gaming machines
The gaming machine improves marketability by dynamically displaying identification information with controlled transitions and effects, enhancing player engagement and simplifying control logic.
Patent Information
- Application Number
- JP2022066170
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-13
- Publication Date
- 2026-01-21
- Estimated Expiration
- 2042-04-13
AI Technical Summary
Existing gaming machines lack enhanced marketability through improved display effects and variable presentation of identification information to engage players effectively.
A gaming machine that executes variable display of identification information, including first and second identification information, with controlled transitions and effects such as crack precursor and fragment images, background image switching, and fade-in/fade-out displays, to create an advantageous game state for players.
Enhances player engagement and marketability by providing dynamic and unpredictable display effects that suggest higher chances of favorable game outcomes, maintaining player interest and simplifying control logic.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state for a player by executing variable display of specific identification information and deriving a specific display result as a result of the variable display of the specific identification information. [Background technology]
[0002] Among pachinko gaming machines, which are typified by gaming machines, there are those which perform variable display of multiple types of decorative identification information (decorative symbols) in response to variable display of specific identification information (special symbols) (see, for example, Patent Document 1). Furthermore, some conventional gaming machines are capable of executing a step-up effect in which the image displayed on the liquid crystal display device is gradually changed, in which the display screen of the liquid crystal device is likened to glass, and after displaying a crack (a glass plate as an image that portends cracking) on the display screen, multiple images of broken pieces are displayed as if the display screen has been broken (see, for example, Patent Document 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-86392 [Patent Document 2] Japanese Patent Publication No. 2020-127593 Summary of the Invention [Problem to be solved by the invention]
[0004] There was room for improving the marketability of gaming machines having the functions and configurations of Patent Documents 1 and 2.
[0005] The present invention has been devised in view of the above circumstances, and its object is to provide a gaming machine with improved marketability. [Means for solving the problem]
[0006] (A) A gaming machine that can execute variable display of identification information including first identification information and second identification information, and can be controlled to an advantageous state that is advantageous to a player, A predetermined effect can be executed that suggests that the game will be controlled to the advantageous state, The predetermined effect is an effect of displaying a crack precursor image and then displaying a fragment image corresponding to the crack precursor image, As a background image after the fragment image is displayed in the predetermined performance, any one of a plurality of background images including a first predetermined background image and a second predetermined background image which suggests that the probability of being controlled to the advantageous state is higher than that of the first predetermined background image can be displayed; Before displaying the fragment image in the predetermined effect, the object image in any one of a plurality of object image modes can be displayed; Depending on the aspect of the object image, it is possible to suggest which background image will be displayed after the fragment image is displayed in the predetermined effect, An effect image can be displayed in one mode before the object image is displayed, In the one aspect, there is a case where the object image is displayed after the effect image is displayed, and a case where the object image is not displayed. The effect image can be displayed in a predetermined pattern in which the effect image is displayed in the one aspect at a certain timing when the variable display is being executed, and then an effect image in a specific aspect different from the one aspect is displayed without displaying the object image, The effect image can be displayed in the one aspect at the one timing when the variable display is being executed, and thereafter the effect image can be displayed in a specific pattern in which an effect image in a specific aspect different from the one aspect is not displayed; The object image can be displayed after the effect image is displayed in the predetermined pattern, Among the multiple production modes In one rendering mode, a plurality of types of background images including a first background image and a second background image can be switched and displayed; When switching the background image from the first background image to the second background image, a background fade-out display is performed by gradually increasing the transparency of the first background image, and a background fade-in display is performed by gradually decreasing the transparency of the second background image, the region in which the identification information is variably displayed includes at least a first region and a second region; when starting the variable display of the identification information, starting the variable display of the first identification information in the first area and starting the variable display of the second identification information in the second area; a first identification information fade-out display can be performed by gradually increasing the transparency of the first identification information in the first area when variable display of the first identification information is started, and a second identification information fade-out display can be performed by gradually increasing the transparency of the second identification information in the second area when variable display of the second identification information is started, when terminating the variable display of the identification information, decelerating the variable display of the first identification information in the first area and decelerating the variable display of the second identification information in the second area; a first identification information fade-in display can be performed in which the transparency of the first identification information is gradually decreased in the first area when the variable display of the first identification information is slowed down, and a second identification information fade-in display can be performed in which the transparency of the second identification information is gradually decreased in the second area when the variable display of the second identification information is slowed down, At least one of the first identification information fade-out display and the second identification information fade-out display and the background fade-out display can be executed at a common time, a period during which the first identification information is faded out and a period during which the second identification information is faded out are the same; At least one of the first identification information fade-in display and the second identification information fade-in display and the background fade-in display can be executed at a common time, a period during which the first identification information fade-in display is performed and a period during which the second identification information fade-in display is performed are common to each other; an execution period of the background fade-out display is longer than an execution period of the first identification information fade-out display and the second identification information fade-out display; an execution period of the background fade-in display is longer than an execution period of the first identification information fade-in display and an execution period of the second identification information fade-in display; The game can be controlled to a plurality of game states including a predetermined state and a specific state in which the average length of the variable display period of the identification information is shorter than that of the predetermined state; The plurality of presentation modes include a first presentation mode in the predetermined state and a second presentation mode in the predetermined state, The length of the execution period of the fade-out display of the first identification information in the first presentation mode is different from the length of the execution period of the fade-out display of the first identification information in the second presentation mode; the identification information includes a character representation, As variable display of the identification information, a scroll action, a pre-start action in which the character display moves before the scroll action starts, a stop action when the scroll action stops, and a post-stop action in which the character display moves after the stop action can be executed, The character display mode is different between the action at the time of stop and the action after the stop. It is characterized by:
[0007] Furthermore, the present invention may have only the invention-specific matters set forth in the claims of the present invention, or may have the invention-specific matters set forth in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view showing a gaming machine according to a first embodiment. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] FIG. 10 is a diagram illustrating an example of a performance control command. [Figure 4] FIG. 2 is an explanatory diagram showing each random number. [Figure 5] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 6] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 7] FIG. 10 is an explanatory diagram of a fluctuation pattern. [Figure 8] FIG. 10 is an explanatory diagram of a fluctuation pattern determination table. [Figure 9] FIG. 2 is an explanatory diagram showing a game control data storage area. [Figure 10] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 11] 10 is a flowchart showing an example of a game control main process. [Figure 12] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 13] 10 is a flowchart illustrating an example of a special symbol process. [Figure 14] 10 is a flowchart showing an example of a start winning determination process. [Figure 15] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 16] 10 is a flowchart showing an example of a performance control main process. [Figure 17] 10 is a flowchart showing an example of a performance control process. [Figure 18] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 19] This is a diagram for explaining decorative patterns and small patterns. [Figure 20] (A1) and (A2) are figures showing the first presentation mode, (B1) and (B2) are figures showing the second presentation mode, (C1) and (C2) are figures showing the third presentation mode, and (D1) and (D2) are figures showing the fourth presentation mode. [Figure 21] (A1) and (A2) are diagrams showing the relationship between the variable display area and the decorative symbols in the first presentation mode, and (B1) and (B2) are diagrams showing the relationship between the variable display area and the decorative symbols in the second presentation mode. [Figure 22] (C1) and (C2) are diagrams showing the relationship between the variable display area and the decorative pattern in the third performance mode, (D1) and (D2) are diagrams showing the relationship between the variable display area and the decorative pattern in the fourth performance mode, and (E) is a diagram for explaining the variable display of the decorative pattern and the small pattern. [Figure 23] 1A is a diagram showing the decorative pattern change start action, (B) is a diagram showing the change stop action, and (C) is a diagram showing the loop action. [Figure 24] 10A is a diagram comparing various decorative pattern actions and periods of lamp light emission control, and FIG. 10B is a diagram showing an example of loop lamp light emission control. [Figure 25] (A1) to (A4) and (B1) to (B4) are diagrams illustrating an example of the operation of the hold display. [Figure 26] A diagram showing the flow of variable display of decorative patterns in the first presentation mode. [Figure 27] FIG. 27 is a diagram showing the flow of variable display of decorative patterns following FIG. 26. [Figure 28] A diagram showing the flow of variable display of decorative patterns in the second presentation mode. [Figure 29] FIG. 29 is a diagram showing the flow of variable display of decorative patterns following FIG. 28. [Figure 30] FIG. 29 is a diagram showing details of the flow of variable display of the decorative patterns in FIG. 28. [Figure 31] FIG. 10 is a diagram showing the flow of variable display of decorative patterns as Modification 1. [Figure 32] FIG. 32 is a diagram showing the flow of variable display of decorative patterns following FIG. 31. [Figure 33] A diagram showing the flow of variable display of decorative patterns in the third presentation mode. [Figure 34] FIG. 10 is a diagram for explaining how the decorative pattern appears. [Figure 35] A diagram showing the flow of variable display of decorative patterns in the fourth presentation mode. [Figure 36] FIG. 10 is a diagram showing the flow of the stopped display of decorative symbols in the first presentation mode (second presentation mode). [Figure 37] This is a diagram showing the flow of the stopped display of decorative symbols following Figure 36. [Figure 38] (A) to (G) are diagrams showing the flow of the stop display of decorative symbols when the number of reserved memories is three in the first presentation mode (second presentation mode). [Figure 39] 10A and 10B are diagrams showing the flow of the stopped display of decorative symbols in the fourth presentation mode (third presentation mode). [Figure 40] (A1) is a diagram showing a first background image, (A2) is a diagram showing a first predetermined background image, and (B) is a diagram explaining a change in background. [Figure 41] A diagram showing the flow of background changes in the first presentation mode. [Figure 42] This is a timing chart showing the flow of each part of the variable display in the first presentation mode. [Figure 43]This is a timing chart showing the flow of each part of the variable display in the second presentation mode. [Figure 44] This is a timing chart showing the flow of each part of the variable display in the third and fourth presentation modes. [Figure 45] (A) is a timing chart showing the state of each part at the start of variable display in the first presentation mode, (B) is the second presentation mode, and (C) is the third and fourth presentation modes. [Figure 46] FIG. 10 is a diagram showing an example of the operation of a customer waiting demo performance. [Figure 47] This figure shows an example of operation when a start winning occurs during a customer waiting demo performance. [Figure 48] A diagram showing the flow of pseudo-consecutive announcements. [Figure 49] (A) is a diagram showing an example of the pseudo consecutive number of times displayed and the pattern color, (B) is a diagram showing the types of pseudo consecutive number of times displayed and the pattern color, and (C) is a diagram showing the pseudo consecutive number of times display color determination table. [Figure 50] FIG. 10 is a diagram showing the flow of reach effects. [Figure 51] FIG. 51 is a diagram showing the flow of reach effects following FIG. 50. [Figure 52] 10A to 10C are diagrams showing examples of the operation of each part in reach performance. [Figure 53] A diagram showing the flow of the SP reach presentation. [Figure 54] This is a diagram showing the flow of the SP reach presentation following Figure 53. [Figure 55] FIG. 10 is a diagram showing an example of the operation of each part in the SP reach performance. [Figure 56] (A1) to (A7) are diagrams showing a second modification of the present invention. [Figure 57] 10(A) to 10(D) are diagrams showing a third modified example of the present invention. [Figure 58] 1 is a front view showing a gaming machine according to an embodiment. [Figure 59] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 60] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 61] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 62] FIG. 2 is an explanatory diagram showing a layer configuration. [Figure 63] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 64] FIG. 2 is an explanatory diagram showing each random number. [Figure 65] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 66] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 67] (A) is an explanatory diagram of the fluctuation pattern in the normal state, and (B) is an explanatory diagram of the fluctuation pattern in the time-saving state or the probability change state. [Figure 68] (A) to (F) are explanatory diagrams of the fluctuation pattern determination table. [Figure 69] FIG. 2 is an explanatory diagram showing a game control data storage area. [Figure 70] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 71] 10 is a flowchart showing an example of a game control main process. [Figure 72] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 73] 10 is a flowchart illustrating an example of a special symbol process. [Figure 74] 10 is a flowchart showing an example of a start winning determination process. [Figure 75] 10A is a flowchart showing an example of a process for determining a random number value when a prize is won, and FIG. 10B is a diagram showing variable categories. [Figure 76] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 77] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 78] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 79] A flowchart showing an example of a jackpot end process. [Figure 80] 10 is a flowchart showing an example of a performance control main process. [Figure 81] 10 is a flowchart showing an example of a performance control process. [Figure 82] An explanatory diagram of whether or not a hold display effect is executed and the determination ratio of the effect pattern. [Figure 83] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 84] 10A is a flowchart showing an example of a variable display start setting process, and FIG. 10B is an explanatory diagram of a ratio for determining whether or not to execute a continuous breaking effect in a normal state. [Figure 85] (A) is a flowchart showing an example of a dialogue preview effect setting process, (B) is an explanatory diagram of whether or not a dialogue preview effect is executed in the normal state and the effect pattern determination ratio, and (C) is an explanatory diagram of the effect pattern. [Figure 86] (A) is an explanatory diagram of whether or not a background change is performed and the presentation pattern determination ratio of the background change presentation, (B) is an explanatory diagram of whether or not a reach suggestion presentation is performed and the presentation pattern determination ratio, and (C) is an explanatory diagram of whether or not a cut-in presentation is performed and the presentation pattern determination ratio. [Figure 87] This is an explanatory diagram of the content of the effects that can be executed in the normal state and the effect patterns of the cracking effects. [Figure 88] This is an explanatory diagram of the content of the effects that can be executed in the normal state and the effect patterns of the cracking effects. [Figure 89] This is an explanatory diagram of the content of the effects that can be performed in the time-saving state and the special state, and the effect patterns of the break effect. [Figure 90] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 91] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 92] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 93] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 94] A diagram showing the flow of the presentation in Super Reach α. [Figure 95] A diagram showing the flow of the presentation in Super Reach α. [Figure 96] A diagram showing the flow of the presentation in Super Reach α. [Figure 97] A diagram showing the flow of the presentation in Super Reach β. [Figure 98] A diagram showing the flow of the presentation in Super Reach β. [Figure 99] A figure showing details of an example of the operation of the first continuous breaking effect. [Figure 100] A figure showing details of an example of the operation of the second consecutive breaking effect. [Figure 101] A figure showing details of an example of the operation of a dialogue preview performance. [Figure 102] A figure showing details of an example of the operation of background change presentation A. [Figure 103] A figure showing details of an example of the operation of background change presentation A. [Figure 104] A figure showing details of an example of the operation of background change presentation B. [Figure 105] A diagram showing details of some examples of the operation of pseudo consecutive performances. [Figure 106] A figure showing details of an example of the operation of a reach suggestion effect. [Figure 107] A figure showing details of an example of the operation of a reach suggestion effect. [Figure 108] A figure showing details of an example of the operation of a weak development effect. [Figure 109] A figure showing details of some example operations of strong development performance A. [Figure 110] A figure showing details of an example of the operation of strong development performance B. [Figure 111] A figure showing details of an example of the operation of strong development performance B. [Figure 112] FIG. 10 is a diagram showing details of an example of the operation of a cut-in effect. [Figure 113] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a jackpot. [Figure 114] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a jackpot. [Figure 115] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a miss. [Figure 116] This is an explanatory diagram for comparing the details of each effect. [Figure 117] This is an explanatory diagram for comparing the details of each effect. [Figure 118] This is a timing chart showing details of the first consecutive break effect and the second consecutive break effect. [Figure 119] 10 is a timing chart showing details of the dialogue preview performance. [Figure 120] 10 is a timing chart showing details of background change performance A. [Figure 121] 10 is a timing chart showing details of background change performance B. [Figure 122] This is a timing chart showing details of the pseudo consecutive effects. [Figure 123] This is a timing chart showing details of the reach suggestion effect. [Figure 124] This is a timing chart showing details of the weak development effect. [Figure 125] This is a timing chart showing details of strong development effect A. [Figure 126] This is a timing chart showing details of strong development effect B. [Figure 127] 10 is a timing chart showing details of a cut-in effect. [Figure 128] 10 is a timing chart showing details of the result notification presentation. [Figure 129] FIG. 10 is an explanatory diagram showing the speed change of the fragment images in each performance. [Figure 130] FIG. 10 is a diagram showing a crack pattern in a crack effect. [Figure 131] 10A to 10C are diagrams illustrating display examples of each crack pattern. [Figure 132] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern A. [Figure 133] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern B. [Figure 134] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern C. [Figure 135] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern D. [Figure 136] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern E. [Figure 137] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern F. [Figure 138] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern G. [Figure 139] (A) is a diagram showing a pseudo-continuous effect, and (B) is a diagram showing a fragment image displayed in a cut-in effect. [Figure 140] (A) shows the fragment image displayed in background change effect A, and (B) shows the fragment image displayed in strong development effect B. [Figure 141] FIG. 10 is a diagram showing a first modified example of the present invention. [Figure 142] FIG. 10 is a diagram showing a second modified example of the present invention. [Figure 143] FIG. 10 is a diagram showing a third modified example of the present invention. [Figure 144] FIG. 10 is a diagram showing a fourth modified example of the present invention. [Figure 145] FIG. 10 is a diagram showing a fifth modified example of the present invention. [Figure 146] FIG. 10 is a diagram showing a sixth modified example of the present invention. [Figure 147] FIG. 11 is a diagram showing a seventh modified example of the present invention. [Figure 148] FIG. 13 is a diagram showing an eighth modified example of the present invention. [Figure 149] FIG. 13 is a diagram showing a ninth modified example of the present invention. [Figure 150] FIG. 13 is a diagram showing a ninth modified example of the present invention. [Figure 151] FIG. 16 is a diagram showing a tenth modified example of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A gaming machine according to the present invention will be described below based on an embodiment.
