1201), the normal winning port switch processing ends.
[0120] On the other hand, when the normal winning port switch 217 is turned ON (YES in S1201), the game control unit 200 refers to the complete flag storage area of the RAM 203 and determines whether the complete flag is ON or not (S1202). If the complete flag is ON (YES in S1202), the game control unit 200 invalidates the winning of the regular winning hole 217 (S1203). In this case, information indicating the winning of the regular winning hole 217 is created, but the winning ball due to the winning of the regular winning hole 217 is not awarded.
[0121] On the other hand, if the complete flag is OFF (NO in S1202), the game control unit 200 updates the number of prize balls (S1204). More specifically, the game control unit 200 adds the number of prize balls corresponding to winning at the normal winning port 217 to the value stored in the prize ball number storage area of the RAM 203 as the number of prize balls to be paid out. In addition, the game control unit 200 adds the number of prize balls corresponding to winning at the normal winning port 127 to the value stored in the total payout number storage area.
[0122] [Big prize slot switch processing by the game control unit] FIG. 12-2 is a flowchart showing the contents of the big prize entrance switch processing among the switch processing shown in S902 of FIG. In this special prize opening switch processing, the game control unit 200 first determines whether or not the game ball has passed through the special prize opening 125 and the special prize opening switch 215 has been turned ON (S1211). If the special prize opening switch 215 has not been turned ON (NO in S1211), the current special prize opening switch processing is terminated.
[0123] On the other hand, when the special winning port switch 215 is turned ON (YES in S1211), the game control unit 200 refers to the complete flag storage area of the RAM 203 and determines whether the complete flag is ON or not (S1212). If the complete flag is ON (YES in S1212), the game control unit 200 invalidates the winning of the big prize opening 215 (S1213). In this case, information indicating the winning of the big prize opening 215 is created, but the winning ball due to the winning of the big prize opening 215 is not awarded.
[0124] On the other hand, if the complete flag is OFF (NO in S1212), the game control unit 200 updates the number of prize balls (S1214). More specifically, the game control unit 200 adds the number of prize balls corresponding to the winning of the special prize opening 215 to the value stored in the prize ball number storage area of the RAM 203 as the number of prize balls to be paid out. In addition, the game control unit 200 adds the number of prize balls corresponding to the winning of the special prize opening 125 to the value stored in the total payout number storage area.
[0125] [Out ball detection switch processing by the game control unit] FIG. 12-3 is a flowchart showing the out ball detection switch processing of the switch processing shown in S902 of FIG. In this out ball detection switch processing, the game control unit 200 first determines whether the out ball detection switch 227 is ON (S1221). If the out ball detection switch 227 is OFF (NO in S1221), the out ball detection switch processing ends.
[0126] On the other hand, if the out ball detection switch 227 is turned ON (YES in S1221), the game control unit 200 refers to the complete flag storage area of the RAM 203 and determines whether the complete flag is ON (S1222). If the complete flag is ON (YES in S1222), the game control unit 200 determines whether or not a predetermined time has elapsed since the complete function was activated (S1223). This predetermined time is, for example, 60 seconds. If a predetermined time has not yet elapsed since the complete function was activated (YES in S1223), the game control unit 200 updates the number of game balls to be paid back (S1224). More specifically, the game control unit 200 updates the value stored in the payout number storage area of the RAM 203 as the number of game balls to be paid back to the player (planned payout number) to the number of game balls detected by the out ball detection switch 227 after the complete function was activated.
[0127] Furthermore, if a predetermined time has passed since the complete function was activated (NO in S1223), the game control unit 200 disables the detection of an out ball by the out ball detection switch 227 (S1225). In this case, information indicating the detection of an out ball by the out ball detection switch 227 is created, but the total number of outs and the number of outs during normal play are not added. After step 1224, the game control unit 200 updates the value stored in the total number of outs storage area of the RAM 203 as the total number of outs (S1226).
[0128] As described above, in this embodiment, the RAM 203 of the pachinko gaming machine 100 is provided with a payout number storage area that stores the number of gaming balls detected by the out ball detection switch 227 after the complete function is activated as the number of gaming balls to be paid out to the player (planned payout number), and a set time for counting the planned payout number. Then, the pachinko gaming machine 100 pays out to the player the gaming balls that were in the gaming area 111 when the complete function was activated (the out balls added to the payout number storage area). In this case, it is possible to prevent the game balls that were shot out when the complete function was activated from being wasted by the player.
[0129] [Special symbol processing by the game control unit] FIG. 13 is a flowchart showing the contents of the special symbol processing in the symbol processing shown in S903 of FIG. In this special symbol processing, the special symbol variation control unit 233 of the game control unit 200 first checks whether or not a jackpot game flag is ON in the flag setting (hereinafter referred to as flag setting) set in the RAM 203 (S1301). Here, the jackpot game flag is a flag that is set to identify that the result of the special symbol lottery is a jackpot.
[0130] If the jackpot game flag is ON, the pachinko gaming machine 100 is already in the jackpot, so the special symbol processing is ended without starting the special symbol variation (Yes in S1301). On the other hand, if the jackpot game flag is OFF (No in S1301), the special symbol variation control unit 233 determines whether the current state of the pachinko gaming machine 100 is in the special symbol variation or not (S1302). If the special symbol is not being changed (No in S1302), the special symbol change control unit 233 next refers to the complete flag storage area of the RAM 203 and determines whether the complete flag is ON (S1303). If the complete flag is ON (YES in S1303), the special symbol change control unit 233 limits the change of the special symbol (S1304). In this case, even if there is a reserve (a reserve related to a win at the first start port 121, a reserve related to a win at the second start port 122), the special symbol change control unit 233 does not change the special symbol based on this reserve.
[0131] On the other hand, if the complete flag is OFF (NO in S1303), the special symbol variation control unit 233 performs processing for the reserved numbers U1 and U2 (see FIG. 10) of the unvaried special symbols (S1305 to S1308). In this embodiment, the reserved number U1 relating to the winning of the first start port 121 and the reserved number U2 relating to the winning of the second start port 122 are distinguished, so this processing is also performed individually for each corresponding start port.
[0132] Specifically, the special symbol variation control unit 233 first determines whether the reserved number U2 related to the winning of the second starting gate 122 is 1 or more (S1305). If the reserved number U2 is 1 or more (Yes in S1305), the special symbol variation control unit 233 subtracts 1 from the value of the reserved number U2 (S1306). On the other hand, if the reserved number U2=0 (No in S1305), the special symbol variation control unit 233 next determines whether the reserved number U1 related to the winning of the first starting gate 121 is 1 or more (S1307). If the reserved number U1 is 1 or more (Yes in S1307), the special symbol variation control unit 233 subtracts 1 from the value of the reserved number U1 (S1308). On the other hand, if the number of reserved symbols U1 is 0 (No in S1308), this means that there is no winning combination to trigger the lottery for the special symbol, so the special symbol variation is not initiated, and a separate routine for customer waiting setting processing is executed, and the processing ends (S1323). In this embodiment, priority is given to processing the reserved number U2 related to winning at the second start port 122. That is, if the reserved number U2 is 1 or more, processing is performed for the reserved number U2, and if the reserved number U2=0, processing is performed for the reserved number U1 (see S1305-S1306). On the other hand, it is also possible to control the reserved numbers U1 and U2 to be decremented in the order of winning, regardless of whether the winning is at the first start port 121 or the second start port 122.
[0133] After subtracting the reserved number U1 or reserved number U2 in S1306 or S1308, the special symbol variation control unit 233 generates a game status command indicating the current game status of the pachinko gaming machine 100 and sets it in the RAM 203 (S1309). The game status command set in S1309 is sent to the performance control unit 300 by the output process shown in S911 of Fig. 9. Furthermore, the special symbol variation control unit 233 turns off the customer waiting flag set in the flag setting of the RAM 203 (S1310). The customer waiting flag is a flag for identifying that the pachinko gaming machine 100 is in a customer waiting state, and is set in the customer waiting setting process (S1323, see Fig. 17 described later).
[0134] Next, the special symbol variation control unit 233 executes a jackpot determination process and a variation pattern selection process by a separate routine (S1311, S1312). As will be described in detail later, this jackpot determination process and variation pattern selection process determines setting information (jackpot symbol, game status, variation pattern, etc.) for the variation of the special symbols that are variably displayed on the first special symbol display device 221 and the second special symbol display device 222. Note that this information is included in the variation start command sent to the performance control unit 300.
[0135] After this, the special symbol variation control unit 233 starts variation of the special symbols displayed by the first special symbol display unit 221 and the second special symbol display unit 222 shown in Fig. 3 based on the setting contents determined in the jackpot determination process and the variation pattern selection process (S1313). Then, a variation start command including setting information indicating the setting contents (jackpot symbol, game status, variation pattern, etc.) is generated and set in the RAM 203 (S1314). The variation start command set in S1314 is sent to the performance control unit 300 by the output process shown in S911 of Fig. 9. Next, the special symbol variation control unit 233 adds one to the number of times the special symbol has been varied since the predetermined condition was met (executing RAM clear and resetting the number of variations) (S1315). Then, a variation number command indicating the added number of times the variable display has been performed is generated and set in the RAM 203 (S1316). The variation number command set in S1316 is sent to the performance control unit 300 by the output process shown in S911 of FIG. 9.
[0136] Furthermore, if it is determined in S1302 that the special symbol is being changed (Yes in S1302), the special symbol change control unit 233 refers to the complete flag storage area of the RAM 203 and determines whether the complete flag is ON (S1317). If the complete flag is ON (Yes in S1317), the special symbol change control unit 233 stops the change of the special symbol that is being executed (S1318) and ends the special symbol processing.
[0137] On the other hand, if the complete flag is OFF (NO in S1317), or after the variation count command is set in S1316, the special symbol variation control unit 233 determines whether the variation time has elapsed (S1319). That is, it determines whether the time elapsed since the special symbol variation started in S1313 has reached the variation time set in the variation pattern selection process in S1312. If the variation time has not elapsed (No in S1319), the special symbol variation continues, and the special symbol processing ends.
[0138] On the other hand, if the variation time has elapsed (Yes in S1319), the special symbol variation control unit 233 first stops the variation of the special symbols in the first special symbol display device 221 and the second special symbol display device 222 at the symbol determined in the jackpot determination process of S1311 (S1320). Then, another routine of during-stop processing is executed (S1321). The contents of the during-stop processing will be described later. In addition, the special symbol variation control unit 233 sets a variation stop command for stopping the decorative symbols, which will be described later, in the RAM 203 (S1322). The variation stop command set in S1322 is sent to the performance control unit 300 by the output process shown in S911 of FIG. 9. In addition, if a win at the second starting port 122 occurs during the variation of the special pattern triggered by a win at the first starting port 121, the variation of the special pattern triggered by a win at the second starting port 122 may occur during the variation of the special pattern triggered by a win at the first starting port 121. Also, for example, if a win at the first starting port 121 occurs during the variation of the special pattern triggered by a win at the second starting port 122, the variation of the special pattern triggered by a win at the first starting port 121 may occur during the variation of the special pattern triggered by a win at the second starting port 122.
[0139] Also, in the example shown in Figure 13, after subtracting the value of the reserved number U2 or reserved number U1 (see S1306, S1308), the jackpot determination process and the variation pattern selection process are executed (see S1311, S1312), but this is not limited to this. In the special symbol processing, after the jackpot determination processing and the variation pattern selection processing are executed, a process of subtracting the value of the reserved number U2 or the reserved number U1 may be executed. In this case, in the variation pattern selection processing, a variation pattern is selected based on the value of the reserved number U2 or the reserved number U1 before subtraction.
[0140] [Jackpot Determination Processing by the Game Control Unit] FIG. 14 is a flowchart showing the contents of the big win determination process (S1311 in FIG. 13). In this jackpot determination process, the special symbol determination unit 234 of the game control unit 200 first determines the jackpot random number value in this special symbol lottery (S1401) and determines whether a jackpot or a small jackpot has occurred (S1402, S1405). Whether a jackpot or a small jackpot has occurred is determined by determining whether the value of the jackpot random number obtained in S1006 or S1016 of Figure 10 matches the value set as the winning value for a jackpot or the value set as the winning value for a small jackpot (see Figure 26(a)).
[0141] If the result of the random number determination in S1401 is a jackpot (Yes in S1402), the special symbol determination unit 234 then determines the jackpot symbol random number value (S1403). The type of jackpot is determined based on the result of this determination. The type of jackpot is determined by whether the value of the jackpot symbol random number acquired in S1006 or S1016 of FIG. 10 matches any of the values preset for each type of jackpot (see FIG. 26(b)). After the above determination, the special symbol determination unit 234 sets the symbol (jackpot symbol) representing the type of jackpot determined by the determination of the jackpot symbol random number as setting information in the RAM 203 (S1404).
[0142] If the result of the random number determination in S1401 is a small win (No in S1402, Yes in S1405), the special symbol determination unit 234 then determines the small win symbol random number value (S1406). The type of small win is determined according to the result of this determination. The type of small win is determined by whether the value of the big win symbol random number acquired in S1006 or S1016 of FIG. 10 matches any of the values preset for each type of small win (see FIG. 26(c)). After the above determination, the special symbol determination unit 234 sets the symbol (small win symbol) representing the type of small win determined by the determination of the small win symbol random number as setting information in the RAM 203 (S1407).
[0143] If the result of the random number determination in S1401 is neither a big win nor a small win (No in S1402 and S1405), the special symbol determination unit 234 then sets a symbol indicating that the lottery was lost (hereinafter referred to as a losing symbol) in the RAM 203 as setting information (S1408).