[0010] [Form 1] (No.1) The gaming machine of type 1 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The size of the reduced identification information is smaller than that of the decorative identification information, and it is possible to variably display reduced identification information corresponding to each of the plurality of types of decorative identification information (for example, a part in which the performance control CPU 120 executes variably display of small symbols corresponding to decorative symbols), The variable display of the decoration identification information includes a moving display (e.g., a scrolling display, see FIG. 21 ) that moves the decoration identification information, The variable display of the reduced identification information is a switching display that switches to another reduced identification information without moving the reduced identification information (for example, a switching display; see FIG. 22(E)), In the variable display of the reduced identification information, one piece of decorative identification information is displayed in the variable display of the decorative identification information, and during the period until the display of the one piece of decorative identification information is completed, the reduced identification information can be switched multiple times (for example, during the period Ta2 from when one decorative pattern is displayed until the display of the decorative pattern is completed, the small patterns are switched to small patterns of losing combinations five times, and each small pattern is displayed for the period Ta1 (period Ta1<period Ta2). See FIG. 22(E)). The display result of the variable display of the decorative identification information is configured by a combination of the decorative identification information (for example, a combination of decorative patterns such as "111" and "326"); The display result of the variable display of the reduced symbol information is configured by a combination of the reduced symbol information (for example, a combination of small symbols such as "111" and "326"); When a non-specific combination, which is a combination of the decorative identification information corresponding to a non-specific display result other than the specific display result, is derived as a display result of the variable display of the decorative identification information, the reduced identification information is switched so that the combination of the reduced identification information corresponding to the non-specific combination does not become the combination of the reduced identification information corresponding to the non-specific combination before the display result of the variable display of the decorative identification information is derived (for example, when the performance control CPU 120 decides to statically display a fixed decorative pattern of a losing combination (e.g., "326"), this part switches the display so that the small pattern of the losing combination, which is the same as the decorative pattern, "326" is not displayed after starting the variable display of the decorative pattern and before statically displaying the fixed decorative pattern of the losing combination (e.g., "326"); see FIG. 22(E)). It is characterized by the following. According to this feature, when a non-specific combination is derived as the display result of the variable display of decorative identification information, the reduced identification information is switched before the display result of the variable display of decorative identification information is derived so that the combination of reduced identification information in the variable display of reduced identification information does not correspond to the non-specific combination.Therefore, it is not known in advance that a non-specific combination will be derived as the display result of the variable display of decorative identification information from the combination of reduced identification information in the variable display of reduced identification information, and a decrease in interest can be prevented.
[0011] [Form 2] (No.2) The gaming machine of type 2 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120), Light-emitting means (for example, a main lamp 9a, a frame lamp 9b, and a movable body lamp 9d), The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The display result of the variable display of the decorative identification information is formed by a combination of the decorative identification information that has stopped in the valid display area among the plurality of decorative identification information displayed in the display area (for example, a portion that results in a jackpot or a loss depending on a combination of decorative patterns such as "111" and "326" that have stopped and displayed in the stop positions of the decorative pattern display areas 5L, 5C, and 5R). When a non-specific combination, which is a combination of the decorative identification information corresponding to a non-specific display result other than the specific display result, is derived as a display result of the variable display of the decorative identification information, when the decorative identification information is stopped in the effective display area, the decorative identification information can be displayed in a manner in which it is enlarged from a normal size and then returned to the normal size (for example, a portion in which the performance control CPU 120 can execute a variable stop action when it temporarily stops and displays a decorative pattern in a variable display based on a miss variable pattern. See Figures 36 to 38, 42, and 43), When the decoration identification information to be stopped in the effective display area is enlarged and displayed, the decoration identification information that is not located in the effective display area is not enlarged and displayed (see Modification 3 of FIG. 57 ). During the variable display of the decorative identification information, predetermined light emission control is repeatedly performed to cause the light emitting means to emit light in a predetermined light emission mode for a predetermined light emission period, and the predetermined light emission control is also continuously performed when the decorative identification information to be stopped in the effective display area is enlarged and displayed (for example, even when the performance control CPU 120 is performing a variable stop action when temporarily stopping and displaying a decorative pattern, loop light emission control of the main lamp 9a, frame lamp 9b, and movable body lamp 9d is performed. See Figures 42 and 43). It is characterized by the following. According to this feature, when a non-specific combination of decoration identification information corresponding to a non-specific display result is derived as a display result of the variable display of decoration identification information, the decoration identification information stopped in the valid display area is temporarily enlarged to draw the player's attention to the decoration identification information stopped in the valid display area, and even when a non-specific combination that is meaningless to the player is derived, the player's gaze can be kept on the area where the decoration identification information is displayed. Furthermore, when the decoration identification information stopped in the valid display area is enlarged, decoration identification information that is not located in the valid display area is not enlarged, so the player's gaze can be focused on the decoration identification information stopped in the valid display area and the load on display control can be reduced. Furthermore, since the predetermined light-emission control continues even when the decoration identification information stopped in the valid display area is enlarged, the control of the light-emitting means can be simplified.
[0012] [Form 3-1](No.4-1) The gaming machine of type 3-1 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The variable display of the ornament identification information includes a front-moving display (e.g., a scrolling display) in which the ornament identification information is moved from the back side to the front side while increasing transparency, and then disappeared (see FIGS. 28 to 30 ). The ornament identification information includes a character image (e.g., character display section 002SG052) and a number image (e.g., number display section 002SG051), During the forward movement display of the decoration identification information, other decoration identification information located behind one decoration identification information becomes visible through the one decoration identification information, and the character images of the other decoration identification information are displayed while the number images are not displayed. After the one decoration identification information is erased, the number images of the other decoration identification information are displayed (for example, as shown in Figures 30(A) and (B), between being displayed in frame-in in the decoration pattern display areas 5L, 5C, and 5R and being displayed out of frame, (For example, a decorative pattern (for example, decorative pattern "3") located behind the decorative pattern "2" so as to overlap with the decorative pattern "2" may become visible through the decorative pattern "2". In this case, the character in the character display portion 002SG052 of the decorative pattern "3" is displayed, while the number ("3") in the number display portion 002SG051 becomes difficult to see (or is not displayed), and as shown in Figure 30(C), the decorative pattern "2" is erased and then the number ("3") in the number display portion 002SG051 of the decorative pattern "3" is displayed.) It is characterized by the following. According to this feature, when a front-moving display is performed in which decorative identification information is moved from the back side toward the front side while increasing its transparency and then erased, other decorative identification information located behind one decorative identification information can be seen through the first decorative identification information, but in this case, the character image of the other decorative identification information located behind is displayed while the number image is not displayed, and the first decorative identification information is erased before the number image of the other decorative identification information is displayed, so the number image of one decorative identification information and the number image of the other decorative identification information are not displayed overlapping each other, preventing the number image of the first decorative identification information located in the front side from becoming difficult to see.
[0013] [Form 3-2](No.4-2) The gaming machine of type 3-2 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The variable display of the ornament identification information includes a front-moving display (e.g., a scrolling display) in which the ornament identification information is moved from the front side to the back side while increasing in transparency, and then disappeared (see FIGS. 31 and 32). The ornament identification information includes a character image (e.g., character display section 002SG052) and a number image (e.g., number display section 002SG051), During the forward movement display of the decoration identification information, other decoration identification information located behind one decoration identification information becomes visible through the one decoration identification information, and the character image of the one decoration identification information is displayed while the number image is not displayed. After the other decoration identification information is erased, the number image of the one decoration identification information is displayed. (For example, as shown in Figures 31(G) and (H), in the scroll display, the decorative pattern moves in a curved manner from the front to the back. Therefore, between the time when the other decorative pattern (e.g., decorative pattern "2") is displayed in the frame-in display in decorative pattern display areas 5L, 5C, and 5R and the time when the other decorative pattern (e.g., decorative pattern "3") is displayed out of the frame, another decorative pattern (e.g., decorative pattern "2") located behind the one decorative pattern (e.g., decorative pattern "3") so as to partially overlap the one decorative pattern (e.g., decorative pattern "3") may become visible through the decorative pattern "3". At this time, the character in character display portion 002SG052 of decorative pattern "2" is displayed, while the number ("2") in number display portion 002SG051 becomes difficult to see (or is not displayed). Variation 1) It is characterized by the following. According to this feature, when a front-moving display is performed in which decorative identification information is moved from the front side toward the back side while increasing its transparency and then erased, other decorative identification information located behind one decorative identification information can be seen through the one decorative identification information, but in this case, the one decorative identification information located in the front side has its character image displayed while its number image is not displayed, and the other decorative identification information is erased before the number image of the one decorative identification information is displayed, so the number image of the other decorative identification information and the number image of the one decorative identification information do not overlap and this prevents the number image of the other decorative identification information located behind from becoming difficult to see.
[0014] [Form 4](No.5) The gaming machine of type 5 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120), Light-emitting means (for example, a main lamp 9a, a frame lamp 9b, and a movable body lamp 9d), The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The variable display of the ornament identification information includes a rotation display that rotates the ornament identification information to alternately display the front and back sides of the ornament identification information (see Figures 33 and 34 ); The decoration identification information is semi-transparent during the rotating display, and becomes opaque when the rotating display stops (see FIGS. 33 and 34). The decoration identification information includes a number image (e.g., number display unit 002SG051), During the rotation display, the number image on the front side of the decorative identification information that is in a semi-transparent state is displayed, while the number image on the back side is not displayed (see FIG. 34 ). During the execution of the variable display of the decorative identification information, a predetermined light emission control is repeatedly performed to cause the light emitting means to emit light in a predetermined light emission mode for a predetermined light emission period, and the predetermined light emission control is continuously performed even during the rotation display (for example, even when the variable display of the decorative pattern is being executed in a high base state, a light emission pattern of white, blue, and yellow may be repeatedly executed in this order based on the loop light emission control (see Figure 24(B)) corresponding to the background pattern. Modified example. See Figure 44). It is characterized by the following. According to this feature, when the decorative identification information is rotated to repeatedly display the front and back sides of the decorative identification information, the decorative identification information becomes semi-transparent, so that not only the front side but also the back side of the decorative identification information can be seen through the display. In this case, the number images on the front side of the decorative identification information are displayed, but the number images on the back side are not displayed, so the number images on the front side and the number images on the back side of the decorative identification information do not overlap, preventing the number images on the front side from becoming difficult to see. In addition, since the predetermined light emission control is continued even during the rotation display, the control of the light emitting means can be simplified.
[0015] [Form 5](No.6) The gaming machine of type 5 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The area in which the decorative identification information is displayed includes a first area (e.g., a left decorative pattern display area 5L), a second area (e.g., a right decorative pattern display area 5R), and a third area (e.g., a middle decorative pattern display area 5C) located between the first area and the second area, When the specific display result is derived, after a ready-to-win state is reached in which the decoration identification information of the same type is temporarily stopped in the first area and the second area, a specific combination (for example, a predetermined jackpot combination) is reached in which the decoration identification information of the same type as the decoration identification information forming the ready-to-win state stops in the third area, When the reach state is reached, a reach line suggestion effect can be executed in which a reach line suggestion image (for example, a reach line effect display 002SG250) is displayed so as to be superimposed on the decoration identification information temporarily stopped in the first area and the second area and the decoration identification information being variably displayed in the third area, and then erased (for example, a portion in which the effect control CPU 120 can execute the reach line suggestion effect); After the reach state is reached, the decorative identification information being variably displayed in the third area is made to be transparent at a first transparency (for example, a first transparency F1) until the reach line suggestion performance is executed, and after the reach line suggestion performance is executed, the decorative identification information being variably displayed in the third area is made to be transparent at a second transparency (for example, a second transparency F2) that is lower than the first transparency (see FIG. 52 ); After the reach line suggestion performance is executed, the timing at which the decoration identification information being variably displayed in the third area is set to the second transparency is the timing at which the reach line suggestion image is erased from the third area (for example, after the reach line effect display 002SG250 is executed, the timing at which the transmittance (transparency) of the decorative pattern being variably displayed in the middle decorative pattern display area 5C is set to the second transmittance F2 which is lower than the first transmittance F1 before the reach line effect display 002SG250 is executed is the timing at which the reach line effect display 002SG250 is erased from the middle decorative pattern display area 5C. See Figures 50 to 52). It is characterized by the following. According to this feature, when a reach state is reached, a reach line suggestion image is displayed so as to be superimposed on the decorative identification information stopped in the first area and the second area and the decorative identification information being variably displayed in the third area, and at the time the reach line suggestion image is erased from the third area, the decorative identification information being variably displayed in the third area becomes a second transparency lower than the first transparency, so that the decorative identification information being variably displayed in the third area does not interfere with the reach line suggestion image.
[0016] [Form 6](No.7) The gaming machine of type 6 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120), a light emitting means, The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The area in which the decorative identification information is displayed includes a first area (e.g., a left decorative pattern display area 5L), a second area (e.g., a right decorative pattern display area 5R), and a third area (e.g., a middle decorative pattern display area 5C) located between the first area and the second area, When the specific display result is derived, after a ready-to-win state is reached in which the decoration identification information of the same type is temporarily stopped in the first area and the second area, a specific combination (for example, a predetermined jackpot combination) is reached in which the decoration identification information of the same type as the decoration identification information forming the ready-to-win state stops in the third area, When in the reach state, a reach line suggestion image (for example, reach line effect display 002SG250) is displayed so as to overlap the decoration identification information temporarily stopped in the first area and the second area and the decoration identification information being variably displayed in the third area, and a reach line suggestion effect for erasing the image can be executed (for example, a part where the production control CPU 120 can execute the reach line suggestion effect). When executing the reach line suggestion effect, it is possible to execute an enlarged display for enlarging the decoration identification information temporarily stopped in the first area and the second area, and a separation display for separating the decoration identification information after executing the enlarged display (see FIGS. 50 to 52). The second period from the start to the end of the separation display is longer than the first period from the start to the end of the enlarged display (for example, the second period te1 from the start to the end of the separation display is longer than the first period td1 from the start to the end of the enlarged display (td1 < te1). See FIG. 52). The light emitting means includes specific light emitting means (for example, movable body lamp 9d) arranged around the display means. It is possible to execute a lighting-off control for turning off the specific light emitting means during the execution of the reach line suggestion effect (for example, a part for turning off the movable body lamps 9d of the movable bodies 32A and 32B arranged around (in the vicinity) of the display screen of the image display device 5 when changing the display mode of the reach line effect display 002SG250. See FIGS. 50(F) to (H)). It is characterized by the above. According to this feature, when in the reach state, a reach line suggestion image is displayed so as to overlap the decoration identification information stopped in the first area and the second area and the decoration identification information being variably displayed in the third area, and after the decoration identification information stopped in the first area and the second area is enlarged and displayed over the first period, it is separated and displayed over the second period longer than the first period, so that the decoration identification information forming the reach state can be recognized by the player. Further, by turning off the specific light emitting means around the display means, the reach line suggestion image can be made to stand out more.
[0017] [Form 7](No.8) The gaming machine of type 7 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120), a light emitting means, The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The area in which the decorative identification information is displayed includes a first area (e.g., a left decorative pattern display area 5L), a second area (e.g., a right decorative pattern display area 5R), and a third area (e.g., a middle decorative pattern display area 5C) located between the first area and the second area, When the specific display result is derived, after a ready-to-win state is reached in which the decoration identification information of the same type is temporarily stopped in the first area and the second area, a specific combination (for example, a predetermined jackpot combination) is reached in which the decoration identification information of the same type as the decoration identification information forming the ready-to-win state stops in the third area, When the reach state is reached, a reach line suggestion effect can be executed in which a reach line suggestion image (for example, a reach line effect display 002SG250) is displayed so as to be superimposed on the decoration identification information temporarily stopped in the first area and the second area and the decoration identification information being variably displayed in the third area, and then erased (for example, a portion in which the effect control CPU 120 can execute the reach line suggestion effect); The light emitting means includes a specific light emitting means (e.g., a movable lamp 9d) disposed around the display means, It is possible to execute a light-off control for turning off the specific light-emitting means while the reach line suggestion performance is being executed (for example, a part for turning off the movable body lamps 9d of the movable bodies 32A and 32B arranged on the periphery (nearby) of the display screen of the image display device 5 when the display mode of the reach line effect display 002SG250 is being changed. See Figures 50(F) to (H)). It is characterized by the following. According to this feature, when a reach state is reached, a reach line suggestion image is displayed so as to be superimposed on the decorative identification information stopped in the first and second areas and the decorative identification information being variably displayed in the third area, and by turning off specific light-emitting means around the display means, the reach line suggestion image can be made to stand out more.
[0018] [Form 8](No.9) The gaming machine of type 8 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120), Light-emitting means (e.g., main lamp 9a, frame lamp 9b), The game control means Execute the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), It is possible to control it into a normal state (for example, a low-probability, low-base state) and a special state (for example, a low-probability, high-base state or a high-probability, high-base state) in which variable display is more likely to be executed than in the normal state and the average variable display period is shorter, The performance control means It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), When the variable display of the decorative identification information is temporarily stopped in the normal state, a predetermined operation display control is repeatedly performed to operate the decorative identification information in a predetermined operation mode over a first period (for example, when the performance control CPU 120 temporarily stops and displays the decorative symbols at the stop positions of the decorative symbol display areas 5L, 5C, and 5R in the low base state, the loop action of the decorative symbols is repeatedly performed until the variable display of the special symbols is completed. See Figures 23(C), 42, and 43). When the variable display of the decorative identification information is temporarily stopped in the normal state, predetermined light emission control is repeatedly performed to cause the light emitting means to emit light in a predetermined light emission mode over a second period (for example, when the performance control CPU 120 temporarily stops and displays the decorative pattern at the stop position of the decorative pattern display area 5L, 5C, 5R in the low base state, the loop light emission control of the main lamp 9a, the frame lamp 9b, and the movable body lamp 9d is repeatedly performed. See Figures 24(B), 42, and 43). When the variable display of the decorative identification information is stopped in the special state, the predetermined operation display control is not performed (for example, when the performance control CPU 120 temporarily stops and displays the decorative symbols at the stop positions of the decorative symbol display areas 5L, 5C, and 5R in the high base state, the loop action of the decorative symbols is not executed. See FIG. 44). The second period is longer than the first period (for example, loop action period Tb3<loop light emission period Tb4. See FIG. 24(A)). It is characterized by the following. According to this feature, in the normal state, the predetermined action display control is repeatedly performed to prompt the player to change the display of the decorative identification information, while in the special state in which the variable display is likely to be performed, the variable display is not excessively prompted and the player feels annoyed. Furthermore, since the predetermined action display control is repeatedly performed at a shorter cycle than the predetermined light emission control, the decorative identification information can be suitably highlighted.
[0019] [Form 9](No.10) The gaming machine of type 9 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means Execute the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), It is possible to control it into a normal state (for example, a low-probability, low-base state) and a special state (for example, a low-probability, high-base state or a high-probability, high-base state) in which variable display is more likely to be executed than in the normal state and the average variable display period is shorter, Information relating to the variable display of special identification information that has not yet started can be stored as reserved memory information (for example, the part where the CPU 103 stores reserved information in a predetermined area of the RAM 102 and updates the reserved memory number in the start winning determination process of step S101), The performance control means It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The display result of the variable display of the decorative identification information is configured by the combination of the decorative identification information stopped in the valid display area (for example, the part where a jackpot or a loss occurs depending on the combination of decorative symbols such as "111" and "326" stopped and displayed at the stop positions of the decorative symbol display areas 5L, 5C, and 5R). In the normal state, when a non-specific combination, which is a combination of the decorative identification information corresponding to a non-specific display result other than the specific display result, is derived as a display result of the variable display of the decorative identification information, when the decorative identification information is stopped in the effective display area, the decorative identification information can be enlarged from the normal size and then returned to the normal size according to the number of reserved memories stored as the reserved memory information (for example, a part where a variable stop action can be executed when the performance control CPU 120 temporarily stops and displays a decorative pattern. See Figures 36 to 39), In the special state, when the non-specific combination is derived as a display result of the variable display of the decorative identification information, when the decorative identification information is stopped in the effective display area, the decorative identification information is maintained at a normal size regardless of the number of reserved memories stored as the reserved memory information (for example, in a high base state in which the average variable display period is short and the decorative pattern is difficult to see, if a variable display based on a shortened variable pattern is executed regardless of the number of reserved memories, a variable stop action is not executed and the size is maintained and the temporary stopped display is displayed. See Figures 39 and 44). It is characterized by the following. According to this feature, in the normal state, interest is enhanced by providing variations in the movement of the decorative identification information when it stops according to the number of reserved memories, while in the special state in which the average variable display period is short and the decorative identification information is difficult to see, the size is maintained while the decorative identification information is stopped so that its visibility is not impaired.
[0020] [Form 10](No.11) The gaming machine of type 10 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), In one presentation mode, a plurality of types of background images including a first background image and a second background image can be switched and displayed (for example, in the first presentation mode, a first background image 002SG081 (see FIG. 40(A1)) showing a daytime cityscape from afar and a first predetermined background image 002SG081A (see FIG. 40(A2)) showing a daytime cityscape can be switched and displayed as background images), When the background image is switched from the first background image to the second background image, a background fade-out display is executed in which the transparency of the first background image is gradually increased and then the image is erased, and a background fade-in display is executed in which the transparency of the second background image is gradually decreased while the background fade-out display of the first background image is being executed (for example, a portion in which a cross-fade display is executed in which a fade-out display period A1 of the first background image 002SG081 and a fade-in display period B1 of the first predetermined background image 002SG081A are synchronized; see FIG. 40 ); When variable display of the decorative identification information is started, an identification information fade-out display can be executed in which the transparency of the decorative identification information is gradually increased and the decorative identification information is erased (for example, a decorative pattern is gradually accelerated after the start of scrolling display to be displayed at high speed, and the transmittance (transparency) increases in proportion to the increase in speed, causing the decorative pattern to be faded out). When the variable display of the decorative identification information is terminated, an identification information fade-in display can be executed in which the transparency of the decorative identification information is gradually reduced (for example, when the timing for stopping the decorative pattern display areas 5L, 5C, and 5R approaches, the decorative pattern in the left decorative pattern display area 5L, the decorative pattern in the right decorative pattern display area 5R, and the decorative pattern in the center decorative pattern display area 5C are gradually decelerated and displayed at a slow speed in that order, and the transmittance (transparency) also decreases in proportion to the decrease in speed, and the fade-in display is performed). The period during which the background fade-out display is performed is longer than the period during which the identification information fade-out display is performed (for example, the fade-out display period A1 during which the first background image 002SG081 is faded out is longer than the fade-out display period A21 from when the decorative pattern display areas 5L, 5C, and 5R start to be scrolled until they are displayed at high speed (fade-out display period A1>fade-out display period A21). See Figures 42 and 43). It is characterized by the following. According to this feature, the shorter the fade-out display is performed, the more suddenly the impression is given that the display has disappeared. Therefore, if there is a possibility that the variable display of decorative identification information and the background change are performed at the same time, the fade-out display of identification information is performed in a shorter period of time than the fade-out display of the background, thereby drawing attention to the start of the variable display of decorative identification information.
[0021] [Form 11](No.12) The gaming machine of type 11 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), In one presentation mode, a plurality of types of background images including a first background image and a second background image can be switched and displayed (for example, in the first presentation mode, a first background image 002SG081 (see FIG. 40(A1)) showing a daytime cityscape from afar and a first predetermined background image 002SG081A (see FIG. 40(A2)) showing a daytime cityscape can be switched and displayed as background images), When the background image is switched from the first background image to the second background image, a background fade-out display is executed in which the transparency of the first background image is gradually increased and then the image is erased, and a background fade-in display is executed in which the transparency of the second background image is gradually decreased while the background fade-out display of the first background image is being executed (for example, a portion in which a cross-fade display is executed in which a fade-out display period A1 of the first background image 002SG081 and a fade-in display period B1 of the first predetermined background image 002SG081A are synchronized; see FIG. 40 ); When variable display of the decorative identification information is started, an identification information fade-out display can be executed in which the transparency of the decorative identification information is gradually increased and the decorative identification information is erased (for example, a decorative pattern is gradually accelerated after the start of scrolling display to be displayed at high speed, and the transmittance (transparency) increases in proportion to the increase in speed, causing the decorative pattern to be faded out). When the variable display of the decorative identification information is terminated, an identification information fade-in display can be executed in which the transparency of the decorative identification information is gradually reduced (for example, when the timing for stopping the decorative pattern display areas 5L, 5C, and 5R approaches, the decorative pattern in the left decorative pattern display area 5L, the decorative pattern in the right decorative pattern display area 5R, and the decorative pattern in the center decorative pattern display area 5C are gradually decelerated and displayed at a slow speed in that order, and the transmittance (transparency) also decreases in proportion to the decrease in speed, and the fade-in display is performed). The execution period of the identification information fade-out display and the execution period of the background fade-out display are different (for example, the fade-out display period A1 and the fade-out display period A22 are not executed at the same time. See FIGS. 42 and 43). It is characterized by the following. According to this feature, by synchronizing the fade-out display of the identification information and the fade-out display of the background, it is possible to prevent the start of variable display of the decoration identification information from becoming difficult to notice.