[0144] [Variation pattern selection process by game control unit] FIG. 15 is a flowchart showing the contents of the variation pattern selection process (S1312 in FIG. 13). In this variation pattern selection process, the variation pattern selection unit 235 of the game control unit 200 first refers to the game state of the pachinko game machine 100 (whether it is in the normal game state, the special time-saving game state, or the specific time-saving game state) (S1501). Then, using the determination result of S1402 of the jackpot determination process (FIG. 14), it determines whether or not a jackpot has been achieved in this special symbol lottery (S1502). Then, if a jackpot has been achieved (Yes in S1502), the variation pattern selection unit 235 reads out a variation pattern table for the jackpot from the ROM 202 and sets it in the RAM 203 (S1503).
[0145] On the other hand, if there is no big win (No in S1502), the variation pattern selection unit 235 next determines whether or not there is a small win in this special symbol lottery using the determination result of S1405 of the big win determination process (FIG. 14) (S1504). If there is a small win (YES in S1504), the variation pattern selection unit 235 reads out the variation pattern table for the small win from the ROM 202 and sets it in the RAM 203 (S1505).
[0146] On the other hand, if a small win has not been achieved (NO in S1504), a random number value is judged to determine whether or not to perform a so-called reach effect to make the player expect a big win (S1506).Whether or not to perform a reach effect is determined by judging whether or not the value of the reach random number acquired in S1006 or S1016 of Figure 10 matches a preset value (see Figure 26(d)). If the result of the determination using the random number value is that a reach effect is to be performed (Yes in S1507), the variation pattern selection unit 235 reads out a reach effect variation pattern table from the ROM 202 and sets it in the RAM 203 (S1508). Also, if a reach effect is not to be performed (No in S1507), the variation pattern selection unit 235 reads out a miss effect variation pattern table from the ROM 202 and sets it in the RAM 203 (S1509). Here, the fluctuation pattern table is a table that associates multiple pre-prepared fluctuation patterns (fluctuation times of 3 seconds, 7 seconds, 13 seconds, 15 seconds, 30 seconds, 60 seconds, 90 seconds, etc.) with the value of the fluctuation pattern random number.
[0147] Next, the variation pattern selection unit 235 determines the variation pattern random number value using the variation pattern random number value acquired in S1006 or S1016 of Fig. 10 and the variation pattern table set in S1503, S1505, S1508, and S1509 (S1510). That is, the variation pattern selection unit 235 refers to the variation pattern table set in the RAM 203 and selects a variation pattern according to the random number value of the variation pattern random number. Therefore, even if the same random number value is acquired, the variation pattern table to be referenced differs depending on the gaming state of the pachinko gaming machine 100 (whether it is in a time-shortened state or not), the result of the special symbol lottery (whether it has been a jackpot or a small jackpot or whether a reach effect is to be performed if neither a jackpot nor a small jackpot has been achieved), etc., and therefore the variation pattern to be determined differs.
[0148] After this, the variation pattern selection unit 235 sets the variation pattern selected in S1510 as setting information in the RAM 203 (S1511). The setting information of the variation pattern set in S1511 is included in the variation start command set in S1314 of Fig. 13, and is transmitted to the performance control unit 300 by the output process shown in S911 of Fig. 9. The variation pattern selected in this embodiment and its setting will be described in detail later.
[0149] [Processing during stoppage by the game control unit] FIG. 16 is a flowchart showing the contents of the in-stop process (S1321 in FIG. 13). In this during-stop processing, the game control unit 200 first checks whether a flag indicating a time-shortened state (hereinafter, the time-shortened flag) is ON in the flag setting of the RAM 203 (S1601). If the time-shortened flag is ON (Yes in S1601), the game control unit 200 subtracts 1 from the value of the number of lotteries (number of variations) J in the time-shortened state (S1602), and checks whether the number of lotteries J has become 0 (S1603). If the number of lotteries J=0 (Yes in S1603), the game control unit 200 turns OFF the time-shortened flag (S1604). The operation of turning ON the time-shortened flag and setting the initial value of the number of lotteries J are performed in the game state setting process (FIG. 20) in the large prize winning port process (FIG. 19) described later. Also, if the number of lotteries J is not 0 (NO in S1603), the game control unit 200 generates a time-saving number command indicating the value of the number of lotteries J in the time-saving state and sets it in the RAM 203 (S1605). The time-saving number command set in S1605 is sent to the performance control unit 300 by the output process shown in S911 of FIG.
[0150] Furthermore, when the pachinko gaming machine 100 can be in a high-probability time-shortening no-play state, processing relating to the high-probability time-shortening no-play state is performed in this stop processing. The game control unit 200 checks whether a flag indicating a high probability state (hereinafter referred to as high probability flag) is ON in the flag setting of the RAM 203. If the high probability flag is ON, the game control unit 200 subtracts 1 from the value of the number of lotteries (number of variations) X in the high probability state, and checks whether the number of lotteries X has become 0. If the number of lotteries X=0, the high probability flag is turned OFF.
[0151] Also, if the time-saving flag is OFF (No in S1601), or after the time-saving flag is turned OFF in S1604, or after the time-saving count command is set in S1605, the game control unit 200 then generates a game status command and sets it in the RAM 203 (S1606). The game status command set in S1606 is sent to the performance control unit 300 by the output process shown in S911 of FIG. Next, the game control unit 200 determines whether or not a jackpot has been awarded in this special symbol lottery (S1607). Here, the determination of whether or not a jackpot has been awarded can be made based on the determination result of the jackpot determination process (FIG. 14). For example, if any of the symbols shown in the chart of FIG. 26(b), which will be described later, is set, the answer is Yes in S1607. If a losing symbol or a small winning symbol is set in the RAM 203 by the jackpot determination process, the answer is No in S1607.
[0152] If it is a jackpot (Yes in S1607), the game control unit 200 then turns on the jackpot game flag (S1608), which causes the game state setting in the RAM 203 to become the jackpot game state. Next, the game control unit 200 initializes the value of the number of lotteries J (S1609). Also, if the time-shortening flag is ON in S1601 and the number of lotteries J is not 0 in S1603, the game control unit 200 turns the time-shortening flag OFF (S1610).
[0153] After initializing the value of the number of lotteries J in S1610, the game control unit 200 starts the opening operation of the big win game (S1611). After that, the game control unit 200 sets an opening command in the RAM 203 for the performance control unit 300 to perform the performance in the opening operation according to the jackpot game flag (S1612), and ends the processing during the stop. This opening command is sent to the performance control unit 300 by the output processing shown in S911 of FIG.
[0154] On the other hand, if the result of this special symbol lottery is not a big win (No in S1607), the game control unit 200 next determines whether the result of this special symbol lottery is a small win or not (S1613). If it is a small win (YES in S1613), the game control unit 200 then starts a small win game (S1614).
[0155] On the other hand, if it is not a small win (No in S1613), the game control unit 200 determines whether the number of times the variable display of the special symbol has been executed since the establishment of a predetermined condition (execution of RAM clear, reset of the number of times of variation) has reached a specific number (300 times in this embodiment) (S1615). If the specific number has been reached (YES in S1615), the game control unit 200 executes a game status setting process of a separate routine (S1616). The content of the game status setting process will be described later. Also, if the number of times the variable display has been displayed has not reached the specific number of times (NO in S1615), the processing during the stoppage is terminated.
[0156] [Customer waiting setting processing by the game control unit] FIG. 17 is a flowchart showing the contents of the customer waiting setting process (S1323 in FIG. 13). In this customer waiting setting process, the game control unit 200 first checks whether the customer waiting flag is ON in the flag setting of the RAM 203 (S1701). Here, the customer waiting flag is a flag that is set to identify that the pachinko gaming machine 100 is in a customer waiting state.
[0157] If the customer waiting flag is ON, the pachinko gaming machine 100 is in a customer waiting state, and so the processing ends as is (Yes in S1701). On the other hand, if the customer waiting flag is OFF (No in S1701), the game control unit 200 generates a customer waiting command and sets it in the RAM 203 (S1702), and turns the customer waiting flag ON (S1703). The pachinko gaming machine 100 is controlled to be in a customer waiting state. The customer waiting command set in S1702 is sent to the performance control unit 300 by the output process shown in S911 of FIG. 9. The customer waiting flag is set when the variation of the special symbols has stopped and there are no reserved symbols.
[0158] [Normal symbol processing by the game control unit] FIG. 18 is a flowchart showing the contents of the normal symbol processing in the symbol processing shown in S903 of FIG. In this normal symbol processing, the normal symbol variation control unit 236 of the game control unit 200 first checks whether the auxiliary game flag is ON in the flag setting of the RAM 203 (S1801). Here, the auxiliary game flag is a flag that is set when a normal symbol lottery is won. When the auxiliary game flag is set, the electric tulip 123 is opened according to the electric tulip processing (FIG. 21) described later, and it is easy to win the second start hole 122 (auxiliary game state).
[0159] If the auxiliary game flag is ON, the auxiliary game state has already been entered and the normal symbol is stopped, so the normal symbol processing is terminated without starting the normal symbol variation (Yes in S1801). On the other hand, if the auxiliary game flag is OFF (No in S1801), the normal symbol variation control unit 236 refers to the complete flag storage area of the RAM 203 and determines whether the complete flag is ON (S1802). If the complete flag is ON (YES in S1802), the normal symbol change control unit 236 restricts the change of the normal symbol (S1803). If the change of the normal symbol is in progress in step 1802, the normal symbol change control unit 236 stops the change of the normal symbol that is in progress. Also, even if there is a hold (a hold related to the passage of the gaming ball through the gate 124) in step 1802, the normal symbol change control unit 236 does not change the normal symbol based on this hold.
[0160] On the other hand, if the complete flag is OFF (NO in S1802), the normal symbol change control unit 236 determines whether the current state of the pachinko gaming machine 100 is during normal symbol change or not (S1804). If the normal symbol is not during change (No in S1804), the normal symbol change control unit 236 next determines whether the reserved number G (see FIG. 11) of unchanged normal symbols is 1 or more (S1805). If the reserved number G=0 (No in S1805), this means that there is no winning to start the lottery for normal symbols, and so the processing ends without starting the normal symbol change.
[0161] On the other hand, if the reserved number G is 1 or more (Yes in S1805), the normal symbol variation control unit 236 subtracts 1 from the value of the reserved number G (S1806). Then, the normal symbol determination unit 232 determines the winning random number in this normal symbol lottery and determines whether or not the normal symbol lottery has been won (S1807). Whether or not a winning number has been won is determined by determining whether or not the value of the winning random number acquired in S1105 of Fig. 11 matches the value set as the winning value in a table or the like shown in Fig. 26(e) described later.
[0162] Next, the normal symbol variation control unit 236 sets the normal symbol according to the result of the normal symbol lottery (S1808). That is, if the normal symbol lottery is won, a symbol representing the win (hereinafter, winning symbol) is set as setting information in the RAM 203. On the other hand, if the normal symbol lottery is not won, a symbol representing the loss (hereinafter, losing symbol) is set as setting information in the RAM 203.
[0163] Next, the normal symbol variation control unit 236 sets the variation time of the normal symbol (S1809). This variation time is set based on the time-saving flag set in the processing of S1604, S1610 in FIG. 16, S2008 in FIG. 20 described later, etc. That is, if the time-saving flag is ON when setting in S1809, it is set to a short time (for example, 1.5 seconds), and if the time-saving flag is OFF, it is set to a long time (for example, 4.0 seconds). After this setting, the normal symbol variation control unit 236 starts the variation of the normal symbol on the normal symbol display 223 shown in FIG. 2(a) and FIG. 4 based on the setting contents of S1809 (S1810). It should be noted that the variation pattern of the normal symbol can also be determined by lottery. In this case, for example, when the game ball passes through the gate 124, the random number acquisition unit 231 acquires the random number value of the normal pattern fluctuation pattern, and in S1807, the normal pattern fluctuation control unit 236 determines the random number value of the normal pattern fluctuation pattern, thereby setting the fluctuation time.
[0164] After the normal symbol variation has started in S1810, or if it is determined in S1804 that the normal symbol variation is in progress (Yes in S1804), the normal symbol variation control unit 236 determines whether the variation time has elapsed (S1811). That is, it determines whether the time elapsed since the normal symbol variation started in S1810 has reached the variation time set in S1809. If the variation time has not elapsed (No in S1811), the normal symbol variation continues, and the normal symbol processing ends.
[0165] On the other hand, if the variation time has ended (Yes in S1811), the normal symbol variation control unit 236 stops the variation of the normal symbol on the normal symbol display 223 (S1812). Then, the normal symbol variation control unit 236 determines whether the result of the determination in S1807 was a win or not (S1813). If it was a win (Yes in S1813), the auxiliary game flag is turned ON (S1814). On the other hand, if the lottery was unsuccessful (No in S1813), the normal symbol processing ends without turning ON the auxiliary game flag.
[0166] [Big prize slot processing by the game control unit] FIG. 19 is a flowchart showing the contents of the big prize opening process in the electric role process shown in S904 of FIG. In this special prize opening processing, the special prize opening operation control unit 237 of the game control unit 200 first checks whether the special prize opening flag is ON in the flag setting of the RAM 203 (S1901). If the special prize opening flag is OFF, there is no win in the special prize opening 125, and so the special prize opening processing is terminated (No in S1901). On the other hand, if the special prize opening flag is ON (Yes in S1901), the special prize opening operation control unit 237 next determines whether the pachinko gaming machine 100 is in the middle of an opening operation in the operation control at the time of a special prize that was started in the stop processing (FIG. 16) (S1902).