[0022] [Form 12](No.13) The gaming machine of type 12 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), In one presentation mode, a plurality of types of background images including a first background image and a second background image can be switched and displayed (for example, in the first presentation mode, a first background image 002SG081 (see FIG. 40(A1)) showing a daytime cityscape from afar and a first predetermined background image 002SG081A (see FIG. 40(A2)) showing a daytime cityscape can be switched and displayed as background images), When the background image is switched from the first background image to the second background image, a background fade-out display is executed in which the transparency of the first background image is gradually increased and then the image is erased, and a background fade-in display is executed in which the transparency of the second background image is gradually decreased while the background fade-out display of the first background image is being executed (for example, a portion in which a cross-fade display is executed in which a fade-out display period A1 of the first background image 002SG081 and a fade-in display period B1 of the first predetermined background image 002SG081A are synchronized; see FIG. 40 ); When variable display of the decorative identification information is started, an identification information fade-out display can be executed in which the transparency of the decorative identification information is gradually increased and the decorative identification information is erased (for example, a decorative pattern is gradually accelerated after the start of scrolling display to be displayed at high speed, and the transmittance (transparency) increases in proportion to the increase in speed, causing the decorative pattern to be faded out). When the variable display of the decorative identification information is terminated, an identification information fade-in display can be executed in which the transparency of the decorative identification information is gradually reduced (for example, when the timing for stopping the decorative pattern display areas 5L, 5C, and 5R approaches, the decorative pattern in the left decorative pattern display area 5L, the decorative pattern in the right decorative pattern display area 5R, and the decorative pattern in the center decorative pattern display area 5C are gradually decelerated and displayed at a slow speed in that order, and the transmittance (transparency) also decreases in proportion to the decrease in speed, and the fade-in display is performed). The execution period of the background fade-in display is longer than the execution period of the identification information fade-in display (for example, the fade-in display period B1 during which the fade-in display of the first predetermined background image 002SG081A is performed is longer than the fade-in display period B21 from when the display speed of the scrolling display of the decorative pattern display areas 5L, 5C, and 5R starts to slow down until the decorative pattern display areas 5L, 5C, and 5R are temporarily stopped (fade-in display period B1>fade-in display period B21). See Figures 42 and 43). It is characterized by the following. According to this feature, the fade-in display basically gives the impression of appearing suddenly the shorter the period in which it is performed, so if there is a possibility that the variable display of decorative identification information and the background change are performed at the same time, the fade-in display of identification information is performed in a shorter period of time than the fade-in display of the background, thereby drawing attention to the end of the variable display of decorative identification information.
[0023] [Form 13](No.14) The gaming machine of type 13 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), In one presentation mode, a plurality of types of background images including a first background image and a second background image can be switched and displayed (for example, in the first presentation mode, a first background image 002SG081 (see FIG. 40(A1)) showing a daytime cityscape from afar and a first predetermined background image 002SG081A (see FIG. 40(A2)) showing a daytime cityscape can be switched and displayed as background images), When the background image is switched from the first background image to the second background image, a background fade-out display is executed in which the transparency of the first background image is gradually increased and then the image is erased, and a background fade-in display is executed in which the transparency of the second background image is gradually decreased while the background fade-out display of the first background image is being executed (for example, a portion in which a cross-fade display is executed in which a fade-out display period A1 of the first background image 002SG081 and a fade-in display period B1 of the first predetermined background image 002SG081A are synchronized; see FIG. 40 ); When variable display of the decorative identification information is started, an identification information fade-out display can be executed in which the transparency of the decorative identification information is gradually increased and the decorative identification information is erased (for example, a decorative pattern is gradually accelerated after the start of scrolling display to be displayed at high speed, and the transmittance (transparency) increases in proportion to the increase in speed, causing the decorative pattern to be faded out). When the variable display of the decorative identification information is terminated, an identification information fade-in display can be executed in which the transparency of the decorative identification information is gradually reduced (for example, when the timing for stopping the decorative pattern display areas 5L, 5C, and 5R approaches, the decorative pattern in the left decorative pattern display area 5L, the decorative pattern in the right decorative pattern display area 5R, and the decorative pattern in the center decorative pattern display area 5C are gradually decelerated and displayed at a slow speed in that order, and the transmittance (transparency) also decreases in proportion to the decrease in speed, and the fade-in display is performed). The execution period of the identification information fade-in display and the execution period of the background fade-in display are different (for example, the fade-in display period B1 and the fade-in display period B21 are not executed at the same time. See FIGS. 42 and 43). It is characterized by the following. According to this feature, by synchronizing the fade-in display of the identification information and the fade-in display of the background, it is possible to prevent the user from being confused about the end of the variable display of the decoration identification information.
[0024] [Form 14](No.15) The gaming machine of type 14 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), A specific effect can be executed in which the variable display is temporarily stopped at a predetermined timing from the start of the variable display of the decorative identification information until the display result is derived and displayed, and then the variable display is resumed (for example, a portion in which the effect control CPU 120 can execute a "pseudo consecutive announcement" that determines whether or not the variable display will be resumed after the decorative pattern is temporarily stopped at a predetermined timing from the start of the variable display of the decorative pattern until the display result is derived and displayed, in other words, whether or not one variable display will be made to look like multiple variable displays in a pseudo manner), The decorative identification information has decorative identification information of multiple colors (e.g., blue, red) including a number image, When the variable display is resumed in the specific performance, a number image (e.g., pseudo consecutive number display 002SG212) that can identify the number of times the variable display has resumed can be displayed in multiple colors (e.g., blue, red) (see Figures 48 and 49), In the specific performance, there are cases where the number image of the decorative identification pattern temporarily displayed and the number display of the number image when the variable display is resumed are the same type, resulting in a first combination where the decorative identification pattern temporarily displayed and the number image are different in color, and there are cases where the number image of the decorative identification pattern temporarily displayed and the number image are different in color, resulting in a second combination where the number image of the decorative identification pattern temporarily displayed and the number image when the variable display is resumed, and both the decorative identification pattern temporarily displayed and the number image are the same type, In the specific performance, when the variable display is resumed in the second combination, the probability of being controlled to the advantageous state is higher than when the variable display is resumed in the first combination (for example, in a pseudo consecutive announcement, there is a case where the display colors of the decorative pattern temporarily displayed and the pseudo consecutive number display are not the same color, and a case where the display colors of the decorative pattern temporarily displayed and the pseudo consecutive number display are the same color, and in the pseudo consecutive announcement, when the variable display is resumed in the second combination, the probability of being controlled to the jackpot game state is higher than when the variable display is resumed in the first combination). It is characterized by the following. According to this feature, interest in the game is increased because it is possible to draw attention not only to whether or not a specific effect is executed, but also to the combination of the number image of the decorative identification information temporarily displayed and the number and color of the count image if the specific effect is executed.
[0025] [Form 15](No.16) The gaming machine of type 15 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The size of the reduced identification information is smaller than that of the decorative identification information, and it is possible to variably display reduced identification information corresponding to each of the plurality of types of decorative identification information (for example, a part in which the performance control CPU 120 executes variably display of small symbols corresponding to decorative symbols), When the variable display is not being executed, a waiting effect that displays a predetermined image can be executed (for example, a portion that can execute a "waiting-customer demo effect" when a predetermined time (for example, 60 seconds) has passed since the effect control CPU 120 received a customer waiting demo designation command output from the main board 11 without receiving a control command such as a variable display start designation command. See FIG. 46). When the standby effect is being executed, the decorative identification information is not displayed, while the reduced identification information continues to be displayed (see FIG. 46 ). If the start condition for the variable display is met while the waiting effect is being executed, the variable display of the reduced identification information starts before the predetermined image is hidden, and then, after the predetermined image is hidden, the decorative identification information is displayed and the variable display starts (for example, if a start winning occurs while the customer waiting demo effect is being executed, the variable display of the small symbols starts before the customer waiting demo effect image 002SG400 is hidden, then the customer waiting demo effect image 002SG400 is hidden and switched to the background image corresponding to the effect mode at that time (here, the first background image 002SG081 corresponding to the first effect mode), and then the decorative symbols are displayed and the scrolling display starts. See FIG. 47). It is characterized by the following. According to this feature, the variable display of the decorative identification information begins after the specified image is hidden, allowing the player to recognize that the variable display has begun when the conditions for starting the variable display are met, but since the variable display of the reduced identification information begins before the specified image is hidden, it is possible to ensure a display that corresponds to the variable display of the specific identification information.
[0026] [Form 16](No.17) The gaming machine of type 16 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means Execute variable display of the specific identification information based on a plurality of types of variable display patterns (see FIG. 7) (for example, the part where the CPU 103 executes variable display of the special symbol in the special symbol process processing of step S25), It is possible to control it into a normal state (for example, a low-probability, low-base state) and a special state (for example, a low-probability, high-base state or a high-probability, high-base state) in which variable display is more likely to be executed than in the normal state and the average variable display period is shorter, The performance control means It is possible to perform variable display of multiple types of decorative identification information (e.g., decorative patterns) corresponding to the variable display of the specific identification information (e.g., the part where the performance control CPU 120 executes variable display of decorative patterns in the performance control process processing of step S76), It is possible to display a hold display corresponding to the variable display of special identification information that has not yet started (for example, the part where the performance control CPU 120 performs the process of displaying the first hold display 002SG101 or the second hold display 002SG102 in the special chart hold memory display area 5U in the hold display update process of step S161), It is possible to display a corresponding display corresponding to the variable display of the special identification information being executed in the corresponding display area (for example, the part where the performance control CPU 120 performs processing to display the active display 002SG103 in the active display area 5F in the pending display update processing of step S161), When the variable display of the specific identification information starts, it is possible to perform a switching display in which the reserved display corresponding to the variable display is switched to the corresponding display (for example, the performance control CPU 120 performs a shift display in which the first reserved display 002SG101 displayed in the first display area from the left in the special chart reserved memory display area 5U is moved to the active display area 5F and switched to the active display 002SG103. See Figure 25). As the variable display of the decoration identification information, it is possible to perform a moving display (e.g., a scrolling display, see FIG. 21) that moves the decoration identification information, and a pre-action display (e.g., a change start action, see FIG. 23(A)) that operates the decoration identification information in a manner different from the moving display before starting the moving display, In the normal state, when the switching display is being performed, the pre-operation display is performed (for example, the first reserved display 002SG101 displayed in the first display area from the left in the special reserved memory display area 5U is moved to the active display area 5F and switched to the active display 002SG103. The scroll display (variable display) of the decorative pattern does not start until the reserved shift display period ends, the above-mentioned variable start action is executed, and the scroll display (variable display) of the decorative pattern starts after the reserved shift display period ends. See Figures 26(C) to (F)), The variable display of the decoration identification information is executed based on variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means (for example, the part where the performance control CPU 120 executes variable display of the decoration pattern based on the variable pattern designation command transmitted from the main board 11 in the performance control process processing of step S76), It is possible to perform the common switching display when the variable display is executed based on the first type of variable display pattern information and when the variable display is executed based on the second type of variable display pattern information (for example, a part where the performance control CPU 120 executes a shift display that switches the first hold display 002SG101 or the first hold display 002SG101 to the active display 002SG103 in a common manner when the variable display is executed based on the first type of variable pattern designation command (for example, a non-reach variable pattern designation command) and when the variable display is executed based on the second type of variable pattern designation command (for example, a reach variable pattern designation command). See Figure 25). It is characterized by the following. According to this feature, when the variable display of the specific identification information begins, a switching display is performed to switch the reserved display corresponding to the variable display to the corresponding display, and while the switching display is being performed, a pre-operation display is performed to operate the decorative identification information in a manner different from the moving display, thereby making effective use of the time required for the switching display. Furthermore, since the pre-operation display is performed when the switching display is being performed in the normal state, the average variable display period is longer than in the special state, and the normal state tends to be monotonous, making it more interesting when the variable display of the decorative identification information begins. Furthermore, since a common switching display is performed even when variable displays based on different types of variable display patterns are executed, the number of switching display patterns can be reduced.
[0027] [Form 17](No.18) The gaming machine of type 17 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means Execute variable display of the specific identification information based on a plurality of types of variable display patterns (see FIG. 7) (for example, the part where the CPU 103 executes variable display of the special symbol in the special symbol process processing of step S25), It is possible to control it into a normal state (for example, a low-probability, low-base state) and a special state (for example, a low-probability, high-base state or a high-probability, high-base state) in which variable display is more likely to be executed than in the normal state and the average variable display period is shorter, The performance control means It is possible to perform variable display of multiple types of decorative identification information (e.g., decorative patterns) corresponding to the variable display of the specific identification information (e.g., the part where the performance control CPU 120 executes variable display of decorative patterns in the performance control process processing of step S76), It is possible to display a hold display corresponding to the variable display of special identification information that has not yet started (for example, the part where the performance control CPU 120 performs the process of displaying the first hold display 002SG101 or the second hold display 002SG102 in the special chart hold memory display area 5U in the hold display update process of step S161), It is possible to display a corresponding display corresponding to the variable display of the special identification information being executed in the corresponding display area (for example, the part where the performance control CPU 120 performs processing to display the active display 002SG103 in the active display area 5F in the pending display update processing of step S161), When the variable display of the specific identification information starts, it is possible to perform a switching display in which the reserved display corresponding to the variable display is switched to the corresponding display (for example, the performance control CPU 120 performs a shift display in which the first reserved display 002SG101 displayed in the first display area from the left in the special chart reserved memory display area 5U is moved to the active display area 5F and switched to the active display 002SG103. See Figure 25). As the variable display of the decoration identification information, it is possible to perform a moving display (e.g., a scrolling display, see FIG. 21) that moves the decoration identification information, and a pre-action display (e.g., a change start action, see FIG. 23(A)) that operates the decoration identification information in a manner different from the moving display before starting the moving display, In the normal state, when the switching display is being performed, the pre-operation display is performed, and the scrolling display is not started until the switching display is completed (for example, the first reserved display 002SG101 displayed in the first display area from the left in the special reserved memory display area 5U is moved to the active display area 5F and displayed as the active display 002SG103. The scroll display (variable display) of the decorative pattern is not started until the reserved shift display period ends, the above-mentioned variable start action is executed, and the scroll display (variable display) of the decorative pattern starts after the reserved shift display period ends. See Figures 26(C) to (F)). The variable display of the decoration identification information is executed based on variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means (for example, the part where the performance control CPU 120 executes variable display of the decoration pattern based on the variable pattern designation command transmitted from the main board 11 in the performance control process processing of step S76), It is possible to perform the common switching display when the variable display is executed based on the first type of variable display pattern information and when the variable display is executed based on the second type of variable display pattern information (for example, a part where the performance control CPU 120 executes a shift display that switches the first hold display 002SG101 or the first hold display 002SG101 to the active display 002SG103 in a common manner when the variable display is executed based on the first type of variable pattern designation command (for example, a non-reach variable pattern designation command) and when the variable display is executed based on the second type of variable pattern designation command (for example, a reach variable pattern designation command). See Figure 25). It is characterized by the following. According to this feature, upon the start of variable display of specific identification information, a switching display is performed to switch the reserved display corresponding to the variable display to the corresponding display. Furthermore, during the switching display, a pre-operation display is performed to operate the decorative identification information in a manner different from the moving display before starting the moving display of the decorative identification information. This allows for effective use of the time required for the switching display. Furthermore, since the moving display of the decorative identification information does not start until the switching display ends and the corresponding display is displayed in the corresponding display area, the sense of incongruity caused by the moving display of the decorative identification information starting before the corresponding display is displayed can be eliminated. Furthermore, since the pre-operation display is performed when the switching display is performed in the normal state, the average variable display period is longer than in the special state, which can easily become monotonous, and the start of the variable display of the decorative identification information can be more interesting. Furthermore, since a common switching display is performed even when variable displays based on different types of variable display patterns are executed, the number of switching display patterns can be reduced.
[0028] [Form 18](No.19) The gaming machine of type 18 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means Execute variable display of the specific identification information based on a plurality of types of variable display patterns (see FIG. 7) (for example, the part where the CPU 103 executes variable display of the special symbol in the special symbol process processing of step S25), It is possible to control it into a normal state (for example, a low-probability, low-base state) and a special state (for example, a low-probability, high-base state or a high-probability, high-base state) in which variable display is more likely to be executed than in the normal state and the average variable display period is shorter, The performance control means It is possible to perform variable display of multiple types of decorative identification information (e.g., decorative patterns) corresponding to the variable display of the specific identification information (e.g., the part where the performance control CPU 120 executes variable display of decorative patterns in the performance control process processing of step S76), It is possible to display a hold display corresponding to the variable display of special identification information that has not yet started (for example, the part where the performance control CPU 120 performs the process of displaying the first hold display 002SG101 or the second hold display 002SG102 in the special chart hold memory display area 5U in the hold display update process of step S161), It is possible to display a corresponding display corresponding to the variable display of the special identification information being executed in the corresponding display area (for example, the part where the performance control CPU 120 performs processing to display the active display 002SG103 in the active display area 5F in the pending display update processing of step S161), When the variable display of the specific identification information starts, it is possible to perform a switching display in which the reserved display corresponding to the variable display is switched to the corresponding display (for example, the performance control CPU 120 performs a shift display in which the first reserved display 002SG101 displayed in the first display area from the left in the special chart reserved memory display area 5U is moved to the active display area 5F and switched to the active display 002SG103. See Figure 25). As the variable display of the decoration identification information, it is possible to perform a moving display (e.g., a scrolling display, see FIG. 21) that moves the decoration identification information, and a pre-action display (e.g., a change start action, see FIG. 23(A)) that operates the decoration identification information in a manner different from the moving display before starting the moving display, In the special state, when the switching display is being performed, the pre-operation display is performed (for example, the first reserved display 002SG101 displayed in the first display area from the left in the special reserved memory display area 5U is moved to the active display area 5F and displayed as the active display 002SG103. The scroll display (variable display) of the decorative pattern does not start until the reserved shift display period ends, the above-mentioned variable start action is executed, and the scroll display (variable display) of the decorative pattern starts after the reserved shift display period ends. Modified example), The display of the decorative identification information is performed based on variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means (for example, the part where the performance control CPU 120 performs variable display of the decorative pattern based on a variable pattern designation command transmitted from the main board 11 in the performance control process processing of step S76).
[0029] It is possible to perform the common switching display when the variable display is executed based on the first type of variable display pattern information and when the variable display is executed based on the second type of variable display pattern information (for example, a part where the performance control CPU 120 executes a shift display that switches the first hold display 002SG101 or the first hold display 002SG101 to the active display 002SG103 in a common manner when the variable display is executed based on the first type of variable pattern designation command (for example, a non-reach variable pattern designation command) and when the variable display is executed based on the second type of variable pattern designation command (for example, a reach variable pattern designation command). See Figure 25). It is characterized by the following. According to this feature, when the variable display of the specific identification information starts, a switching display is performed to switch the reserved display corresponding to the variable display to the corresponding display, and while the switching display is being performed, a pre-action display is performed to operate the decorative identification information in a manner different from the moving display, thereby making effective use of the time required to perform the switching display. Furthermore, since the pre-action display is performed when the switching display is being performed in a special state that is more advantageous than the normal state, the start of the variable display of the decorative identification information in the special state can be made more exciting. Furthermore, since a common switching display is performed even when variable displays based on different types of variable display patterns are executed, the number of switching display patterns can be reduced.
[0030] [Form 19](No.20) The gaming machine of type 19 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means Execute variable display of the specific identification information based on a plurality of types of variable display patterns (see FIG. 7) (for example, the part where the CPU 103 executes variable display of the special symbol in the special symbol process processing of step S25), It is possible to control it into a normal state (for example, a low-probability, low-base state) and a special state (for example, a low-probability, high-base state or a high-probability, high-base state) in which variable display is more likely to be executed than in the normal state and the average variable display period is shorter, The performance control means It is possible to perform variable display of multiple types of decorative identification information (e.g., decorative patterns) corresponding to the variable display of the specific identification information (e.g., the part where the performance control CPU 120 executes variable display of decorative patterns in the performance control process processing of step S76), It is possible to display a hold display corresponding to the variable display of special identification information that has not yet started (for example, the part where the performance control CPU 120 performs the process of displaying the first hold display 002SG101 or the second hold display 002SG102 in the special chart hold memory display area 5U in the hold display update process of step S161), It is possible to display a corresponding display corresponding to the variable display of the special identification information being executed in the corresponding display area (for example, the part where the performance control CPU 120 performs processing to display the active display 002SG103 in the active display area 5F in the pending display update processing of step S161), When the variable display of the specific identification information starts, it is possible to perform a switching display in which the reserved display corresponding to the variable display is switched to the corresponding display (for example, the performance control CPU 120 performs a shift display in which the first reserved display 002SG101 displayed in the first display area from the left in the special chart reserved memory display area 5U is moved to the active display area 5F and switched to the active display 002SG103. See Figure 25). As the variable display of the decoration identification information, it is possible to perform a moving display (e.g., a scrolling display, see FIG. 21) that moves the decoration identification information, and a pre-action display (e.g., a change start action, see FIG. 23(A)) that operates the decoration identification information in a manner different from the moving display before starting the moving display, In the special state, when the switching display is being performed, the pre-operation display is performed, and the moving display is not started until the switching display is completed (for example, the first reserved display 002SG101 displayed in the first display area from the left in the special reserved memory display area 5U is moved to the active display area 5F, and the scroll display (variable display) of the decorative pattern is not started until the reserved shift display period until it is switched and displayed as the active display 002SG103 is completed, and the above-mentioned variable start action is executed, and the scroll display (variable display) of the decorative pattern is started after the reserved shift display period has ended. Modified example), The display of the decorative identification information is performed based on variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means (for example, the part where the performance control CPU 120 performs variable display of the decorative pattern based on a variable pattern designation command transmitted from the main board 11 in the performance control process processing of step S76).
[0031] It is possible to perform the common switching display when the variable display is executed based on the first type of variable display pattern information and when the variable display is executed based on the second type of variable display pattern information (for example, a part where the performance control CPU 120 executes a shift display that switches the first hold display 002SG101 or the first hold display 002SG101 to the active display 002SG103 in a common manner when the variable display is executed based on the first type of variable pattern designation command (for example, a non-reach variable pattern designation command) and when the variable display is executed based on the second type of variable pattern designation command (for example, a reach variable pattern designation command). See Figure 25). It is characterized by the following. According to this feature, when the variable display of a specific identification information begins, a switching display is performed to switch the reserved display corresponding to the variable display to a corresponding display. Furthermore, during the switching display, a pre-action display is performed to operate the decorative identification information in a manner different from the moving display before starting the moving display of the decorative identification information. This allows the time required for the switching display to be effectively utilized. Furthermore, since the moving display of the decorative identification information does not begin until the switching display ends and the corresponding display is displayed in the corresponding display area, the sense of incongruity caused by the moving display of the decorative identification information beginning before the corresponding display is displayed can be eliminated. Furthermore, since the pre-action display is performed when the switching display is performed in a special state that is more advantageous than the normal state, the start of the variable display of the decorative identification information in the special state can be made more exciting. Furthermore, since a common switching display is performed even when variable displays based on different types of variable display patterns are executed, the number of switching display patterns can be reduced.
[0032] [Form 20](No.21) The gaming machine of type 20 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), It is possible to control to one of a plurality of presentation modes (for example, the first presentation mode to the fourth presentation mode) including the first presentation mode and the second presentation mode, When variable display of the decorative identification information is started, a fade-out display can be executed in which the transparency of the decorative identification information is gradually increased and the decorative identification information is erased (for example, a portion in which the decorative pattern starts scrolling and then gradually accelerates to a high-speed display, and the transmittance (transparency) increases in proportion to the increase in speed, causing the decorative pattern to be faded out). In the first presentation mode, a moving display of the decoration identification information is executed as a variable display of the decoration identification information (see FIGS. 20(A1) and (A2)), In the second presentation mode, a special variable display different from the moving display is executed as the variable display of the decoration identification information (see Figures 20(B1) and (B2)). The execution period of the fade-out display when the special variable display is executed in the second presentation mode is longer than the execution period of the fade-out display when the moving display is executed in the first presentation mode (for example, the fade-out display period A22 when the scrolling display is executed in the second presentation mode is longer than the fade-out display period A21 when the scrolling display is executed in the first presentation mode (fade-out display period A21<fade-out display period A22. See Figures 45(A) and 45(B))). It is characterized by the following. According to this feature, in the second presentation mode, not only is the manner in which the decorative identification information is variable displayed differently compared to the first presentation mode, but the fade-out display period from the start of the variable display until the decorative identification information is erased is longer, allowing the decorative identification information to be noticed for a longer period of time.
[0033] [Form 21](No.22) The gaming machine of type 21 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), It is possible to control to one of a plurality of presentation modes (for example, the first presentation mode to the fourth presentation mode) including the first presentation mode and the second presentation mode, When variable display of the decorative identification information is started, a fade-out display can be executed in which the transparency of the decorative identification information is gradually increased and the decorative identification information is erased (for example, a portion in which the decorative pattern starts scrolling and then gradually accelerates to a high-speed display, and the transmittance (transparency) increases in proportion to the increase in speed, causing the decorative pattern to be faded out). The variable display pattern of the decoration identification information can be determined to be any one of a plurality of types of variable display patterns, The execution period of the fade-out display differs between when a predetermined variable display pattern is determined in the first presentation mode and when the predetermined variable display pattern is determined in the second presentation mode (for example, the fade-out display periods A21 and A22 differ between when a non-reach miss variable pattern PA1-1 is determined in the first presentation mode and when a non-reach miss variable pattern PA1-1 is determined in the second presentation mode. See Figures 45(A) and 45(B)). It is characterized by the following. According to this feature, when a predetermined variable display pattern is determined, the fade-out execution period differs between when the display is controlled in the first presentation mode and when the display is controlled in the second presentation mode, making it difficult for the player to predict that the predetermined variable display pattern is being determined, thereby increasing the enjoyment of the game.
[0034] [Form 22](No.23) The gaming machine of type 22 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is capable of performing variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The ornament identification information includes a character image (e.g., a character display section 002SG052) and a related information image (e.g., an information display section 002SG053) that is information related to the character of the character image, The variable display period includes a pre-variable display period from when the variable display start condition is met until the decorative identification information starts to be variable displayed, and a post-variable display period after the decorative identification information starts to be variable displayed (for example, the variable display period of a special symbol includes a pre-variable display period from when the variable display of a special symbol and a small symbol starts until the scrolling display of a decorative symbol starts, and a post-variable display period after the scrolling display of a decorative symbol starts). the character image is displayed in the pre-variable display period and the post-variable display period, The related information image is erased after being displayed in the pre-variable display period and before the post-variable display period begins (for example, the name of the character (character related information) displayed on the information display unit 002SG053 is erased after being displayed in the pre-variable display period, that is, when the variable start action is being executed, and before the post-variable display period begins, that is, before the scrolling display of the decorative pattern begins. See Figures 23(A) and 26). It is characterized by the following. According to this feature, by drawing attention to the related information image before the variable display of the decorative identification information starts, i.e., while it is statically displayed, the player can deepen his / her understanding of the character. Also, by erasing the related information image before the variable display starts, the player can focus attention on the variable display, preview effects, etc. rather than the related information image.