[0167] If the pachinko gaming machine 100 is in the opening mode (Yes in S1902), the special prize opening operation control unit 237 then determines whether or not a preset time (opening time) for the opening operation to be performed has elapsed (S1903). If the opening time has not elapsed, the opening operation of the special prize opening 125 continues, and the special prize opening processing is terminated (No in S1903). On the other hand, if the opening time has elapsed (Yes in S1903), the special prize opening operation control unit 237 then performs operation settings for the special prize opening 125 (S1904), initializes the number of wins C (C=0) (S1905), adds 1 to the current value of the number of rounds R of operation of the special prize opening 125 (S1906), and starts operation (opens) the special prize opening 125 (S1907).
[0168] The operation setting in S1904 sets the operation pattern of the large prize opening 125 and the number of rounds (number of operation rounds) to be operated in that operation pattern. The operation pattern and number of rounds are set in various ways depending on the type of large prize in the special symbol lottery. It is specified that the large prize opening 125 is operated multiple times (multiple rounds) in succession during a large prize game. For example, the large prize opening 125 is operated for 15 rounds (15R), with each round being opened once for 29.5 seconds. Another example is operated for two rounds (2R), with each round being opened once for 0.9 seconds. More specifically, the opening is performed for 0.9 seconds, followed by 1.0 second of closing, and then 0.9 second of opening.
[0169] Next, the special prize opening operation control unit 237 determines whether the opening time for the operation pattern set in S1904 has elapsed (S1908). If the open state of the special prize opening 125 has not elapsed the opening time (No in S1908), the special prize opening operation control unit 237 then determines whether the number of prizes C won by the special prize opening 125 is equal to or greater than a specified number (e.g., 9) (S1909). If the opening time has not elapsed and the number of prizes C is less than the specified number, the special prize opening 125 continues to operate (open state), and the special prize opening processing is terminated (No in S1909). On the other hand, if the opening time has elapsed (Yes in S1908) or the number of prizes C has reached the specified number (Yes in S1909), the special prize opening operation control unit 237 terminates the operation of the special prize opening 125 (closes it) (S1910).
[0170] Next, the special prize opening operation control unit 237 determines whether the number of rounds R of operation of the special prize opening 125 has reached the maximum value set in S1904 (S1911). If the maximum value has not been reached, the remaining operations are performed, and the special prize opening processing is terminated (No in S1911).
[0171] If the number of rounds R of operation of the big prize opening 125 reaches the maximum value (Yes in S1911), the big prize opening operation control unit 237 then starts the ending operation (S1912). Here, the content of the ending operation corresponds to the state of the big prize game flag. After this, the big prize opening operation control unit 237 sets an ending command for performing an ending operation corresponding to the big win game flag in the performance control unit 300 in the RAM 203 (S1913). This ending command is sent to the performance control unit 300 by the output process shown in S911 of FIG.
[0172] Next, the special prize opening operation control unit 237 resets the number of rounds R of operation of the special prize opening 125 to 0 (S1914), and then determines whether the time elapsed since the start of the ending operation has passed the preset time for the ending operation (ending time) (S1917). If the ending time has not passed, the ending operation continues, and the special prize opening processing is terminated (No in S1917). On the other hand, if the ending time has passed (Yes in S1917), the special prize opening operation control unit 237 then performs a game status setting process by the game control unit 200 (S1918), and then turns off the jackpot game flag and terminates the special prize opening processing (S1919). The details of the game status setting process will be described later.
[0173] If it is determined in S1902 that the pachinko gaming machine 100 is not in the opening mode (No in S1902), the special prize opening operation control unit 237 then determines whether or not the game is ending (S1915). If the game is ending (Yes in S1915), the operation from S1917 onwards is executed.
[0174] On the other hand, if the pachinko gaming machine 100 is not ending (No in S1915), the special prize opening operation control unit 237 next determines whether the special prize opening 125 is in operation (open) or not (S1916). If it is not in operation (No in S1916), the operations from S1905 onwards are executed, and if it is in operation (Yes in S1916), the operations from S1908 onwards are executed.
[0175] [Game status setting process] The contents of the game status setting process (S1616, S1918) by the game control unit 200 are shown in FIG. First, the game control unit 200 determines whether the result of the special symbol lottery is a big win or a small win (S2001, S2002). This determination can be made, for example, based on the type of symbol set as setting information in the RAM 203 in the big win determination process (FIG. 14). Note that these determinations are generally similar to S1402, S1403, S1405, and S1406 in the big win determination process (FIG. 14), and therefore the determination results of S1402, S1403, S1405, and S1406 may also be used.
[0176] If the result of the special symbol lottery is a small win (YES in S2001), the game control unit 200 does not change the game state, and therefore ends the game state setting process. If the result of the special symbol lottery is a jackpot (NO in S2001 and YES in S2002), the game control unit 200 sets an initial value of the number of lotteries J based on the type of jackpot symbol set as setting information in the RAM 203 (S2003). This initial value is, for example, 100 times.
[0177] Furthermore, if the pachinko gaming machine 100 can enter a high-probability time-shortening no-play state, in step 2003, processing relating to the high-probability time-shortening no-play state is performed. The game control unit 200 turns on the high probability flag and sets an initial value for the number of lotteries X. The initial value for the number of lotteries X is, for example, 100 times. As a result, the game state setting in the RAM 203 becomes a high probability time-shortened game state. Then, when 100 lotteries have been performed in this high probability time-shortened game state, the high probability time-shortened game state ends, and the game state becomes a normal game state (a low probability non-time-shortened game state).
[0178] Next, the game control unit 200 resets the number of times the special symbol has been displayed after the predetermined condition is met (executing RAM clear and resetting the number of times of display) (S2004). In addition, the game control unit 200 generates a command indicating the number of times of display and sets it in the RAM 203 (S2005). This command is sent to the performance control unit 300 by the output process shown in S911 of FIG. 9. Next, the game control unit 200 turns on the special time-shortening flag (S2006), whereby the game state setting in the RAM 203 becomes the special time-shortening game state.
[0179] On the other hand, if the result of the special symbol lottery is neither a big win nor a small win (NO in S2001, NO in S2002), the game control unit 200 sets the initial value of the number of lotteries J (S2007). In this embodiment, the initial value of the number of lotteries J is 295. Therefore, when 295 lotteries are performed in the time-saving gaming state, the time-saving gaming state ends and the normal gaming state is entered. Next, the game control unit 200 turns on the specific time-shortening flag (S2008), whereby the game state setting in the RAM 203 becomes the specific time-shortening game state.
[0180] Next, the game control unit 200 generates a game status command and sets it in the RAM 203 (S2009). This game status command is sent to the performance control unit 300 in the output process shown in S911 of FIG.
[0181] [Electric tulip processing by the game control unit] FIG. 21 is a flowchart showing the contents of the electric tulip processing in the electric accessory processing shown in S904 of FIG. In the electric tulip process, the electric tulip operation control unit 238 of the game control unit 200 first refers to the complete flag storage area of the RAM 203 and determines whether the complete flag is ON or not (S2101). If the complete flag is ON (YES in S2101), the electric tulip operation control unit 238 restricts the operation of the electric tulip 123 (S2102). If the electric tulip 123 is operating (open) in step 2101, the electric tulip operation control unit 238 closes the electric tulip 123. Also, even if the auxiliary game flag is ON in step 2101, the electric tulip operation control unit 238 does not operate (open) the electric tulip 123.
[0182] On the other hand, if the complete flag is OFF (NO in S2101), the electric tulip operation control unit 238 checks whether the auxiliary game flag is ON in the flag settings of the RAM 203 (S2103). If the auxiliary game flag is OFF (No in S2103), the electric tulip 123 will not be opened, and the electric tulip processing is terminated. On the other hand, if the auxiliary game flag is ON (Yes in S2103), the electric tulip operation control unit 238 next determines whether the electric tulip 123 is operating (S2104).
[0183] If the electric tulip 123 is not in operation (No in S2104), the electric tulip operation control unit 238 sets the operation pattern of the electric tulip 123 (S2105) and operates the electric tulip 123 according to the set operation pattern (S2106). The operation pattern is set based on the time-saving flag set in the processes of S1604 and S1610 in FIG. 16 and S2006 and S2008 in FIG. 20. For example, if the time-saving flag is OFF when setting in S2105, an operation pattern is set in which the electric tulip opens once with an opening time of 0.15 seconds. If the time-saving flag is ON, an operation pattern is set in which the electric tulip opens three times with an opening time of 1.80 seconds. In this way, normally, when the time-saving flag is ON (in the time-saving state), the electric tulip 123 opens multiple times for a long period of time, providing a winning support (electric tulip support) that makes it easier to win a prize in the second starting hole 122. In addition, multiple operation patterns (types of auxiliary games) of the electric tulip 123 may be prepared when the time-saving flag is ON or OFF, and the operation pattern may be set according to the type of win determined in the normal pattern processing (see Figure 18).
[0184] If it is determined in S2104 that the electric tulip 123 is in operation (Yes in S2104), or after the electric tulip 123 is operated in S2106, the electric tulip operation control unit 238 determines whether the opening time for the set operation pattern has elapsed (S2107). If the opening time has not elapsed, the electric tulip 123 continues to operate (open state), and the electric tulip processing is terminated (No in S2107). On the other hand, if the opening time has elapsed (Yes in S2107), the electric tulip operation control unit 238 turns off the auxiliary game flag and terminates the electric tulip processing (S2108).
[0185] [Stopping the game] Next, the stopping of the game will be explained. The pachinko gaming machine 100 of this embodiment stops the game and notifies the user of the game's stop when a predetermined condition is met. Here, stopping the game means stopping the variation of the symbols (special symbols, normal symbols), not starting the variation of the symbols (special symbols, normal symbols), invalidating the winnings at each winning slot (first starting slot 121, second starting slot 122, big winning slot 125, normal winning slot 127), and invalidating the passage of the game ball through the gate 124. Hereinafter, the function of the pachinko gaming machine 100 to stop the game and notify the player of the game's stop when predetermined conditions are met may be referred to as the "complete function." Also, the pachinko gaming machine 100 stopping the game and notifying the player of the game's stop when predetermined conditions are met may be referred to as the "activation of the complete function."
[0186] In this embodiment, two conditions are defined as conditions for activating the complete function. Note that, hereinafter, the conditions for activating the complete function may be referred to as complete function activation conditions. The first complete function activation condition is determined based on the relationship between the number of game balls paid out and the number of game balls shot. More specifically, the first complete function activation condition is that the increase in the number of game balls from the lowest number of game balls when the game results for one day are obtained reaches a predetermined upper limit. In this embodiment, the upper limit is 95,000 balls. However, the upper limit may be any value. The second condition for the complete function to be activated is determined based on the game status. More specifically, the second condition is that the game is not in progress and the jackpot symbol is not being determined. That is, in this embodiment, the time when the number of game balls has decreased the most when the game results for that day are used as the reference, and even if the increase in the number of game balls from this reference reaches the upper limit, the complete function does not operate when the jackpot symbol is stopped to be determined or a jackpot game is in progress. Also, even if the time when the jackpot symbol is not stopped to be determined or a jackpot game is not in progress, the complete function does not operate when the increase in the number of game balls from this reference does not reach the upper limit, and even if the time when the jackpot symbol is not stopped to be determined or a jackpot game is in progress, the complete function does not operate.
[0187] In addition, the value at which the number of game balls has decreased the most between the reference value (0) when the power is turned on and the time when the power is turned off is used as the base value, and if the increase in the number of game balls from this value reaches the upper limit value, or if the increase reaches the upper limit value while the jackpot pattern is being confirmed or a jackpot game is in progress, the complete function will be activated after the jackpot game ends. This allows the pachinko gaming machine 100 to realize a variety of games while suppressing excessive increases in gambling.
[0188] In addition, when the complete function is activated, the game control unit 200 may stop (limit) the launch of game balls by stopping the supply of electricity to the launch solenoid 158a and the ball feed solenoid 158b via the payout control board 330B.
[0189] In the following, the value at which the number of game balls has decreased the most between the reference value at power-on and the time when the power is cut off may be referred to as the MY specific reference value. In the following, the number of game balls obtained by subtracting the total number of outs from the total number of payouts after power-on may be referred to as the difference in balls. The above-mentioned MY specific reference value can also be regarded as the difference in balls when it has decreased the most after power-on (the difference in balls when the game result is obtained the most reduced). In other words, the MY specific reference value can also be regarded as the difference in balls when it has decreased the most in the game result from power-on to the present in one day. In addition, the first complete function activation condition described above can also be understood as the difference between the difference balls and the MY specific reference value (the value obtained by subtracting the MY specific reference value from the difference balls) reaching the upper limit value. In addition, hereinafter, the difference between the difference in balls and the MY specific reference value (the value obtained by subtracting the MY specific reference value from the difference in balls) may be referred to as the MY value. The MY value can also be regarded as the increase in the number of game balls relative to the MY specific reference value. In addition, the upper limit of the difference between the difference in balls and the MY specific reference value (the value obtained by subtracting the MY specific reference value from the difference in balls), which is set as the first complete function activation condition, may be referred to as the MY upper limit value. In addition, hereinafter, the difference between the MY upper limit value and the MY value (the value obtained by subtracting the MY value from the MY upper limit value) may be referred to as the MY remaining value.