[0035] [Form 23](No.24) The gaming machine of type 23 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means Execute the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), It is possible to control it into a normal state (for example, a low-probability, low-base state) and a special state (for example, a low-probability, high-base state or a high-probability, high-base state) in which variable display is more likely to be executed than in the normal state and the average variable display period is shorter, The performance control means It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), In the normal state, it is possible to control to one of a plurality of presentation modes including a first presentation mode (e.g., first presentation mode) and a second presentation mode (e.g., second presentation mode) (e.g., first presentation mode to fourth presentation mode. See FIG. 20 ); In the special state, it is possible to control to a presentation mode including a third presentation mode (for example, a third presentation mode or a fourth presentation mode), The ornament identification information includes a character image (e.g., a character display section 002SG052) and a related information image (e.g., an information display section 002SG053) that is information related to the character of the character image, In the first presentation mode, the decoration identification information is displayed in a manner including the character image and the related information image (see FIG. 26 ); In the second and third presentation modes, the decoration identification information is displayed without including the related information image (see FIGS. 28, 29, and 33). It is characterized by the following. According to this feature, in the first presentation mode, the related information image is displayed to draw the player's attention to the related information image, thereby allowing the player to deepen their understanding of the character, while in the second and third presentation modes, the related information image is erased, allowing the player to focus more on the variable display and preview presentation rather than the related information image.
[0036] [Form 24](No.25) The gaming machine of type 24 is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is advantageous to a player by executing a variable display of specific identification information (e.g., a special pattern) and deriving a specific display result (e.g., a jackpot display result) as a result of the variable display of the specific identification information, A game control means (e.g., CPU 103), A performance control means (for example, a performance control CPU 120) is provided. The game control means Execute the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), It is possible to control it into a normal state (for example, a low-probability, low-base state) and a special state (for example, a low-probability, high-base state or a high-probability, high-base state) in which variable display is more likely to be executed than in the normal state and the average variable display period is shorter, The performance control means It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, a part where the performance control CPU 120 performs variable display of decorative patterns in the performance control process processing of step S76), The decoration identification information includes a number image (e.g., number display unit 002SG061), When the normal background image is displayed, it is possible to execute a notification effect that notifies whether or not the advantageous state will be controlled (for example, a part where the effect control CPU 120 can execute an SP reach effect that notifies whether or not a jackpot will be won), In the notification performance, a specific background image (for example, a fifth background image 002SG085) different from the normal background image is displayed, When the notification effect is executed in a variable display in which the specific display result is derived as a result of the variable display, a combination of decorative identification information corresponding to the specific display result is displayed when the specific background image is displayed in the notification effect (for example, in an SP reach effect, when the fifth background image 002SG085 corresponding to the SP reach effect is displayed as the background image, a combination of symbols for determining a jackpot (for example, "222") is temporarily stopped and displayed (see Figure 53 (F)). With the end of the notification effect, the specific background image is erased and the normal background image is displayed, and while the normal background image is displayed, a combination of decorative identification information corresponding to the specific display result is displayed (for example, as shown in FIG. 53(G), with the end of the SP reach effect, the fifth background image 002SG085 is hidden and the first background image 002SG081 is displayed, and while the first background image 002SG081 is displayed, a combination of symbols that determine a jackpot (for example, "222") is temporarily stopped and displayed), A specific image (e.g., specific image 002SG075) is displayed in motion adjacent to the number image of the combination of decorative identification information corresponding to the specific display result displayed when the normal background image is displayed; In the special state, the specific image is not displayed (for example, in the low base state, the specific image 002SG075 showing a flame is displayed in the number display section 002SG051 of the combination of the jackpot confirmation decorative pattern displayed after the end of the SP reach performance (see Figures 53(H) and (I)), while in the high base state, the specific image 002SG075 showing a flame is not displayed in the number display section 002SG051 of the combination of the jackpot confirmation decorative pattern displayed after the end of the SP reach performance (see Figures 54(P) and (S))). It is characterized by the following. According to this feature, in the normal state, the effect of the presentation is enhanced and made more exciting by displaying a specific image in motion relative to the number image of the decorative identification information displayed after the end of the notification presentation, but in the special state in which the average variable display period is short, the specific image is not displayed in motion relative to the number image of the decorative identification information displayed after the end of the notification presentation, thereby giving a sense of speed to the variable display.
[0037] [Form 25](No.18-2) A gaming machine of aspect 25 is the gaming machine of aspect 17 or aspect 18, The performance control means When the corresponding display (e.g., active display 002SG103) corresponding to the variable display that was displayed in the corresponding display area (e.g., active display area 5F) is erased based on the completion of the variable display of the specific identification information, an erasure effect display (e.g., erasure effect 002SG110) can be displayed to emphasize that the corresponding display has been erased, If the hold display is displayed when the erase effect display is displayed, the erase effect display continues to be displayed until the variable display corresponding to the hold display starts (for example, the erase effect 002SG110 continues to be displayed even after the active display 002SG103 is erased, and is erased after the next variable display corresponding to the first hold display 002SG101 displayed in the first display area from the left starts, as shown below. See Figure 25 (B3)). It is characterized by the following. According to this feature, by not creating a blank period in the presentation between the end of a variable display and the start of the next variable display, it is possible to prevent the interest in the presentation from declining. Also, the erasure effect display allows the player to recognize that the corresponding display corresponding to the ended variable display has been erased, and the display of a new corresponding display allows the player to recognize that a new variable display has started.
[0038] [Form 26](No.18-3) A gaming machine of aspect 26 is the gaming machine of aspect 17 or aspect 18, The area in which the decorative identification information is displayed includes a first area (e.g., a left decorative pattern display area 5L), a second area (e.g., a right decorative pattern display area 5R), and a third area (e.g., a middle decorative pattern display area 5C) located between the first area and the second area, In the normal state, the decoration identification information is displayed in a smaller size in the third area than in the first area and the second area (see, for example, FIG. 19 ); In the special state, the decorative identification information in the first area, the second area, and the third area is displayed in the same size (see, for example, FIG. 19 ); The third area in the special state is disposed closer to the center of the display area of the display means than the third area in the normal state (see, for example, FIG. 19). It is characterized by the following. According to this feature, in the normal state, the decorative identification information in the first and second regions is made to appear larger, and the decorative identification information in the third region is shifted to create a sense of depth and enhance interest, while in the special state in which the average variable display period is short, the decorative identification information is positioned closer to the center of the display region, thereby increasing the degree of recognition of the decorative identification information.
[0039] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0040] Next, an embodiment of a gaming machine according to the present invention will be described below with reference to the drawings. In the following, the near side of FIG. 1 is the front (front face) side of the pachinko gaming machine 1, and the far side is the rear (rear face) side, and the description will be based on the up, down, left, and right directions when viewing the pachinko gaming machine 1 from the front side. Note that the front side of the pachinko gaming machine 1 in this embodiment is the surface facing a player playing on the pachinko gaming machine 1. In addition, in the description of each step in the flowchart, for example, "step S1" may be abbreviated as "S1" or "002SGS1," and "normal reach" may be abbreviated as "N reach" and "super reach" as "SP reach."
[0041] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0042] Incidentally, the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Incidentally, variations also include the display of a certain symbol in a flashing manner. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Incidentally, variable display may also be expressed as variable display or variation.
[0043] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." It is to be noted that there may be only one type of special symbol display device that variably displays the special symbol.
[0044] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.
[0045] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.
[0046] In addition, a display area 5S is provided in the upper left corner of the display screen of the image display device 5 for displaying the first reserved memory number (for example, the number "0"), the second reserved memory number (for example, the number "4") and small patterns corresponding to the decorative pattern, and the small patterns are displayed variably in response to the variable display of the decorative pattern.
[0047] In addition, the first reserved memory number, the second reserved memory number, the reserved display, the small symbol, the error display (not shown) indicating an error state that has occurred in the pachinko game machine 1, the right-hit notification image 002SG201 (see Figure 20) that prompts the player to perform a right-hit operation, and the remaining time-saving display 002SG202 (see Figure 20) that indicates the number of remaining times for time-saving are displayed in front of (higher layer than) the performance images such as characters, thereby preventing the performance images from overlapping and reducing the visibility of the first reserved memory number, the second reserved memory number, the small symbol and the error display, while the decorative symbol may be displayed behind (lower layer than) the performance images to prevent the decorative symbol from overlapping and reducing the visibility of the performance images.
[0048] The small symbol is also referred to as the fourth symbol. The fourth symbol is a symbol indicating that the special symbols (first special symbol, second special symbol) are being variably displayed. It is variably displayed by a constant operation in a manner that is always visible on a display device such as the image display device 5. The variably displayed fourth symbol allows the player to recognize whether the decorative symbol is currently being variably displayed, even if it is difficult to recognize the decorative symbol, for example, by performing an effect in which the effect content, including the variably displayed decorative symbol, momentarily disappears from the screen, or by performing an effect in which the movable bodies 32A and 32B completely or partially obscure the screen of the image display device 5. The effect control CPU 120, upon receiving the first variable display start command, operates the image display device 5 to variably display the fourth symbol corresponding to the first special symbol. Furthermore, upon receiving the second variable display start command, the effect control CPU 120 operates the image display device 5 to variably display the fourth symbol corresponding to the second special symbol.
[0049] In addition, the pattern displayed on a fourth pattern display device provided in a location other than the image display device 5 (for example, the special variable winning ball device 7, which is a specified location on the game board 2), such as the LED for the first special pattern or the LED for the second special pattern, is also called the fourth pattern.
[0050] The lower part of the screen of the image display device 5 is provided with display areas (special symbol reserved memory display area 5U, active display area 5F) for displaying reserved displays corresponding to variable displays whose execution is pending and active displays corresponding to variable displays that are currently being executed. The reserved displays and active displays are collectively referred to as variable display-compatible displays that correspond to variable displays. In this embodiment, a special symbol reserved memory display area 5U common to the first special symbol and the second special symbol is provided, but a first special symbol reserved memory display area in which a first reserved display representing a variable display whose execution of the first special symbol is pending is displayed, and a second special symbol reserved memory display area in which a second reserved display representing a variable display whose execution of the second special symbol is pending may also be provided separately.
[0051] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0052] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0053] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0054] The variable winning ball device 6B (a normal electric device) forms a second start winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 2). The variable winning ball device 6B, for example, includes an electric device with a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece is in an upright position, thereby creating a closed state in which game balls cannot enter the second start winning opening (also referred to as the second start winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable winning ball device 6B is in a tilted position, thereby creating an open state in which game balls can enter the second start winning opening (also referred to as the second start winning opening being in an open state). When a game ball enters the second start winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B is not limited to the above, as long as it can be changed between a closed state and an open state.
[0055] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0056] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0057] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0058] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0059] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0060] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, at the lower left of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and variably displays normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0061] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0062] A normal symbol hold indicator 25C is provided below the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0063] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0064] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 on the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.
[0065] Movable bodies 32A and 32B that operate in accordance with the effects are provided at predetermined positions on the game board 2 (above and below the image display device 5 in FIG. 1). Movable bodies 32A and 32B are also provided with movable body lamps 9d. The movable body lamp 9d and the aforementioned main lamp 9a, frame lamp 9b, and attacca lamp 9c may be collectively referred to as the game effect lamps 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.
[0066] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.
[0067] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray from which prize balls are paid out when the upper tray is full.
[0068] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).
[0069] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0070] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0071] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0072] In this normal game, if a specific normal symbol (a normal winning symbol) is stopped and displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is stopped and displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).
[0073] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0074] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0075] Furthermore, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a predetermined upper limit number (for example, 4).
[0076] In special game games, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol differs depending on the type of jackpot described below) is displayed as a confirmed special symbol, it is a "jackpot," and if a special symbol other than the jackpot symbol (a losing symbol, for example, "-") is displayed as a confirmed special symbol, it is a "miss."
[0077] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.
[0078] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period of time (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.
[0079] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0080] In addition, a jackpot type is set for a "jackpot." For example, there are prepared a plurality of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. As the jackpot type, there may be provided a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which almost no prize balls can be obtained.
[0081] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0082] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0083] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0084] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).
[0085] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).
[0086] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.
[0087] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.
[0088] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may be executed as sound output from the speakers 8L, 8R, turning on or off the game effect lamp 9, operating the movable bodies 32A, 32B, or as effects using any effect device including some or all of these.
[0089] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0090] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.
[0091] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.
[0092] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0093] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."
[0094] When the display result of the special symbol game is a "miss," the state of the variable display of the decorative symbol does not become a reach state, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative symbol becomes a reach state, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").
[0095] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0096] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.
[0097] During the jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. As the jackpot effect, an effect to notify the player of the number of rounds or an improvement effect to indicate that the value of the jackpot gaming state is increasing may be executed.
[0098] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).
[0099] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards, such as a payout control board, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.
[0100] A power switch 91 is connected to the power supply board 17, and by operating the power switch 91 (turning it on), power from an AC power source such as an external power source such as a commercial power supply, such as AC 100V, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0101] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0102] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.
[0103] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.
[0104] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0105] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0106] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed through or entered.
[0107] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch 92 provided on the power supply board 17.
[0108] The output circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.
[0109] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0110] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable bodies 32A and 32B, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0111] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0112] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0113] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0114] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0115] The display control unit 123, based on an instruction to execute a performance from the performance control CPU 120, supplies the image display device 5 with a video signal corresponding to the performance to be executed, thereby displaying a performance image on the image display device 5. The display control unit 123 also performs display processing to output image data in the display image creation area of the VRAM area specified by the display register as a video signal. In this embodiment, the display image creation area and the drawing area are switched for each V blank. Therefore, drawing is performed in the area assigned as the drawing area in one V blank, and then switched to the display image creation area in the next V blank, so that the image data drawn in the previous V blank is displayed and output, while drawing is performed in the other area during that time.
[0116] Furthermore, since the display control unit 123 generates images to be displayed on the image display device 5 by superimposing (compositing) a plurality of layers, the VRAM area is provided with a layer image drawing area for drawing and arranging images of each layer, and a display image creation area for further superimposing (compositing) the images drawn and arranged in each layer image drawing area to generate images to be displayed on the image display device 5. Note that each layer has a concept of upper, middle, and lower, and the higher the layer image, the higher the display priority set in the image display device 5, and the lower the layer image, the lower the display priority set in the image display device 5.
[0117] The VRAM area contains the layer 1 image drawing area for drawing and placing images on layer 1, the layer 2 image drawing area for drawing and placing images on layer 2, and the layer 3 image drawing area for drawing and placing images on layer 3. The VRAM area also contains a displacement image creation area for creating displacement images, and a display image creation area.
[0118] The displacement image creation area is an area where an image drawn and placed in the layer 2 image drawing area is superimposed (combined) with an image drawn and placed in the layer 3 image drawing area to create a displacement target image, and where a displacement image is created by applying a displacement image to the displacement target image.
[0119] The display image creation area is an area where an image is created as a display image to be displayed on the image display device 5, which is an image obtained by superimposing (combining) an image drawn and placed in the layer 1 image drawing area, an image drawn and placed in the layer 2 image drawing area, or an image obtained by superimposing (combining) an image drawn and placed in the layer 1 image drawing area with a displacement image created in the displacement image creation area.
[0120] The image drawn and placed in the layer 1 image drawing area is set to be the image with the highest display priority (display priority: high) in the image display device 5, the image drawn and placed in the layer 2 image drawing area is set to be the image with a lower display priority (display priority: medium) than the image drawn and placed in the layer 1 image drawing area in the image display device 5, and the image drawn and placed in the layer 3 image drawing area is set to be the image with the lowest display priority (display priority: low) in the image display device 5. In other words, layer 1 is the upper layer with the highest image display priority, layer 2 is a middle layer with a lower image display priority than layer 1, and layer 3 is the lower layer with the lowest image display priority.
[0121] The layer 1 image drawing area is a drawing area in which a first interface image including a special pattern reserved memory display area 5U that identifiably displays the first special pattern reserved memory number and the second special pattern reserved memory number at the bottom of the display area of the image display device 5, and a second interface image including a small pattern with a smaller display area than the decorative pattern and a reserved memory number display at the top left of the display area of the image display device 5 are drawn to display these images.
[0122] The layer 2 image drawing area is a drawing area in the center of the display area of the image display device 5 where the left, center, and right decorative patterns are drawn to execute variable display of the decorative patterns.
[0123] The layer 3 image drawing area is a drawing area in which a background image is drawn in order to display the background image over the entire display area of the image display device 5.
[0124] In this embodiment, an image to be displayed in the display area of the image display device 5 can be generated by superimposing the image drawn and arranged in the layer 1 image drawing area (layer 1 image), the image drawn and arranged in the layer 2 image drawing area (layer 2 image), and the image drawn and arranged in the layer 3 image drawing area (layer 3 image). In particular, as described above, the images drawn in the layer 1 image drawing area (first interface image and second interface image) are set to have the highest display priority and are therefore displayed as the top-level images in the image display device 5, the images drawn in the layer 2 image drawing area (decorative design) are set to have a lower display priority than the images drawn in the layer 1 image drawing area and are therefore displayed as the middle-level images in the image display device 5, and the images drawn in the layer 3 image drawing area (background image) are set to have the lowest display priority and are therefore displayed as the bottom-level images in the image display device 5.
[0125] In this embodiment, the transmittance (transparency) of the images drawn and placed in each image drawing area is set to 0% so that when they are superimposed, the upper image makes the overlapping area of the lower image invisible to the player. However, the present invention is not limited to this, and depending on the situation, the transmittance (transparency) of the images drawn and placed in each image drawing area may be set to a value higher than 0%, and images may be displayed transparently in the display area of the image display device 5 or temporarily hidden.
[0126] The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the lamp on / off mode) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable bodies 32A, 32B to the movable bodies 32A, 32B or to a drive circuit that drives the movable bodies 32A, 32B.
[0127] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0128] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0129] Furthermore, the control of sound output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable bodies 32A and 32B (such as supplying signals to operate movable bodies 32A and 32B) may be performed by the performance control CPU 120.
[0130] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0131] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0132] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0133] FIG. 3(A) is an explanatory diagram showing an example of the contents of a performance control command used in this embodiment. The performance control command is, for example, two bytes in length, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "0," and the first bit of the EXT data is set to "0." Note that the command format shown in FIG. 3(A) is just an example, and other command formats may also be used. Also, in this example, the control command is composed of two control signals, but the number of control signals that make up the control command may be one, or may be three or more.
[0134] In the example shown in FIG. 3(A), command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variable pattern specification command that specifies the variable pattern (variation time (variable display time)) of decorative symbols (also called effect symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5 in response to the variable display of special symbols in the special symbol game. Here, XXH represents an unspecified hexadecimal number and may be any value set according to the instructions of the effect control command. Note that the variable pattern specification command sets different EXT data depending on the specified variable pattern, etc.
[0135] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies variable display results such as special symbols, decorative symbols, etc. In the variable display result specification command, as shown in Figure 3(B), for example, different EXT data is set depending on the determination result (predetermined result) of whether the variable display result (also called variable display result) is a "miss" or a "jackpot", and the determination result of which of several types of jackpot type will be used if the variable display result is a "jackpot" (jackpot type determination result).
[0136] In the variable display result designation command, for example, as shown in FIG. 3(B), command 8C00H is a first variable display result designation command indicating a predetermined result that the variable display result will be a "miss." Command 8C01H is a second variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot A." Command 8C02H is a third variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot B." Command 8C03H is a fourth variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot C." Command 8C04H is a fifth variable display result designation command that notifies the pre-determined result that the variable display result is "jackpot" and the jackpot type is "non-variable jackpot" and the jackpot type determined result.
[0137] Command 8F00H is a symbol determination command that specifies the stopping (determination) of the variation of decorative symbols in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5. Command 95XXH is a game state designation command that specifies the current game state of the pachinko gaming machine 1. In the game state designation command, different EXT data is set depending on the current game state of the pachinko gaming machine 1. As a specific example, command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), and command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state). Furthermore, command 9502H is a third game state designation command corresponding to a game state in which both time-saving control and probability variable control are performed (high probability high base state, time-saving with probability variable state). In addition, the time-saving high probability state may be simply referred to as the "high probability state."
[0138] Command A0XXH is a start-of-jackpot command (also called a "fanfare command") that specifies the display of an effect image indicating the start of a jackpot game. Command A1XXH is a large prize opening notification command that notifies the player that the large prize opening is in an open state during a jackpot game. Command A2XXH is a large prize opening post-opening notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game. Command A3XXH is a end-of-jackpot command that specifies the display of an effect image at the end of a jackpot game.
[0139] In the hit start designation command and the hit end designation command, different EXT data may be set according to the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result designation command. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the large prize opening notification command and the large prize opening after opening notification command, for example, different EXT data is set according to the number of rounds executed in the jackpot state (for example, "0" to "10") described later.
[0140] Command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established, based on the occurrence of a start winning (first start winning) when a gaming ball that has passed through (entered) the first start port formed by the winning ball device 6A is detected by the first start port switch 22A. Command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established, based on the occurrence of a start winning (second start winning) when a gaming ball that has passed through (entered) the second start port formed by the variable winning ball device 6B is detected by the second start port switch 22B.
[0141] Command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the number of reserved special symbols can be specified. Command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the number of reserved special symbols can be specified. The first reserved memory number notification command is sent from the main board 11 to the performance control board 12 when a first start port entry designation command is sent, for example, based on the first start condition being met when a gaming ball passes (enters) the first start port. The second reserved memory number notification command is sent from the main board 11 to the performance control board 12 when a second start port entry designation command is sent, for example, based on the second start condition being met when a gaming ball passes (enters) the second start port. In addition, the first pending memory number notification command and the second pending memory number notification command may be sent in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the pending memory number decreases).
[0142] Instead of the first reserved memory number notification command or the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be sent. In other words, a total reserved memory number notification command may be used to notify an increase (or decrease) in the total reserved memory number.
[0143] 3(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning slot, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of variable display times for which the probability variable control or time-saving control is executed, etc. may be provided.
[0144] 4 is an explanatory diagram illustrating an example of random number values counted on the main board 11 side. As shown in FIG. 4, on the main board 11 side, numerical data indicating a random number value MR1 for determining the special symbol display result, a random number value MR2 for determining the type of jackpot, a random number value MR3 for determining the variation pattern, and a random number value MR4 for determining the normal symbol display result are controlled so as to be countable. Note that random number values other than these may be used to enhance the gaming effect. Such random numbers used to control the progress of the game are also called gaming random numbers.
[0145] The random number circuit 104 may count numerical data indicating some or all of these random number values MR1 to MR4. The CPU 103 may count numerical data indicating some of the random number values MR1 to MR4 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown).
[0146] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the game state to a jackpot by treating the variable display result of a special symbol or the like in a special symbol game as a "jackpot," and takes a value in the range of, for example, "0" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type when the variable display result is a "jackpot" as either "Probable jackpot A," "Probable jackpot B," "Probable jackpot C," or "Non-probable jackpot," and takes a value in the range of, for example, "0" to "100."
[0147] The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "0" to "997", for example.
[0148] The random number value MR4 for determining the normal symbol display result is a random number value used to determine whether the variable display result in the normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.
[0149] 5 shows an example of the configuration of the display result determination table stored in the ROM 101. In the present embodiment, a common display result determination table is used for the first special symbol and the second special symbol, but the present invention is not limited to this, and individual display result determination tables may be used for the first special symbol and the second special symbol.
[0150] The display result determination table is a table that is referenced to determine whether or not to control the variable display result into a jackpot game state as a "jackpot" based on a random number value MR1 for determining the special pattern display result before a confirmed special pattern that is a variable display result is derived and displayed in a special pattern game using the first special pattern by the first special pattern display device 4A or a special pattern game using the second special pattern by the second special pattern display device 4B.
[0151] In the display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state) or a special chart state (high probability state).
[0152] In the display result determination table, table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to set the special symbol display result as a "jackpot" and control the game to a jackpot gaming state. In the display result determination table, when the game state is a probability variable state (high probability state), more determination values are assigned to the special symbol display result of a "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, in a probability variable state (high probability state) in which probability variable control is performed in the pachinko game machine 1, the probability of determining that the special symbol display result is a "jackpot" and control the game to a jackpot gaming state is higher (approximately 1 / 30 in this embodiment) than the probability of determining that the special symbol display result is a "jackpot" and control the game to a jackpot gaming state when the game state is a normal state or a time-saving state (low probability state) (approximately 1 / 300 in this embodiment). In other words, in the display result determination table, determination data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0153] 6A shows an example of the configuration of a jackpot type determination table stored in ROM 101. The jackpot type determination table in this embodiment is a table that is referenced to determine one of a plurality of jackpot types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and that the jackpot game state is to be controlled. In the jackpot type determination table, a number (determination value) that is compared with the random number value MR2 for jackpot type determination is assigned to a plurality of jackpot types, such as "non-variable jackpot," "variable jackpot A," "variable jackpot B," and "variable jackpot C," depending on whether the special symbol that is variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).
[0154] Here, the types of jackpots in this embodiment will be explained using Figure 6 (B). In this embodiment, the jackpot types are set to "probable jackpot A," "probable jackpot B," and "probable jackpot C," in which after the jackpot game state ends, probable jackpot control and time-saving control are executed, resulting in a transition to a high-probability, high-base state, and "non-probable jackpot," in which after the jackpot game state ends, only time-saving control is executed, resulting in a transition to a low-probability, high-base state.
[0155] The jackpot gaming state resulting from "probable jackpot A" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player ten times (so-called 10 rounds). On the other hand, the jackpot gaming state resulting from "probable jackpot B" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player five times (so-called 5 rounds). The jackpot gaming state resulting from "probable jackpot C" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player two times (so-called 2 rounds). Furthermore, the jackpot gaming state resulting from "non-probable jackpot" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player five times (so-called 5 rounds). Therefore, "Probable jackpot A" is sometimes referred to as a 10-round (10R) probable jackpot, "Probable jackpot B" is sometimes referred to as a 5-round (5R) probable jackpot, and "Probable jackpot C" is sometimes referred to as a 2-round (2R) probable jackpot.
[0156] The probability variable control and time-saving control that start after the end of a jackpot gaming state of probability variable jackpot A to probability variable jackpot C are terminated on the condition that the game is controlled to the jackpot gaming state. Furthermore, the time-saving control that starts after the end of a non-probability variable jackpot gaming state is terminated on the condition that 100 variable displays are completed or that the game is controlled to the jackpot gaming state before the 100 variable displays are completed. Therefore, if a recurring jackpot is any of probability variable jackpot A to probability variable jackpot C, probability variable control and time-saving control are executed again after the end of the jackpot gaming state, resulting in a so-called consecutive jackpot state in which the jackpot gaming state occurs continuously without an intermediate normal state. In other words, the probability variable state in this embodiment is a gaming state that continues until the variable display result is a jackpot regardless of the number of variable displays, while the time-saving state in this embodiment is a gaming state that is controlled to the normal state by executing 100 variable displays unless the variable display result is a jackpot. Therefore, the time-shortening state is also a game state that is controlled when a winning streak state may end.