[0190] [MY value determination processing by game control unit] FIG. 22 is a flowchart showing the contents of the MY value determination process shown in S909 of FIG. The game control unit 200 refers to the value stored in the total payout memory area and the value stored in the total out memory area, and determines whether the total payout number or the total out number has changed (S2201). If neither the total payout number nor the total out number has changed (NO in S2201), the game control unit 200 ends the MY value determination process.
[0191] On the other hand, if the total number of payouts or the total number of outs has changed (YES in S2201), the game control unit 200 subtracts the value stored in the total number of outs memory area from the value stored in the total number of payouts memory area to calculate the difference in balls at the current time (S2202). Next, the game control unit 200 refers to the MY specific reference value stored in the MY specific reference value storage area of the RAM 203, and determines whether or not the MY specific reference value is greater than the current difference in balls (S2203).
[0192] If the MY specific reference value is greater than the current difference in balls (YES in S2203), the game control unit 200 updates the MY specific reference value by storing the current difference in balls in the MY specific reference value memory area (S2204). Also, if the MY specific reference value is smaller than the current difference in balls (NO in S2203), and after step 2204, the game control unit 200 updates the MY value by storing the value obtained by subtracting the MY specific reference value from the current difference in balls in the MY value memory area (S2205).
[0193] Next, the game control unit 200 generates a MY value command indicating the updated MY value and sets it in the RAM 203 (S2206). This MY value command is sent to the performance control unit 300 in the output process shown in S911 of FIG.
[0194] As described above, in this embodiment, if the difference in balls is updated to a larger value, the MY specific reference value is not updated, and if the difference in balls is updated to a smaller value, the MY specific reference value is updated. In other words, the MY specific reference value is the minimum difference in balls after the power is turned on in one day. Also, the MY value is not updated if the difference in balls is smaller than the MY specific reference value, but is updated according to the increase in the number of game balls from the MY specific reference value. In other words, the MY value is always 0 or greater.
[0195] [Complete determination process by the game control unit] FIG. 23 is a flowchart showing the contents of the complete determination process shown in S910 of FIG. The game control unit 200 first refers to the value stored in the MY value storage area and determines whether the MY value has reached the MY upper limit value (S2301). If the MY value has not reached the MY upper limit value (NO in S2301), the game control unit 200 ends the complete determination process.
[0196] On the other hand, if the MY value reaches the MY upper limit (YES in S2301), the game control unit 200 determines whether the standby condition is met (S2302). In this embodiment, the standby condition is that the jackpot symbol is stopped and fixed or that a jackpot game is in progress. If the standby condition is not satisfied (NO in S2302), the game control unit 200 turns ON the complete flag in the complete flag storage area of the RAM 203 (S2303). The game control unit 200 also generates a complete command indicating that the complete function is activated and sets it in the RAM 203 (S2304). This complete command is sent to the performance control unit 300 by the output process shown in S911 of FIG. 9.
[0197] If the standby condition is met (YES in S2302), the game control unit 200 turns on the complete standby flag in the complete standby flag storage area of the RAM 203 (S2305). The game control unit 200 also generates a complete standby command indicating that the operation of the complete function is in a standby state, and sets this in the RAM 203 (S2306). This complete standby command is sent to the performance control unit 300 by the output process shown in S911 of FIG. 9.
[0198] As described above, in this embodiment, if the MY value reaches the MY upper limit value when the jackpot symbol is not fixed and stopped, or when the jackpot game is not in progress, the complete function is activated. In addition, when the MY value reaches the MY upper limit value while the jackpot symbol is being determined or the jackpot game is in progress, the activation of the complete function is put on standby. Then, when the jackpot game ends, the activation of the waited complete function is carried out.
[0199] [Relationship between MY specific standard value, difference ball and MY value] Next, the relationship between the MY specific reference value, the difference ball, and the MY value will be explained. 24 and 25 are diagrams showing the relationship between the MY specific reference value, the difference in balls, and the MY value according to the results of games at multiple timings in one day. 24 and 25, timing T0 is when the power is turned on. At timing T0, the difference ball, MY specific reference value, and MY value are all 0. As shown in Figure 24 (1), at timing T1, the difference ball becomes "-5000". In this case, the MY specific reference value is "-5000", and the MY value is "0".
[0200] Next, as shown in Figure 24 (2), at timing T2, the difference in balls becomes "+5000". In this case, the MY specific standard value is "-5000". In other words, in the period from when the power is turned on to timing T2, the timing at which the difference in balls decreased the most is timing T1, so the MY specific standard value at timing T2 remains unchanged from timing T1. Also, the value "+10000" obtained by subtracting the MY specific standard value "-5000" from the difference in balls "+5000" at timing T2 is the MY value.
[0201] Next, as shown in Figure 24 (3), at timing T3, the difference in balls becomes "-10000". In this case, the MY specific standard value is updated to "-10000". In other words, in the period from when the power is turned on to timing T3, the difference in balls is the most reduced at timing T3, so the difference in balls at timing T3 becomes the MY specific standard value. Also, the value "0" obtained by subtracting the MY specific standard value "-10000" from the difference in balls at timing T3 "-10000" is the MY value.
[0202] Next, as shown in Figure 25 (4), at timing T4, the difference in balls becomes "+15000". In this case, the MY specific standard value is "-10000". In other words, in the period from when the power is turned on to timing T4, the timing at which the difference in balls decreased the most was timing T3, so the MY specific standard value at timing T4 remains unchanged from timing T3. Also, the MY value is "+25000", which is the value obtained by subtracting the MY specific standard value "-10000" from the difference in balls "+15000" at timing T4.
[0203] Next, as shown in Figure 25 (5), at T5, the difference in balls becomes "+85000". In this case, the MY specific standard value is "-10000". In other words, in the period from when the power is turned on to timing T5, the timing at which the difference in balls decreased the most is timing T3, so the MY specific standard value at timing T5 remains unchanged from timing T3. Also, the value "+95000" obtained by subtracting the MY specific standard value "-10000" from the difference in balls "+85000" at timing T5 is the MY value. When the MY value reaches "95000" (MY upper limit), the game stops and the operation of the complete function is announced, except when the jackpot symbol has stopped being determined or the jackpot game is in progress. Also, if the jackpot symbol has stopped being determined or the jackpot game is in progress when the MY value reaches "95000", the game stops after the jackpot game ends and the operation of the complete function is announced.
[0204] [Random number determination method] Next, a method of determination by random numbers, which is performed in the big win determination process (FIG. 14), the variable pattern selection process (FIG. 15), the normal symbol process (FIG. 18), etc., will be described in detail. FIG. 26 is a diagram showing an example of the configuration of random numbers (determination table) used in the special symbol lottery and the normal symbol lottery in this embodiment. Figure 26(a) shows an example of the composition of the jackpot random number used in the special pattern lottery, Figure 26(b) shows an example of the composition of the jackpot random number used in the special pattern lottery, Figure 26(c) shows an example of the composition of the small win random number used in the special pattern lottery, Figure 26(d) shows an example of the composition of the reach random number used in the special pattern lottery which is triggered by the entry of a game ball into the first starting hole 121 in normal game mode, and Figure 26(e) shows an example of the composition of the winning random number used in the normal pattern lottery.
[0205] Referring to FIG. 26(a), the jackpot random number determination values are set to two types: a jackpot when the gaming state of the pachinko gaming machine 100 at the time of jackpot determination is in a low-probability state, a jackpot when the gaming state at the time of jackpot determination is in a high-probability state, and a small jackpot. The range of values for the random numbers (jackpot random numbers) is 300, from 0 to 299. In the case of a special symbol lottery (jackpot lottery) at the time of jackpot determination in a low-probability state, only one winning value is set, and the winning probability is 1 / 300. In addition, in the case of a special symbol lottery at the time of high-probability state, ten winning values are set, and the winning probability is 10 / 300 (= 1 / 30). In other words, in the illustrated example, if a prize is awarded in the starting slots 121 and 122 at the high-probability state and a special symbol lottery is held, the winning probability is 10 times higher than when a special symbol lottery is held at the low-probability state. In addition, the winning value for the small prize is set to three regardless of whether it is a low probability state or a high probability state, and the winning probability is 3 / 300 (= 1 / 100). Here, taking the special symbol lottery in the low probability state as an example, it is determined whether the jackpot random number value (see S1006, S1016) obtained as a result of winning in the first starting port 121 or the second starting port 122 matches "5", which is the winning value of the jackpot lottery in the low probability state in Figure 26(a). Although a detailed explanation will be omitted, the same applies to the special symbol lottery in the high probability state and the special symbol lottery for the small win.
[0206] Referring to FIG. 26(b), there are five types of jackpot symbols: jackpot symbol A, jackpot symbol B, jackpot symbol C, jackpot symbol D, and jackpot symbol E. Here, jackpot symbol A, jackpot symbol B, and jackpot symbol C are symbols that indicate a jackpot as a result of the special symbol lottery held in response to a win in the first starting slot 121, and among these, jackpot symbol A indicates a four-round jackpot. Jackpot symbol B indicates a four-round jackpot. Jackpot symbol C indicates a ten-round jackpot. Furthermore, jackpot symbol D and jackpot symbol E are symbols that indicate a jackpot as a result of the special symbol lottery held in response to a win in the second starting slot 122, and among these, jackpot symbol D indicates a four-round jackpot. Jackpot symbol E indicates a ten-round jackpot. The random number value ranges from 0 to 99, which is 100 values.
[0207] For the jackpot symbol A, 20 values are assigned as winning values for the first starting slot 121. Therefore, when a jackpot is won in the special symbol lottery that is started by winning the first starting slot 121, the probability of winning with the jackpot symbol A is 20 / 100 (= 2 / 10). For the jackpot symbol B, 70 values are assigned as winning values for the first starting slot 121. Therefore, when a jackpot is won in the special symbol lottery that is started by winning the first starting slot 121, the probability of winning with the jackpot symbol B is 70 / 100 (=7 / 10). For the jackpot symbol C, 10 values are assigned as winning values for the first starting slot 121. Therefore, when a jackpot is won in the special symbol lottery that is started by winning the first starting slot 121, the probability of winning with the jackpot symbol C is 10 / 100 (= 1 / 10).
[0208] For the jackpot symbol D, 50 values are assigned as winning values when the symbol enters the second starting slot 122. Therefore, when a jackpot is won in the special symbol lottery started by winning the second starting slot 122, the probability of winning with the jackpot symbol D is 50 / 100 (= 5 / 10). For the jackpot symbol E, 50 values are assigned as winning values when the symbol enters the second starting slot 122. Therefore, when a jackpot is won in the special symbol lottery started by winning the second starting slot 122, the probability of winning with the jackpot symbol E is 50 / 100 (= 5 / 10).
[0209] Here, taking the jackpot symbol A as an example, it is determined whether the jackpot symbol random number value (see S1006) obtained upon winning the first starting slot 121 matches the winning value "0 to 19" of the jackpot symbol A in Fig. 26(b). Although a detailed explanation is omitted, the same applies to the special symbol lottery for other jackpot symbols such as the jackpot symbol B.
[0210] Here, the pachinko gaming machine 100 of this embodiment is capable of setting a setting value, which is a level of advantageousness in the game. In the pachinko gaming machine 100, the setting value can be set to one of, for example, six levels: "1", "2", "3", "4", "5", and "6". In the pachinko gaming machine 100, when the setting value is set to "1," the probability of winning is the lowest. For example, when the setting value is "1," the probability of winning is 1 / 100. In addition, in the pachinko gaming machine 100, the winning probability is highest when the set value is set to "6." For example, when the set value is "6," the winning probability is 1 / 95. In this way, in the pachinko gaming machine 100, the winning probability is set to increase in the following order: "1"<"2"<"3"<"4"<"5"<"6".
[0211] Referring to FIG. 26(c), there are three types of small win symbols: small win symbol A, small win symbol B, and small win symbol C. Here, small win symbol A, small win symbol B, and small win symbol C all indicate two rounds of small win. The range of random number values is 100, from 0 to 99.
[0212] For the small prize symbol A, 20 values are assigned as winning values for the second starting slot 122. Therefore, when a small prize is won in the special symbol lottery that is started by winning the second starting slot 122, the probability of winning with the small prize symbol A is 20 / 100 (= 2 / 10). For the small prize symbol B, 50 values are assigned as winning values for the second starting slot 122. Therefore, when a small prize is won in the special symbol lottery that is started by winning the second starting slot 122, the probability of winning with the small prize symbol B is 50 / 100 (= 5 / 10). For the small prize symbol C, 30 values are assigned as winning values for the second starting slot 122. Therefore, when a small prize is won in the special symbol lottery started by winning the second starting slot 122, the probability of winning with the small prize symbol C is 30 / 100 (= 3 / 10).
[0213] Next, the determination of the reach random number will be explained. The reach random number is set according to the number of reserved balls, as will be described later. Here, as an example, the reach random number when the number of reserved balls in the first starting port 121 is one will be explained. Referring to FIG. 26(d), the range of random number values is 250, from 0 to 249. 22 random number values are assigned to the lottery results (with reach) that result in a variation pattern (variation time) that allows a reach effect to be executed (e.g., 15.0 seconds or longer), and 228 random number values are assigned to the lottery results (without reach) that do not allow a reach effect to be executed (e.g., less than 15.0 seconds). In other words, in the illustrated example, if a jackpot is not won in the special symbol lottery, a reach effect will be executed with a probability of 22 / 250 (= 11 / 125). Here, the reach effect is an effect that is executed on the image display unit 114 when a special symbol changes. Hereinafter, an effect when a special symbol changes that does not allow a reach effect to be executed is referred to as a reach-free effect, and a effect when a special symbol changes that allows a reach effect to be executed is referred to as a reach-free effect.
[0214] Here, taking the reach-enabled state as an example, it is determined whether the reach random number value (see S1006) acquired upon winning in the first starting gate 121 matches the reach-enabled winning value "0 to 21" in FIG. 26(d). Although a detailed explanation will be omitted, the same applies to the special symbol lottery without a reach. Furthermore, the reach random number used in the special symbol lottery based on winning in the first starting gate 121 and the reach random number used in the special symbol lottery based on winning in the second starting gate 122 may have the same number of winning values or different numbers. Furthermore, the reach random number used in the special symbol lottery in the normal gaming state, the reach random number used in the special symbol lottery in the special time-saving gaming state, and the reach random number used in the special symbol lottery in the specific time-saving gaming state may have the same number of winning values or different numbers.
[0215] In many cases, when the special symbol changes, an effect using decorative symbols is performed on the image display unit 114 in conjunction with the display control of the first special symbol display unit 221 and the second special symbol display unit 222 (hereinafter, referred to as the special symbol displays 221 and 222 when there is no need to distinguish between them). The decorative symbols are, for example, three rows of symbols consisting of a sequence of numbers, for example, 1 to 9, written consecutively in a vertical direction. When the special symbol display units 221 and 222 start to display the special symbol changes, the decorative symbols displayed on the image display unit 114 start scrolling. Furthermore, when the special symbol is displayed as a static symbol after a predetermined time has elapsed since the start of the special symbol display changes (the start of the decorative symbol scrolling), the decorative symbols are also fixed and stopped. Generally, when the result of the special symbol lottery is a big win or a small win, the decorative symbols are displayed as three identical numbers lined up horizontally, vertically, or diagonally. The effect performed in conjunction with the display of the special symbol changes is called a dynamic effect. In the following, the variation effect that is executed based on the result of the special symbol lottery being a jackpot may be referred to as a jackpot variation effect. In the following, the variation effect that is executed based on the result of the special symbol lottery being a miss may be referred to as a miss variation effect.
[0216] In the reach effect, the following action is performed on the decorative symbols as a variable effect. First, before the decorative symbols scrolling vertically (horizontally) are fixed and stopped, any two symbols (number series) are temporarily stopped first. At this time, the same numbers are temporarily stopped in a horizontal (vertical) or diagonal line. To explain further, if the decorative symbols are scrolling vertically, the same numbers are temporarily stopped in a horizontal line. Next, the scrolling speed of the last row gradually slows down, giving the player a sense of anticipation that three identical numbers will line up in a straight line. After the last row temporarily stops, the three symbols will stop. Here, in the reach effect, an SP reach effect or an SPSP reach effect may be performed before the three symbols are fixed and stopped. The SP reach effect is generally called a super reach or a special reach, and is an effect that gives more hope for a jackpot than a reach effect, and is a moving image effect in which various characters appear and a story unfolds. The SPSP reach effect is generally called a super super reach or a special special reach, and is an effect that gives more hope for a jackpot than an SP reach effect, and is a moving image effect in which various characters appear and a story unfolds. In addition, a reach effect in which neither the SP reach effect nor the SPSP reach effect is performed may be referred to as a normal reach effect below. Furthermore, as shown in FIG. 27, which will be described later, in this embodiment, when the variable time is longer (for example, 90 seconds or 60 seconds), the SP reach effect or the SPSP reach effect is set to be executed. On the other hand, in the no-reach performance, the decorative symbols scrolling vertically (horizontally) are not fixed and stopped until they are fixed and stopped without any performance that gives the player a sense of expectation like the reach performance, and the symbols are fixed and stopped without the same numbers lining up in a straight line horizontally (vertically) or diagonally.
[0217] In this way, when the result of the judgment of the jackpot random number is a miss, the reach random number determines whether to perform a reach effect in which the reach effect is an executable variation pattern on the image display unit 114, or to perform a reach-free effect in which the reach effect is not an executable variation pattern. Also, the reach random number changes the execution rate of the reach effect according to the number of reserved balls, thereby enabling efficient game progress while giving the player an appropriate sense of expectation. In addition, when a big win is won, a reach effect is performed, and the decorative symbols can be fixed and stopped in a state where the same numbers are lined up in a horizontal (vertical) or diagonal straight line. On the other hand, when a small win or a loss occurs, a reach effect is performed, and the decorative symbols are fixed and stopped in a state where the same numbers are not lined up in the straight line.
[0218] Next, the determination of the winning random number used in the normal symbol lottery will be described. Referring to Figure 26(e), the range of random number values is 10, from 0 to 9, with one value assigned as the winning value when the time-saving flag is OFF, and nine values assigned as the winning value when the time-saving flag is ON. Therefore, when a gaming ball passes through gate 124 in the non-time-saving state and a normal symbol lottery is held, there is a 1 / 10 probability of winning. In contrast, when a gaming ball passes through gate 124 in the time-saving state and a normal symbol lottery is held, there is a 9 / 10 probability of winning.
[0219] Here, taking the time-saving flag OFF as an example, it is determined whether the winning random number value (see S1105) obtained in response to the passage of the game ball through the gate 124, the first start port 121, or the second start port 122 matches the winning value "0" when the time-saving flag is OFF in Fig. 26(e). Although a detailed explanation is omitted, the same applies to the normal symbol lottery when the time-saving flag is ON.
[0220] Although not shown, it is possible to set a plurality of winning options with different contents of the auxiliary game (opening patterns of the electric tulips 123) to be played when a winning is determined in the normal symbol lottery. In this case, for example, a winning symbol random number for specifying the type of winning in the normal symbol lottery is set in the same way as the jackpot symbol random number (see FIG. 26(b)) that specifies the type of jackpot in the special symbol lottery. Then, the game control unit 200 acquires the random number value of the winning symbol random number together with the random number value of the winning random number in the gate switch process (see FIG. 11) by the random number acquisition unit 231, and specifies the type of winning based on the acquired random number value by the normal symbol determination unit 232. It should be noted that the range of random numbers, the percentage of winning values, and the values of winning values shown in the configuration example of each random number in FIG. 26 are merely examples and are not limited to the values shown.
[0221] [Example of setting a fluctuation pattern] Next, an example of the setting of the fluctuation patterns and tables used in the fluctuation pattern selection process shown in FIG. 15 will be described. Figure 27 is a diagram showing an example of setting the fluctuation pattern and table used in the fluctuation pattern selection process shown in Figure 15. In addition, Figure 27 shows a setting example when the fluctuation of the special symbol is performed based on winning into the first start port 121 in the normal game state.
[0222] As shown in FIG. 27, when the result of the special symbol lottery is a jackpot (Yes in S1502 in FIG. 15), the special symbol variation control unit 233 determines a variation pattern based on the jackpot symbol and the variation pattern random number. Specifically, the special symbol variation control unit 233 determines a variation pattern based on whether the variation pattern random number value (see S1006) acquired together with the jackpot random number value by the random number acquisition unit 231 matches any of the variation pattern random number values assigned to each jackpot symbol. For example, if the jackpot symbol is a "jackpot symbol C" and the variation pattern random number is "51," this matches the variation pattern random number range "50 to 69" assigned to the "jackpot symbol C" in FIG. 27, so "PB3" is selected as the variation pattern. The special symbol variation time for this "PB3" is "90.18 seconds."
[0223] Furthermore, when the determination result of the special symbol lottery is a miss (when both S1502 and S1504 in Fig. 15 are No), the special symbol variation control unit 233 determines a variation pattern based on the reserved number U1 of the first special symbol lottery, the reach random number, and the variation pattern random number. Specifically, when the reserved number U1 of the first special symbol lottery is "1", the special symbol variation control unit 233 determines whether the reach random number value (see S1006) acquired together with the jackpot random number value by the random number acquisition unit 231 is allocated to the reach random number range "0 to 21" allocated to the reserved number "1" of "miss" in Fig. 26, or to the reach random number range "22 to 249". Then, if the acquired reach random number is included in the reach random number range "0 to 21", the fluctuation pattern is determined based on whether the fluctuation pattern random number value (see S1003) acquired together with the jackpot random number value by the random number acquisition unit 231 matches any of the fluctuation pattern random number values assigned to the reach random number range "0 to 21". For example, if the fluctuation pattern random number is "51", it matches the fluctuation pattern random number range "50 to 69", so "PR8" is selected as the fluctuation pattern.
[0224] Figure 28 is a diagram showing an example of the setting of the variation pattern and table used in the variation pattern selection process. In addition, Figure 28 shows a setting example when the variation of the special symbol is performed based on the winning of the second starting hole in the normal game state. In the table shown in Figure 28, variation patterns are provided according to the determination result of the special symbol lottery and the variation pattern random number. More specifically, variation patterns are provided in which the "determination result" corresponds to "big win," "small win," and "miss." In the table shown in FIG. 28, a variation pattern in which "time" is "7.00" is provided for "jackpot pattern D". Also, a variation pattern in which "time" is "7.01" is provided for "jackpot pattern E". Also, a variation pattern in which "time" is "6.00" is provided for "small prize pattern A". Also, a variation pattern in which "time" is "6.01" is provided for "small prize pattern B". Also, a variation pattern in which "time" is "6.02" is provided for "small prize pattern C". Also, a variation pattern in which "time" is "0.50" is provided for "miss".
[0225] In this table, a winning value in the reach random number is not assigned to "miss." Therefore, in the case of a special symbol variation in which the lottery result based on winning the second start slot 122 in the normal game state is a miss, a reach is not performed.
[0226] Figure 29 is a diagram showing an example of the setting of the variation pattern and table used in the variation pattern selection process. In addition, Figure 29 shows a setting example when the variation of the special symbol is performed based on the winning of the second start port 122 in the special time-saving game state. In the table shown in FIG. 29, fluctuation patterns are provided according to the determination result of the special symbol lottery, the reserved number U2 of the second special symbol lottery, the reach random number, and the fluctuation pattern random number. In the table shown in FIG. 29, a fluctuation pattern in which the "time" is "2.50" and "4.00" is provided for "no reach" when the "reserved number" is "1". The "time" of "2.50" and "4.00" is shorter than the "time" of "8.00", "10.00", and "11.00" of the "fluctuation pattern" in which the "reserved number" is "1" and the "no reach" is provided in the table shown in FIG. 27. Also, in the table shown in FIG. 29, a fluctuation pattern in which the "time" is "2.00", "4.00", and "4.01" is provided for "no reach" when the "reserved number" is "2 to 3". The "time" of "2.00", "4.00", and "4.01" is shorter than the "time" of "6.80" and "10.00" of the "fluctuation pattern" in which the "reserved number" is "2 to 3" and the "no reach" is provided in the table shown in FIG. 27. In addition, in the table shown in Fig. 29, a fluctuation pattern in which "time" is "1.50" and "4.00" is provided as "no reach" when the "reserved number" is "4". The "time" of these "1.50" and "4.00" is shorter than the "time" of "4.60" and "10.00" of the "fluctuation pattern" provided as "no reach" when the "reserved number" is "4" in the table shown in Fig. 27.
[0227] Figure 30 is a diagram showing an example of the setting of the variation pattern and table used in the variation pattern selection process. In addition, Figure 30 shows a setting example when the variation of the special symbol is performed based on the winning of the first start port 121 in the special time-saving game state. In the table shown in Figure 30, a variation pattern is provided according to the judgment result of the special symbol lottery, the reserved number U1 of the first special symbol lottery, and the variation pattern random number. In this table, a winning value in the reach random number is not assigned to a "variation pattern" in which the "judgment result" is "miss." Therefore, if the lottery result of the special symbol lottery based on winning at the first start slot 121 in the special time-saving gaming state is a miss, a reach is not performed in the special symbol variation. In the table shown in Fig. 30, a variation pattern is provided in which the "reserved number" is "1 to 4" and the "time" is "14.00". The "time" of this variation pattern is longer than any of the "times" of the "variation patterns" provided as "no reach" in the table shown in Fig. 29. In other words, when the result of the special symbol lottery in the special time-saving gaming state is "miss" and "no reach", the variation time of the special symbol variation based on winning at the second start port 122 is shorter than the variation time of the special symbol variation based on winning at the first start port 121.
[0228] The game control unit 200 determines a table to be used for selecting a variation pattern of the special symbol based on whether the gaming ball has entered the first start slot 121 or the second start slot 122 and the game status of the pachinko gaming machine 100. Then, as described above, the variation pattern of the special symbol is determined based on the variation pattern random number value (see S1006 and S1016 in FIG. 10) obtained when the gaming ball has entered the first start slot 121 or the second start slot 122, the presence or absence of a reach effect, the number of reserved balls, and other conditions. Then, information on the determined variation pattern of the special symbol is included in a variation start command and sent from the game control unit 200 to the performance control unit 300. As will be described later, the performance control unit 300 selects and executes, as the performance when the special symbol varies, a performance corresponding to (executable within) a variation time specified based on the variation pattern information included in the variation start command.
[0229] [Configuration of RAM in the game control unit and RAM in the performance control unit for performing preview performance based on advance judgment] Next, the configurations of the RAM 203 of the game control unit 200 and the RAM 303 of the presentation control unit 300 in this embodiment for executing the advance notice presentation based on the advance determination will be described. Fig. 31 is a block diagram illustrating an example of the configuration of the RAM 203 (see Fig. 4) of the game control unit 200 according to this embodiment. Fig. 31(a) is a block diagram showing the configuration of the memory area 204, and Fig. 31(b) is a block diagram showing the configuration of each of the memory units shown in Fig. 31(a).
[0230] As shown in Figure 31 (a), RAM 203 has a memory area 204 as a special symbol reservation memory area that stores the jackpot random number acquired by the jackpot random number lottery. This memory area 204 has eight memory sections corresponding to the maximum number of reserved numbers for first start opening 121 and second start opening 122 (when the upper limit of each reserved number is 4). Specifically, memory area 204 has a first memory section 204a, a second memory section 204b, a third memory section 204c, a fourth memory section 204d, a fifth memory section 204e, a sixth memory section 204f, a seventh memory section 204g, and an eighth memory section 204h.
[0231] 31(b), each of these storage units 204a to 204h has an area for storing information indicating which start port (first start port 121 or second start port 122) has been won, an area for storing the acquired jackpot random number, an area for storing a symbol random number, an area for storing a reach random number, and an area for storing a variation pattern random number. That is, each of the storage units 204a to 204h stores the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number.
[0232] Here, each random number is stored in order starting from the first storage unit 204a. More specifically, for example, when a random number is not stored in any of the first storage unit 204a to the eighth storage unit 204h, the acquired random number is stored in the first storage unit 204a. Also, for example, when random numbers are already stored in the first storage unit 204a to the fourth storage unit 204d, the acquired random number is stored in the fifth storage unit 204e.
[0233] When the reserved numbers (reserved numbers U1, U2) are subtracted in the special symbol processing shown in FIG. 13 (S1306, S1308), the random numbers stored in the first storage unit 204a to the eighth storage unit 204h are shifted to the previous storage area 204. The RAM 203 may be provided with a random number storage area for storing random numbers used in the jackpot determination processing (S1311). In this case, the random numbers stored in the first storage unit 204a are shifted to the random number storage area in response to the subtraction of the reserved numbers. At this time, the random numbers already stored in the random number storage area, i.e., the random numbers used in the previous jackpot determination processing (the previous variable display of the special symbol), are erased (overwritten). However, the timing for erasing the random numbers stored in the random number storage area is not limited to the subtraction of the reserved numbers. When a special symbol lottery is executed in the jackpot determination processing, the random numbers used in the special symbol lottery (the random numbers stored in the random number storage area) may be erased.
[0234] Fig. 32 is a block diagram illustrating an example of the configuration of RAM 303 (see Fig. 4) of performance control unit 300 according to this embodiment. Fig. 32(a) is a block diagram showing the configuration of reserved memory areas 305 and 306, and Fig. 32(b) is a block diagram showing the configuration of each of the memory units shown in Fig. 32(a). As shown in FIG. 32(a), RAM 303 includes a first reserved memory area 305 and a second reserved memory area 306 as reserved status memory areas that store the status of reserved balls. The first reserved memory area 305 and the second reserved memory area 306 correspond to the reserved balls for winning the first starting hole 121 and the reserved balls for winning the second starting hole 122, respectively, and each has four memory sections. Specifically, the first reserved memory area 305 includes a first memory section 305a, a second memory section 305b, a third memory section 305c, and a fourth memory section 305d. The second reserved memory area 306 includes a first memory section 306a, a second memory section 306b, a third memory section 306c, and a fourth memory section 306d.
[0235] As shown in FIG. 32(b), each of the storage units 305a-305d and 306a-306d has a reserve flag storage area for turning a reserve flag on and off and a notification flag storage area for turning a notification flag on and off. The reserve flag is a flag for identifying whether or not there are reserved balls in each of the storage units 305a-305d and 306a-306d. For example, if the number of reserved balls due to winning in the first starting hole 121 is three, the reserve flags are turned on in the three reserve flag storage areas of the first to third storage units 305a, 305b, and 305c. The notification flag is a flag for setting whether or not to perform a notice effect based on the results of a preliminary determination for each reserved ball. In the pachinko gaming machine 100 of this embodiment, the effect control unit 300 can set whether or not to perform a notice effect based on the results of a preliminary determination depending on the game status and the situation of the effect. Therefore, when a notice performance is performed, the notification flag is turned ON, and when a notice performance is not performed, the notification flag is turned OFF. For example, when a notice performance is performed for the third reserved ball among the three reserved balls, the notification flag is turned ON in the notification flag storage area of the third storage unit 305c.
[0236] In addition, although not specifically shown, the RAM 203 also has an area (hereinafter, "pre-determination information storage area") for storing pre-determination information, separate from the configuration shown in FIG. 31(a). The pre-determination information is information obtained by the pre-determination process (see S1007 and S1017 in FIG. 10) based on the above-mentioned random numbers. The content of the pre-determination information is similar to the information obtained as various determination results in the special symbol process (see FIG. 13). Specifically, the content of the pre-determination information is information indicating whether or not a jackpot has been achieved (and whether or not a small jackpot has been achieved), the type of jackpot if a jackpot has been achieved, whether the fluctuation pattern (fluctuation time) is long enough to execute a reach effect, and the details of the fluctuation pattern. The pre-determination information stored in the pre-determination information storage area is included in a pre-determination result command and sent from the game control unit 200 to the effect control unit 300, either together with information (hereinafter, "reserved information") related to the winning ball (reserved ball) for which the pre-determination process was performed, or separately from this reserved information, at a unique timing.
[0237] [Preliminary Determination Processing] Next, the preliminary determination process (see S1007 and S1017 in FIG. 10) will be described in detail. In the preliminary determination process in this embodiment, the game control unit 200 performs preliminary determination as follows using a random number table similar to the example of random number configuration described with reference to FIGS.
[0238] FIG. 33 is a flowchart showing the contents of the preliminary determination process (S1007 and S1017 in FIG. 10) according to this embodiment. As shown in FIG. 33, the game control unit 200 first refers to the game status (S3301), selects a table corresponding to the current game status of the pachinko game machine 100, and performs a preliminary determination of the jackpot random number and jackpot pattern random number (S3302). Next, the game control unit 200 selects a table according to the current gaming state of the pachinko gaming machine 100 and performs a preliminary determination of the reach random number (S3303). Furthermore, it selects a table according to the current gaming state and performs a preliminary determination of the fluctuation pattern random number (S3304). Although not shown in the figures, in S3302, S3303 and S3304, a dedicated table is selected depending on whether the advance judgment process is based on winning at the first starting port 121 or the second starting port 122.
[0239] Next, the game control unit 200 selects a pre-determination pattern according to the results of the pre-determinations in S3302, S3303, and S3304 (S3305). After that, the game control unit 200 stores the result of the preliminary determination of the jackpot random number, the result of the preliminary determination of the jackpot pattern random number, the result of the preliminary determination of the reach random number, the result of the preliminary determination of the variation pattern, and the preliminary determination pattern obtained as described above in the preliminary determination information storage area as preliminary determination information (S3306).Furthermore, in order to transmit the preliminary determination information to the performance control unit 300, a preliminary determination result command including the preliminary determination information is set in the RAM 203 (S3307).
[0240] Here, the above-mentioned preliminary determination is performed using a random number value (see S1006 and S1016 in FIG. 10) obtained in response to the entry of a gaming ball into the first start hole 121 and the second start hole 122, and a determination table having the same configuration as the determination table (see FIG. 26) used in the jackpot determination process. That is, the determination itself after selecting the determination table to be used is the same as the determination in the jackpot determination process (see S1401 in FIG. 14). Therefore, in this embodiment, a subroutine (see S1311 in FIG. 13 and FIG. 14) of the jackpot determination process used in the special symbol process (see FIG. 13) is called, and the random number determination in the above-mentioned preliminary determination is performed.
[0241] By adopting such a configuration, in this embodiment, there is no need to prepare a processing function (subroutine) for determining random numbers separately from the jackpot determination process in order to determine the random numbers in the preliminary determination process. Therefore, the number of control instructions can be reduced, and an increase in the size of the program related to the jackpot determination process and the preliminary determination process can be suppressed. Furthermore, as described above, if the determination table used for the preliminary determination has the same configuration as the determination table used for the jackpot determination, the determination table used for the jackpot determination may also be used for the preliminary determination.
[0242] Although only the advance determination (whether or not a jackpot is determined) of the special symbol lottery has been described above, in this embodiment, the variation patterns for the variable display and stop display of the special symbol are also predicted (pre-determined). The variation pattern for the special symbol lottery is selected using the random number values for variation pattern selection (see S1006 and S1016 in FIG. 10) acquired in response to the entry of the game ball into the first start slot 121 and the second start slot 122 and the variation pattern table (see FIGS. 27 to 32) (see S1312 in FIG. 13 and FIG. 15). Therefore, in predicting the variation pattern, the variation pattern to be selected can be predicted using the random number values for variation pattern selection acquired at the time of winning and a predictive table having the same configuration as the variation pattern table used in the variation pattern selection process for the special symbol processing. In other words, a different predictive table can be used for each game state of the pachinko gaming machine 100. Also, different look-ahead tables can be used depending on whether the first start hole 121 or the second start hole 122 is won.
[0243] In this case, in order to look ahead at the variation pattern selected in the variation pattern selection process, the subroutine (see S1312 in FIG. 13 and FIG. 15) of the variation pattern selection process used in the special symbol process (see FIG. 13) can be called and used. Also, the variation pattern table used in the variation pattern selection process of the special symbol process may be used for the look-ahead table used to look ahead at the variation pattern selection. By configuring in this way, the number of control commands related to the look-ahead of the variation pattern selection can be reduced, and the increase in the size of the program can be suppressed.
[0244] If the preliminary determination process and the jackpot determination process when the special symbol changes are performed in the same subroutine using the same determination table group, the execution times of each process may differ, resulting in a difference between the preliminary determination result and the determination result of the jackpot determination process when the special symbol changes. This occurs when the game state of the pachinko gaming machine 100 (either the normal game state, the special time-limited game state, or the specific time-limited game state) changes between the execution of the preliminary determination process and the start of the special symbol change. In this case, different determination tables are used depending on the game state, so the specific determination tables used for the determination during the execution of the preliminary determination process and the execution of the jackpot determination process are different. Therefore, even if the same random number value obtained when the first start slot 121 and the second start slot 122 win is used, the preliminary determination result and the determination result of the jackpot determination process may differ. In such a case, if the game state changes after the execution of the preliminary judgment process and before the start of the special pattern variation, the performance control unit 300 may perform control such as prohibiting the execution of the performance based on the preliminary judgment result.
[0245] In accordance with the commands output from the game control unit 200 to the performance control unit 300 as described above, the performance control unit 300 controls, for example, the image display unit 114, the speaker 156, various lamps, etc. For example, when the performance control unit 300 receives a command indicating the start of a door opening error, the performance control unit 300 causes the image display unit 114 to display a message such as "Please call an attendant," an image indicating an abnormal condition, etc. Furthermore, the performance control unit 300 causes the speaker 156 to output an alarm indicating the abnormal condition, and restricts the output of music, voice, sound effects, etc. Furthermore, the performance control unit 300 causes various lamps to light up, for example, in red, to indicate an abnormal condition.
[0246] Additionally, although it has been described here that the performance control unit 300 notifies the occurrence of an error using all of the image display unit 114, the speaker 156, and various lamps, it may also be possible to use only some of these. Furthermore, the notification mode may be switched depending on the type of error. For example, when a door opening error occurs, it may be possible to use all of the image display unit 114, the speaker 156, and various lamps as described above. Furthermore, when a payout error occurs, the occurrence of an error is notified by the image display unit 114 and the speaker 156. This enables staff at a gaming establishment (pachinko parlor) to easily determine the urgency of an error that has occurred in a gaming machine.
[0247] [Example of setting a pre-determination pattern] Next, an example of setting the pre-determination patterns and tables used in the pre-determination process shown in FIG. 33 will be described. Fig. 34 is a diagram showing an example of setting the pre-determination pattern and table used in the pre-determination process shown in Fig. 33. Fig. 34 shows a setting example in which the special symbol is changed based on winning the first start slot 121 in the normal game state.
[0248] In the table shown in FIG. 34, "judgment result," "pattern," "reach random number," "variation pattern random number," "expected variation pattern," and "pre-judgment pattern" are associated with each other. The game control unit 200 determines the expected fluctuation pattern and the pre-determination pattern based on the pre-determination results of the jackpot random number and the jackpot pattern random number, the pre-determination results of the reach random number, and the pre-determination results of the fluctuation pattern random number.
[0249] Fig. 35 shows an example of the setting of the pre-determination pattern and the table used in the pre-determination process. Fig. 35 shows an example of the setting when the special symbol is changed based on the winning of the second start slot 122 in the special time-saving game state. In the table shown in FIG. 35, "judgment result," "pattern," "reach random number," "variation pattern random number," "expected variation pattern," and "pre-judgment pattern" are associated with each other.
[0250] [Operation of the production control unit] Next, the operation of the performance control unit 300 will be described. FIG. 36 is a flowchart showing the operation of the performance control unit 300. The operation of the performance control unit 300 consists of the main processing shown in Figure 36(a) and the interrupt processing shown in Figure 36(b). Referring to Figure 36(a), the performance control unit 300 first performs initial settings at startup (S3601), sets the cycle of the CTC (Counter / Timer Circuit) (S3602), and then accepts interrupt processing while updating the random numbers used in performance control according to the set cycle (S3603).
[0251] The interrupt process is performed periodically according to the cycle set in S3602. Referring to FIG. 36(b), in this interrupt process, the effect control unit 300 receives a command from the game control unit 200 and performs command reception process (S3611). In this command reception process, an effect content (effect pattern) is selected. The effect control unit 300 also performs specific time-saving related effect process (S3612) to execute an effect related to the specific time-saving game state. The effect control unit 300 also performs effect button process (S3613) to accept operation of the effect button 161 or the like by the player. Thereafter, the effect control unit 300 performs command transmission process (S3614) to transmit a command including information on the selected effect pattern to the image / sound control unit 310 and the lamp control unit 320. This results in effects such as image display and sound output on the image display unit 114, operation of the movable role object 115, and illumination of various lamps.
[0252] [Command reception processing by the production control unit] FIG. 37 is a flowchart showing the contents of the command reception process (S3611 in FIG. 36(b)). In this command reception process, the performance control unit 300 first determines whether a command has been received (S3701). If no command has been received (NO in S3701), the performance control unit 300 ends the command reception process.
[0253] On the other hand, when the performance control unit 300 receives any command (YES in S3701), it determines whether the received command is a preliminary determination result command or a reserved number increase command (S3702). The preliminary determination result command and the reserved number increase command are set in the game control unit 200 in the start port switch processing shown in Figure 10 (S1009, S1010, S1019, S1020) and are commands sent to the performance control unit 300 in the output processing (S911) shown in Figure 9. Then, if the performance control unit 300 determines that the received command is a pre-determination result command and a command to increase the number of reserved items (Yes in S3702), it adds 1 to the value of the number of reserved items stored in RAM 303 (S3703). Furthermore, the performance control unit 300 performs a pre-determination performance selection process based on the pre-determination result command and the hold number increase command (S3704). The details of the pre-determination performance selection process will be described later.
[0254] If the received command is neither a pre-determination result command nor a reserved number increase command (No in S3702), the performance control unit 300 determines whether the received command is a fluctuation start command (S3705). This fluctuation start command is set in the game control unit 200 in the special symbol processing shown in Figure 13 (S1314) and is a command sent to the performance control unit 300 in the output processing (S911) shown in Figure 9. If the received command is a fluctuation start command (Yes in S3705), the performance control unit 300 executes a performance selection process (S3706). Also, when a fluctuation start command is received, a random number value for performance control used in the performance selection process is acquired. This random number value is a random number value that is periodically updated in S3603 of the main process shown in Figure 36(a). The performance selection process will be described in detail later.
[0255] If the received command is not a fluctuation start command (No in S3705), the performance control unit 300 determines whether the received command is a fluctuation stop command (S3707). This fluctuation stop command is a command that was set in the game control unit 200 in the special symbol processing shown in Figure 13 (S1322) and sent to the performance control unit 300 in the output processing (S911) shown in Figure 9. If the received command is a fluctuation stop command (Yes in S3707), the performance control unit 300 executes a processing during the end of the fluctuation performance (S3708). In the processing during the end of the fluctuation performance, the performance control unit 300 analyzes the received fluctuation stop command and sets a fluctuation performance end command in RAM 303 to instruct the end of the performance of the pattern fluctuation.
[0256] If the received command is not a fluctuation stop command (No in S3707), the performance control unit 300 determines whether the received command is an opening command for starting the opening operation of the jackpot game (S3709). This opening command is the command that was set in the stop processing shown in Fig. 16 (S1612) and sent to the performance control unit 300 in the output processing (S911) shown in Fig. 9. If the received command is an opening command (Yes in S3709), the effect control unit 300 executes a big win effect selection process (S3710). The big win effect selection process will be described in detail later.
[0257] If the received command is not an opening command (No in S3709), the performance control unit 300 determines whether the received command is an ending command for starting the ending operation of the jackpot game (S3711). This ending command is set in the jackpot opening process shown in Fig. 19 (S1913) and is the command sent to the performance control unit 300 in the output process (S911) shown in Fig. 9. If the received command is an ending command (Yes in S3711), the rendering control unit 300 executes an ending rendering selection process (S3712). The details of the ending rendering selection process will be described later.
[0258] If the received command is not an ending command (No in S3711), then the performance control unit 300 determines whether the received command is a customer waiting command (S3713). If the received command is a customer waiting command (YES in S3713), the performance control unit 300 executes a customer waiting command reception process to transition to a customer waiting state (S3714). The customer waiting command reception process will be described in detail later.
[0259] If the received command is not a customer wait command (NO in S3713), the performance control unit 300 determines whether the received command is a power restoration command (S3715). If the received command is a power restoration command (YES in S3715), the performance control unit 300 performs a power restoration process (S3716). In this power restoration process, the performance control unit 300 determines whether or not a complete command has been received. If the performance control unit 300 has not received a complete command, it executes the initial operation of the movable prop 115, and if it has received a complete command, it does not execute the initial operation of the movable prop 115.
[0260] If the received command is not a power restoration command (NO in S3715), the performance control unit 300 determines whether the received command is a MY value command (S3717). If the received command is a MY value command (YES in S3717), the performance control unit 300 performs pre-activation notification processing (S3718). The pre-activation notification processing will be described later.
[0261] If the received command is not a MY value command (NO in S3717), the performance control unit 300 determines whether the received command is a complete standby command (S3719). If the received command is a complete standby command (YES in S3719), the performance control unit 300 performs a complete standby notification process (S3720). In this complete standby notification process, the performance control unit 300 transmits a complete standby command to the image / sound control unit 310 and the lamp control unit 320. The complete standby notification will be described later.
[0262] If the received command is not a complete standby command (NO in S3719), it means that the received command is a complete command. In this case, the performance control unit 300 performs complete operation notification processing (S3721). In this complete operation notification processing, the performance control unit 300 transmits a complete command to the image / sound control unit 310 and the lamp control unit 320. The complete operation notification will be described later.
[0263] FIG. 38 is a flowchart showing the contents of the pre-determination effect selection process (S3704) and the effect selection process (S3706) in FIG. In the pre-determination effect selection process, the effect control unit 300 first analyzes the pre-determination result command received from the game control unit 200 (S3801). Furthermore, the effect control unit 300 analyzes the hold number increase command received from the game control unit 200 (S3802). Then, the effect control unit 300 selects an effect pattern (pre-determination effect pattern) to be used in the pre-determination effect based on the pre-determination result command and the hold number increase command (S3803).
[0264] Here, various pre-determination effect patterns can be provided that foretell the result of the random number determination by the special symbol processing before the start of fluctuations based on the result of the random number determination by the special symbol processing. For example, effects such as a hold display effect and a continuous notice effect can be provided as pre-determination effect patterns. In this embodiment, when a reserved ball is generated, a display indicating the number of reserved balls is displayed on the first special symbol reserved display 218 and the second special symbol reserved display 219 of the display 130 (see FIG. 3), and a reserve display indicating the occurrence of a reserved ball and the number of reserved balls is displayed on the image display unit 114 (reserved display effect). Therefore, in this reserve display effect, by reflecting the pre-determination result in the display mode of the reserve display, a pre-determination effect can be provided that suggests to the player the result of the subsequent random number determination by the special symbol processing regarding the reserved ball.
[0265] Although the case where the hold display effect is used as the pre-determination effect has been described here, it is possible to perform a variety of advance notice effects by reflecting the hold display effect in the various effect contents that are performed before the start of fluctuations based on the random number determination result by the special symbol processing. For example, effects using effect images displayed on the image display unit 114, effects using the illumination of various lamps, effects using the operation of movable role objects, effects using audio output such as music and sound effects, etc. can be set as pre-determination effect patterns.
[0266] Furthermore, the pre-determination effect may be executed in conjunction with a pattern change for another winning ball that occurs before the pattern change for the winning ball (reserved ball) for which a pre-determination has been performed. In this embodiment, the number of reserved balls is limited to four per start port (first start port 121 or second start port 122) (see FIG. 10). Priority is given to consuming the reserved balls in the second start port 122. In this case, for example, if a pre-determination is performed for a reserved ball in the second start port 122, pattern changes will be performed for up to four winning balls, including the currently changing pattern (referred to as the relevant change), before the pattern change for that reserved ball is performed. In the preview effect for a reserved ball for which a pre-determination has been performed, if multiple pattern changes occur before the pattern change for that reserved ball, a preview effect (continuous preview effect) spanning those multiple pattern changes may be performed.
[0267] Then, the performance control unit 300 sets a hold number command containing the value of the hold number after the addition and information about the pre-determination performance pattern selected in the pre-determination performance selection process in RAM 303 (S3804). The hold number command contains information indicating the selected pre-determination performance pattern in order to notify CPU 311 of image / sound control unit 310 of the selected pattern. By receiving the hold number command, CPU 311 creates a display list or the like for causing VDP 314 to draw and output images and sounds corresponding to the selected pre-determination performance pattern. Based on the display list or the like, VDP 314 reads image data and sound data representing the selected pre-determination performance pattern from CGROM 315 and SNDROM 316, and displays the pre-determination performance using the image display unit 114 and speaker 156.
[0268] In the effect selection process, the effect control unit 300 first analyzes the received variation start command (S3811). It also subtracts 1 from the value of the reserved number stored in RAM 303 (S3812). Then, the effect control unit 300 selects a variation effect pattern for the pattern variation by the image to be displayed on the image display unit 114 based on various setting information (information such as the type of jackpot, the game status after the jackpot game, and the variation pattern) obtained from the analysis result of the variation start command (S3813). Note that after the variation effect pattern is selected, the value of the reserved number stored in RAM 303 may be subtracted by 1. In other words, the variation effect pattern may be selected in a state before the value of the reserved number stored in RAM 303 is subtracted by 1.
[0269] Finally, the performance control unit 300 sets a variable performance start command in RAM 303 that instructs the start of execution of the selected performance (S3814). The variable performance start command includes information indicating the selected variable performance pattern in order to notify the CPU 311 of the selected pattern. By receiving the variable performance start command, the CPU 311 creates a display list or the like for causing the VDP 314 to draw and output images and sounds corresponding to the selected variable performance pattern. Based on the display list or the like, the VDP 314 reads image data and sound data for representing the selected variable performance pattern from the CGROM 315 and the SNDROM 316, and displays the variable performance using the image display unit 114 and the speaker 156.
[0270] Although not described in detail, in the process of selecting a variation effect pattern for the symbol variation in S3813, a variation effect pattern is determined based on the variation pattern. Based on the variation effect pattern determined here, the variation display of the decorative symbol, the background effect, the notice effect, etc. are determined. The variation display of the decorative symbol is an effect display performed on the image display unit 114 in conjunction with the variation display of the special symbol performed on the first special symbol display device 221 or the second special symbol display device 222. In this variation display of the decorative symbol, a reach effect, etc. is executed. Note that, unlike the present embodiment, when multiple variation effect patterns are set for a variation pattern, a variation effect pattern may be selected by lottery using an effect random number (one of the random numbers updated in S3603 of FIG. 36(a), the effect random number value being obtained when the variation start command is received).
[0271] FIG. 39 is a flowchart showing the contents of the big win effect selection process (S3710) of FIG. In this jackpot effect selection process, the effect control unit 300 first analyzes the received opening command (including information about the type of jackpot symbol) (S3901) and selects an effect pattern (jackpot effect pattern) (S3902). Then, the effect control unit 300 reads from ROM 302 the image data and sound data used for the effects of the selected jackpot effect pattern, and sets this data along with a jackpot effect start command instructing the selected effect in RAM 303, thereby terminating the jackpot effect selection process (S3903). This determines the effects during a jackpot. Note that in the selection of the jackpot effect pattern (S3902), a determination may be made based on a random number value obtained when the command is received.
[0272] FIG. 40 is a flowchart showing the contents of the ending effect selection process (S3712) of FIG. In this ending effect selection process, the effect control unit 300 first analyzes the received ending command (including information about the type of jackpot symbol) (S4001) and selects an effect pattern (ending effect pattern) (S4002). The effect control unit 300 then reads from ROM 302 the image data and sound data used for the effect according to the selected ending effect pattern, and sets this data together with an ending effect start command that instructs the selected effect in RAM 303, thereby terminating the ending effect selection process (S4003). Note that in selecting the ending effect pattern (S4002), a determination may be made based on a random number value obtained when the command is received.
[0273] FIG. 41 is a flowchart showing the contents of the customer waiting command receiving process (S3713) of FIG. The performance control unit 300 determines whether or not a customer waiting command for transitioning to a customer waiting state has been received (S4101). If a customer waiting command has been received (Yes in S4101), the performance control unit 300 starts measuring the elapsed time (S4102) and turns on a measurement flag in RAM 303 (S4103). On the other hand, if the received command is not a customer waiting command (No in S4101), the performance control unit 300 determines whether or not the measurement flag stored in RAM 303 is on (S4104). If the measurement flag is off (No in S4104), the customer waiting command reception process ends.
[0274] If the measurement flag is ON (after Yes in S4104 or turning it ON in S4103), the performance control unit 300 then determines whether the measurement time has reached a predetermined time-out time (for example, 10 seconds) (S4105). If the time has not expired (No in S4105), the customer waiting command reception process ends. On the other hand, if the time has expired (Yes in S4105), the performance control unit 300 turns OFF the measurement flag stored in RAM 303 (S4106).
[0275] Next, the effect control unit 300 determines whether the current game state of the pachinko gaming machine 100 is a specific time-shortened game state (S4107). If it is a specific time-shortened game state (YES in S4107), the effect control unit 300 determines whether the first variable effect in the special time-shortened game state has not yet started (S4108). If it is not before the start of the first variable performance (NO in S4108), the performance control unit 300 sets a customer waiting performance command for performing the first customer waiting performance in the RAM 303 and ends the customer waiting command reception process (S4109). This causes the machine to be controlled to the customer waiting state. Furthermore, if the game is not in the specific time-saving game state (NO in S4107) or if the first variable effect in the specific time-saving game state has not yet started (YES in S4108), the effect control unit 300 sets a customer waiting effect command for performing a second customer waiting effect (demo effect) in RAM 303 and ends the customer waiting command reception process (S4110). This places the game in a customer waiting state. Furthermore, the second customer waiting effect is an effect that is different in type from the first customer waiting effect.
[0276] FIG. 42 is a flowchart showing the contents of the pre-operation notification process (S3718) of FIG. First, the performance control unit 300 notifies the MY remaining value (S4201). More specifically, the performance control unit 300 notifies the MY remaining value based on the MY value indicated in the MY value command. Next, the performance control unit 300 determines whether the pre-alarm conditions are met (S4202). In this embodiment, the pre-alarm condition is that the MY value has reached a specific value. The specific value is a value lower than the MY upper limit value. Also, in this embodiment, "90000" is set as the specific value. However, the specific value may be any value as long as it is lower than the MY upper limit value. If the pre-alarm conditions are not met (NO in S4202), the performance control unit 300 terminates the pre-activation alarm processing.
[0277] On the other hand, if the advance notification condition is met (YES in S4202), the performance control unit 300 performs advance notification (S4203). Advance notification is a notification in advance that the complete function will be activated when the complete function activation condition is met. Advance notification will be described later.
[0278] FIG. 43 is a flowchart showing the contents of the specific time-saving related effect processing (S3612) of FIG. 36(b). The presentation control unit 300 determines whether the current gaming state of the pachinko gaming machine 100 is the normal gaming state (S4301). If it is the normal gaming state (YES in S4301), the presentation control unit 300 determines whether it has been controlled from the specific time-shortened gaming state to the normal gaming state (S4302). If it has been controlled from the specific time-shortened gaming state to the normal gaming state (YES in S4302), the presentation control unit 300 ends the specific time-shortened gaming state related presentation processing. Furthermore, if it has not been controlled from the specific time-shortened gaming state to the normal gaming state (NO in S4302), the presentation control unit 300 determines whether a variable presentation is being executed (S4303). If a variable presentation is not being executed (NO in S4303), the specific time-shortened gaming state related presentation processing ends.
[0279] On the other hand, if a variation effect is in progress (YES in S4303), the effect control unit 300 determines whether RAM clearing was performed when the pachinko gaming machine 100 most recently returned from a power-off state (S4304). If RAM clearing was not performed (NO in S4304), the effect control unit 300 determines whether the number of times the decorative symbols have varied since the most recent return is equal to or greater than a first number (S4305). In this embodiment, the first number is 50 times. However, the first number may be any value. If the number of times the decorative symbols have varied is less than the first number (NO in S4305), the specific time-saving related effect processing is terminated. Note that the condition for the effect control unit 300 to determine that the number of times the decorative symbols have varied is equal to or greater than the first number may be that the first variation has ended or that the first variation has started. If the number of changes is equal to or greater than the first number (YES in S4305), the performance control unit 300 determines whether the number of changes of the decorative pattern after restoration is equal to or greater than the second number (S4306). The second number is a number of changes greater than the first number. In this embodiment, the second number is, for example, 101 times. However, the second number may be any value as long as it is a number of changes greater than the first number. Note that the performance control unit 300 may determine that the number of changes is equal to or greater than the second number when the second number of changes has ended or when the second number of changes has started. If the number of changes is less than the second number (NO in S4306), the performance control unit 300 determines whether the number of changes of the decorative pattern after the return is the third number (S4307). In this embodiment, the third number is 100. Note that the performance control unit 300 may determine that the number of changes is the third number as a condition that the third change has ended or that the third change has started.
[0280] If the number of times of change is not the third number (NO in S4307), the effect control unit 300 determines by lottery (for example, at a rate of 1 / 2) whether or not to execute a clear negation effect (S4308). The clear negation effect is an effect that indicates that RAM clear has not been executed. If it is determined that the clear negation effect will not be executed (NO in S4308), the specific time-saving related effect processing is terminated. If it is determined that a clear negation effect should be executed (YES in S4308), the effect control unit 300 executes a clear negation effect and a remaining number notification effect (S4309). The remaining number notification effect is an effect that notifies the player of the number of variable effects required to reach the specific time-shortened game state.
[0281] If the number of changes is the third number (YES in S4307), the performance control unit 300 determines whether or not the clear negation effect has been executed (S4310). If the clear negation effect has not been executed (NO in S4310), the performance control unit 300 executes the clear negation effect and the remaining number of times notification effect (S4311).
[0282] On the other hand, if RAM clearing was performed when the pachinko gaming machine 100 most recently returned from a power-off state (YES in S4304), the presentation control unit 300 determines whether or not the most recent reset of the number of fluctuations was a reset based on a jackpot (S2004 in FIG. 20) (S4312). If the reset was not based on a jackpot (NO in S4312), the presentation control unit 300 determines whether or not the number of fluctuations after the most recent return from a power-off state of the pachinko gaming machine 100 is the fourth number or more (S4313). The fourth number is a number of fluctuations greater than the first number. In this embodiment, the fourth number is 100. However, the fourth number may be any value as long as it is a number of fluctuations greater than the first number. If the number of fluctuations is less than the fourth number (NO in S4313), the specific time-saving related presentation processing is terminated. In addition, the performance control unit 300 may determine that the number of fluctuations is the fourth number or more as the condition that the fourth number of fluctuations has ended, or that the fourth number of fluctuations has started.
[0283] If the number of times of change is the fourth or more (YES in S4313) or if the most recent reset was a reset based on a jackpot (YES in S4312), the performance control unit 300 determines whether or not the remaining number of times notification performance has been executed (S4314). If the remaining number of times notification performance has not been executed (NO in S4314), the performance control unit 300 executes the remaining number of times notification performance (S4315). Furthermore, if S4306 is YES, if S4310 is YES, after S4309 is executed, after S4311 is executed, if S4314 is YES, or after S4315 is executed, the effect control unit 300 executes a remaining number update effect (S4316). The remaining number update effect is an effect that notifies the player of the updated number of variable effects required to enter the specific time-shortened gaming state.
[0284] On the other hand, if the game is not in the normal game state (NO in S4301), the effect control unit 300 determines whether the current game state of the pachinko gaming machine 100 is in the specific time-shortened game state (S4317). If the game is not in the specific time-shortened game state (NO in S4317), the specific time-shortened effect processing is terminated. If the specific time-shortened game state is active (YES in S4317), the presentation control unit 300 determines whether or not the first variable presentation in the specific time-shortened game state has yet to begin (S4318). If the first variable presentation has yet to begin (YES in S4318), the presentation control unit 300 determines whether or not there is a hold (S4319). If there is a hold (NO in S4319), the specific time-shortened related presentation processing is terminated. Also, if there is no reserved ball (YES in S4319), the performance control unit 300 starts a right hit notification (S4320). More specifically, the performance control unit 300 starts a notification to prompt the player to shoot the game ball toward the right side of the game area 111.
[0285] On the other hand, if the first variable effect in the specific time-saving game state has started (NO in S4318), the effect control unit 300 determines whether or not the right-hit notification has started (S4321). If the right-hit notification has started (NO in S4321), the specific time-saving related effect processing is terminated. If the right-hit notification has not yet started (YES in S4321), the effect control unit 300 starts the right-hit notification (S4322). Furthermore, the effect control unit 300 executes a specific time-shortened notification effect (S4323). The specific time-shortened notification effect is an effect that notifies the user that the pachinko gaming machine 100 is in a specific time-shortened gaming state.
[0286] FIG. 44 is a flowchart showing the contents of the effect button process (S3613 in FIG. 36(b)). In this effect button processing, the effect control unit 300 first determines whether or not an operation means such as the effect button 161 has been operated by the player during a predetermined acceptance period (a valid operation period, which will be described later) (S4401). Here, operation of an operation means includes when the effect button 161 is pressed so as to move from a non-operation position (a reference position) when not being operated to a predetermined position, thereby turning it ON, and when the center key or a surrounding key of the effect keys 162 is pressed, thereby turning it ON. In addition, if the pachinko gaming machine 100 is provided with an operation device other than the effect button 161 and the effect keys 162, such as a touch panel, this also includes detection of operation of that device. The effect control unit 300 receives operation signals from the controllers of these devices and detects that an operation has been performed. If the operation means such as the effect button 161 is not operated (No in S4401), the effect button processing ends.
[0287] Also, if an operating means such as the effect button 161 is operated (Yes in S4401), the effect control unit 300 sets an effect button command including information indicating the operation content of the operating means in RAM 303 and terminates the effect button processing (S4402).
[0288] 36(b) (S3614), and transmits the commands set in RAM 303 in the command reception process and performance button process to image / sound control unit 310 and lamp control unit 320. Then, based on the received commands, image / sound control unit 310 and lamp control unit 320 control the image display on image display unit 114, sound output, operation of movable prop 115, illumination of various lamps, etc., to execute the set performance.
[0289] [Information displayed on the information display in each gaming area] Next, the display information of the information display 230 in each game section will be described with reference to Figure 45. In the table of display information in Figure 45, the section counter value (type of game section), the number of outs during normal play, the data selection counter value, and the display content of the information display 230 are associated with each other. In the following, the current play area may be referred to as the first play area. The previous play area may be referred to as the second play area. The previous play area may be referred to as the third play area. The previous play area may be referred to as the fourth play area.
[0290] Here, the first game zone shown in Figure 45 starts when the power is turned on for the first time. The total number of outs set to 60,000 is a value that can roughly guarantee a day's operation of a pachinko machine that shoots 100 shots per minute. The normal base value is always displayed in two digits in the numeric segment. Also, if the number of outs during normal play is "0" or if the normal base value is 100 or more, "99." is displayed in the numeric segment.
[0291] The identification information displayed in the identification segment of the information display 230 includes "bL.", which indicates that it is the normal base value for the current play interval, "b1.", which indicates that it is the normal base value for the play interval one interval before, "b2.", which indicates that it is the normal base value for the play interval two intervals before, and "b3.", which indicates that it is the normal base value for the play interval three intervals before.
[0292] The numerical information displayed in the numerical segments of the information display 230 includes "--", which indicates that no normal base value has been calculated, "00", which indicates that the normal base value is "0" or the number of normal outs is "0", "01" to "99", which indicate that the number of normal outs is "1" or more and the normal base value is "1" to "99", and "99.", which indicates that the normal base value is "100" or more. Note that if the normal base value is less than "10", the tens digit of the numerical information will always be "0" and the information will be displayed in two digits.
[0293] The display mode of the numerical information displayed in the numerical segment does not change (it is displayed as a lit light) regardless of the play area or the number of outs during normal play, but the display mode of the identification information displayed in the identification segment changes (it is displayed as a flashing light or a lit light) depending on the play area, the number of outs during normal play, etc. (whether or not a calculated normal base value has been calculated and whether or not the calculated normal base value is reliable).
[0294] Specifically, in the first to fourth game zones, when displaying the identification information of a game zone that does not have a calculated normal base value, the identification information will be displayed in a blinking manner. Also, in the game zones from the second game zone onwards, when displaying the ide...
Claims
[Claim 1] a game control means capable of controlling the progress of the special game; a performance control means for controlling the performance, The game control means Determination information can be acquired based on the establishment of the start condition, A variable display of the pattern can be executed based on the determination information, The performance control means The performance mode can be controlled, A rainbow light emitting effect can be performed by making the light emitting means emit light in a specific light emitting color, The light emitting means is a first light-emitting means and a second light-emitting means provided on the operating means, the second light-emitting means being different from the first light-emitting means; A variable effect can be executed in which a plurality of rows of effect symbols are varied along a predetermined path in the display means in accordance with the variable display, The display means can execute an operation prompt display that prompts the user to operate the operation means, During the execution of the variable performance, a specific performance can be executed, During the execution of the variable performance, an emphasis image that emphasizes the specific performance can be displayed, In the performance mode in which the variable performance is displayed, There is a first presentation mode and a second presentation mode different from the first presentation mode, The enhanced image includes: a first emphasized image and a second emphasized image different from the first emphasized image; When the specific performance is executed during the execution of the variable performance in the first performance mode, at least the first emphasized image can be displayed, When the specific performance is executed during the execution of the variable performance in the second performance mode, at least the second emphasis image can be displayed, The rainbow light emitting effect can be executed at a first timing and a second timing different from the first timing during a variable effect in which the special game is executed or during the special game, The first timing and the second timing are during a variable performance in which the special game is executed or during the special game, The light emitting mode of the rainbow light emitting effect in the first light emitting means and the second light emitting means or the cycle of a specific light emitting color of the rainbow light emitting effect is made different between the first timing and the second timing, In accordance with the variable display in the first performance mode, a first variation in which the performance pattern varies along a first variation path can be executed; In accordance with the variable display in the second performance mode, a second variation in which the performance pattern varies along a second variation path different from the first variation path can be executed; In the variation performance, switching of the first variation path or the second variation path can be executed in response to a transition to the first performance mode or the second performance mode, In the variable performance, a predetermined performance that covers all or part of the display area of the display means can be executed in response to a transition to the first performance mode or the second performance mode, A gaming machine capable of restricting the execution of the specified effect during the period in which the operation prompt display is executed in the first variation.
Citation Information
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