[0157] In the setting example of the jackpot type determination table shown in Fig. 6(A), the allocation of judgment values to the jackpot types of "probable jackpot A", "probable jackpot B", "probable jackpot C", and "non-probable jackpot" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. In other words, when the variably displayed special chart is the first special chart, a predetermined range of judgment values (values in the range of "81" to "100") is assigned to the jackpot types of "probable jackpot B" and "probable jackpot C" with fewer rounds, while when the variably displayed special chart is the second special chart, no judgment value is assigned to the jackpot types of "probable jackpot B" and "probable jackpot C". With this setting, the proportion of jackpot types determined as "probable jackpot B" or "probable jackpot C," which have fewer rounds, can be made different between cases where the first start condition for starting a special game using the first special symbol by the first special symbol display device 4A is met and cases where the jackpot type is determined as one of several types based on the second start condition for starting a special game using the second special symbol by the second special symbol display device 4B being met. In particular, in special games using the second special symbol, the jackpot type is not determined to be "probable jackpot B" or "probable jackpot C," which has fewer rounds. Therefore, for example, in a game state where game balls are likely to enter the second start winning hole formed by the variable winning ball device 6B due to high opening control associated with time-saving control, frequent jackpot states with fewer prize balls can be avoided, preventing a decline in game interest.
[0158] In addition, in the example of setting the jackpot type determination table shown in Figure 6(A), the allocation of determination values for the "non-probability variable" jackpot type is the same regardless of whether it is the first special chart special chart game or the second special chart, so the probability of a non-probability variable jackpot and the probability of a probability variable jackpot are the same regardless of whether it is the first special chart special chart game or the second special chart.
[0159] Therefore, as mentioned above, just as the allocation of judgment values for "Special Jackpot B" and "Special Jackpot C" differs depending on whether it is the first special chart game or the second special chart, the allocation of judgment values for "Special Jackpot A" also differs depending on whether it is the first special chart game or the second special chart, and for "Special Jackpot A", which has a larger number of rounds, it is set up so that it is easier to determine in the second special chart game than in the first special chart game.
[0160] In addition, in the case of a special chart game of the second special chart, a predetermined range of judgment values different from that in the case of a special chart game of the first special chart may be assigned to the jackpot types of "probable jackpot B" and "probable jackpot C". For example, in the case of a special chart game of the second special chart, fewer judgment values may be assigned to the jackpot types of "probable jackpot B" and "probable jackpot C" compared to the case of a special chart game of the first special chart. Alternatively, regardless of whether it is a special chart game of the first special chart or the second special chart, the jackpot type may be determined by referring to common table data.
[0161] 7 shows a variation pattern in this embodiment. In this embodiment, among the cases where the variable display result is a "miss", a plurality of variation patterns are prepared in advance corresponding to the cases where the variable display mode of the decorative pattern is "non-reach" and "reach", and also corresponding to the case where the variable display result is a "jackpot". Note that a variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative pattern is "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and a variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative pattern is "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). In addition, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is a "miss". A variation pattern corresponding to the case where the variable display result is a "jackpot" is called a jackpot variation pattern.
[0162] The jackpot variation pattern and reach variation pattern include a normal reach variation pattern in which a reach effect of a normal reach is executed, and a super reach variation pattern in which a reach effect of a super reach is executed.In this embodiment, one type of normal reach variation pattern is provided, but the present invention is not limited to this, and two or more types of normal reach variation patterns may be provided.In addition, in this embodiment, three types of variation patterns are provided as super reach variation patterns: super reach (no pseudo-consecutive), super reach (one pseudo-consecutive), and super reach (two pseudo-consecutive), but the present invention is not limited to this, and four or more types or two or less types of super reach variation patterns may be provided.
[0163] In addition, the super reach variation patterns in this embodiment are as follows: a variation pattern for super reach (no pseudo-consecutive hits) in which the variable display result is a jackpot (PB1-2) and a variation pattern for misses (PA2-2); a variation pattern for super reach (one pseudo-consecutive hit) in which the variable display result is a jackpot (PB1-3) and a variation pattern for misses (PA2-3); and a variation pattern for super reach (two pseudo-consecutive hits) in which the variable display result is a jackpot (PB1-4) and a variation pattern for misses (PA2-4).
[0164] As shown in FIG. 7, the special chart fluctuation time of the normal reach fluctuation pattern in which the reach performance of the normal reach in this embodiment is executed is set shorter than that of the super reach fluctuation pattern.
[0165] In this embodiment, the variable display result is set to have a higher probability of becoming a "jackpot" in the order of super reach, normal reach, and non-reach, so that in the normal reach variation pattern and super reach variation pattern, the longer the special chart variation time, the higher the probability of becoming a jackpot.
[0166] Furthermore, in this embodiment, as will be described later, these fluctuation patterns are determined using only the random number value MR3 for determining the fluctuation pattern, but the present invention is not limited to this. For example, in addition to the random number value MR3 for determining the fluctuation pattern, a random number value for determining the type of fluctuation pattern may be provided, and the type of fluctuation pattern may be first determined from these random number values for determining the type of fluctuation pattern, and then the fluctuation pattern belonging to the determined type may be determined.
[0167] 8 is an explanatory diagram of a method for determining a variation pattern in this embodiment. In this embodiment, the variation pattern determination table to be selected is changed depending on the display result of the variable display to be executed, the number of reserved memories, the game state, etc.
[0168] Specifically, as shown in Figure 8, when the variable display result is a non-probable jackpot, the jackpot fluctuation pattern determination table A is selected, and the fluctuation pattern is determined using the jackpot fluctuation pattern determination table A from PB1-1 (fluctuation pattern of normal reach jackpot), PB1-2 (fluctuation pattern of super reach (no pseudo consecutive performance) jackpot), PB1-3 (fluctuation pattern of super reach (one pseudo consecutive performance) jackpot), and PB1-4 (fluctuation pattern of super reach (two pseudo consecutive performance) jackpot). More specifically, in the jackpot fluctuation pattern determination table A, PB1-1 is determined at a rate of 5%, PB1-2 at a rate of 20%, PB1-3 at a rate of 35%, and PB1-4 at a rate of 40%.
[0169] Also, if the variable display result is a probability variable jackpot A to C, the jackpot fluctuation pattern determination table B is selected, and the fluctuation pattern is determined using the jackpot fluctuation pattern determination table B from PB1-1 (fluctuation pattern of normal reach jackpot), PB1-2 (fluctuation pattern of super reach (no pseudo consecutive performance) jackpot), PB1-3 (fluctuation pattern of super reach (one pseudo consecutive performance) jackpot), and PB1-4 (fluctuation pattern of super reach (two pseudo consecutive performance) jackpot). More specifically, in the jackpot fluctuation pattern determination table B, PB1-2 is determined at a rate of 10%, PB1-3 is determined at a rate of 20%, and PB1-4 is determined at a rate of 70%.
[0170] Also, when the game state is a low base state (normal state), the variable display result is a miss, and the number of reserved memories of the variable special chart is one or less, the miss variation pattern determination table A is selected, and the miss variation pattern is determined using the miss variation pattern determination table A from PA1-1 (non-reach miss variation pattern without shortening), PA2-1 (normal reach miss), PA2-2 (super reach (no pseudo consecutive performance) miss variation pattern), PA2-3 (super reach (one pseudo consecutive performance) miss variation pattern), PA2-4 (super reach (two pseudo consecutive performance) miss variation pattern). More specifically, in the miss variation pattern determination table A, PA1-1 is determined at a rate of 50%, PA2-1 is determined at a rate of 40%, PA2-2 is determined at a rate of 5%, PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0171] Also, when the game state is a low base state (normal state), the variable display result is a miss, and the number of reserved memories of the variable special chart is two, the miss variation pattern determination table B is selected, and the miss variation pattern is determined using the miss variation pattern determination table B from PA1-2 (variation pattern of shortened non-reach miss), PA2-1 (normal reach miss), PA2-2 (variation pattern of super reach (no pseudo consecutive performance) miss), PA2-3 (variation pattern of super reach (one pseudo consecutive performance) miss), PA2-4 (variation pattern of super reach (two pseudo consecutive performance) miss). More specifically, in the miss variation pattern determination table B, PA1-2 is determined at a rate of 60%, PA2-1 is determined at a rate of 30%, PA2-2 is determined at a rate of 5%, PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0172] Also, when the game state is a low base state (normal state), the variable display result is a miss, and the number of reserved memories of the variable special chart is three, the miss variation pattern determination table C is selected, and the miss variation pattern is determined using the miss variation pattern determination table C from PA1-3 (shortened non-reach miss variation pattern), PA2-1 (normal reach miss), PA2-2 (super reach (no pseudo consecutive performance) miss variation pattern), PA2-3 (super reach (one pseudo consecutive performance) miss variation pattern), PA2-4 (super reach (two pseudo consecutive performance) miss variation pattern). More specifically, in the miss variation pattern determination table C, PA1-3 is determined at a rate of 70%, PA2-1 is determined at a rate of 20%, PA2-2 is determined at a rate of 5%, PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0173] Also, when the game state is a high base state (time-shortened state or probability variable state), the loss fluctuation pattern determination table D is selected, and the fluctuation pattern is determined using the loss fluctuation pattern determination table D from PA1-3 (variation pattern of shortened non-reach miss), PA2-1 (normal reach miss), PA2-2 (variation pattern of super reach (no pseudo consecutive performance) miss), PA2-3 (variation pattern of super reach (one pseudo consecutive performance) miss), PA2-4 (variation pattern of super reach (two pseudo consecutive performance) miss). More specifically, in the loss fluctuation pattern determination table C, PA1-3 is determined at a rate of 80%, PA2-1 is determined at a rate of 10%, PA2-2 is determined at a rate of 5%, PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0174] In this embodiment, when the variable display result is a jackpot, the variable pattern is determined according to the type of jackpot, but the present invention is not limited to this, and the selection ratio of one of the multiple jackpot variable patterns (PB1-1 to PB1-4) may be varied according to the game state, for example, regardless of the type of jackpot. By doing so, the variable display is performed with a variable pattern suitable for the game state, which can increase the interest in the game.
[0175] The RAM 102 provided in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM, part or all of which is backed up by a backup power supply created on a predetermined power supply board. In other words, even if the power supply to the pachinko gaming machine 1 is stopped, part or all of the contents of the RAM 102 are preserved for a predetermined period (until the capacitor serving as the backup power supply discharges and the backup power supply is no longer able to supply power). In particular, at least data corresponding to the game status, i.e., the control status of the game control means (such as a special symbol process flag) and data indicating the number of unpaid balls should be stored in the backup RAM. The data corresponding to the control status of the game control means is data necessary to restore the control status to the state before the power outage, etc., based on that data, when power is restored after a power outage, etc. Furthermore, the data corresponding to the control status and the data indicating the number of unpaid balls are defined as data indicating the progress of the game.
[0176] In such RAM 102, for example, a game control data holding area 002SG150 as shown in Fig. 9 is provided as an area for holding various data used to control the progress of the game in the pachinko game machine 1. The game control data holding area 002SG150 shown in Fig. 9 includes a first special symbol reserve memory unit 002SG151A, a second special symbol reserve memory unit 002SG151B, a normal symbol reserve memory unit 002SG151C, a game control flag setting unit 002SG152, a game control timer setting unit 002SG153, a game control counter setting unit 002SG154, and a game control buffer setting unit 002SG155.
[0177] The first special symbol pending memory unit 002SG151A stores pending data of special symbol games (special symbol games using the first special symbol in the first special symbol display device 4A) in order of winning, in which a game ball has passed (entered) the first start winning port formed by the winning ball device 6A, resulting in a start winning (first start winning), but which have not yet started.
[0178] The second special symbol pending memory unit 002SG151B stores pending data of special symbol games (special symbol games using the second special symbol in the second special symbol display device 4B) in order of winning, in which a game ball has passed (entered) the second start winning port formed by the variable winning ball device 6B and a start winning (second start winning) has occurred but has not yet started.
[0179] As an example, the first special chart reserve memory unit 002SG151A associates the order of winning (the order of detection of the game ball) into the first start entry port with a reserve number, and stores numerical data indicating a random number value MR1 for determining the variable display result, a random number value MR2 for determining the type of win, and a random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition when the game ball passes (enters) as reserve data until the number of memories reaches a predetermined upper limit value (for example, "4"). In addition, the second special chart reserve memory unit 002SG151B associates the reserved number with the order of winning (the order of detection of the game ball) at the second start entry port, and stores numerical data indicating the random number value MR1 for determining the variable display result, the random number value MR2 for determining the type of win, and the random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition when the game ball passes (enters) as reserved data until the number of memories reaches a predetermined upper limit value (for example, "4").
[0180] In this way, the reserved data stored in the first special chart reserved memory unit 002SG151A and the second special chart reserved memory unit 002SG151B indicates that the execution of a special chart game using the first special chart or a special chart game using the second special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display results (special chart display results) in these special chart games.
[0181] In this embodiment, when the hold information (first hold information) based on the establishment of the first start condition by the game ball passing through (entering) the first start entry port and the hold information (second hold information) based on the establishment of the second start entry by the game ball passing through (entering) the second start entry port are stored in separate hold memory units in association with the hold number, the variable display based on the second hold memory information is executed in priority over the variable display based on the first hold information.
[0182] The normal symbol reserve memory unit 002SG151C stores reserve information for normal symbol games that have not yet been started by the normal symbol display device 20, even though a gaming ball has been detected by the gate switch 21. For example, the normal symbol reserve memory unit 002SG151C associates the gaming balls with reserve numbers in the order in which they are detected by the gate switch 21, and stores numerical data indicating a random number value MR4 for determining the normal symbol display result extracted by the CPU 103 from the random number circuit 104, etc., based on the passage of the gaming ball, as reserved data until the number reaches a predetermined upper limit value (for example, "4").
[0183] The game control flag setting unit 002SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 002SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.
[0184] The game control timer setting unit 002SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 002SG153 stores data indicating timer values of each of a plurality of types of timers.
[0185] The game control counter setting unit 002SG154 is provided with a plurality of types of counters for calculating count values used to control the progress of a game in the pachinko game machine 1. For example, the game control counter setting unit 002SG154 stores data indicating the count values of each of the plurality of types of counters. Here, the game control counter setting unit 002SG154 may be provided with a random counter for counting some or all of the game random numbers in a manner that allows the CPU 103 to update the random numbers by software.
[0186] The random counter of the game control counter setting unit 002SG154 stores, as a random count value, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR1 to MR4, and the numerical data indicating each random number is updated periodically or irregularly in accordance with the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be software for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be software for updating the random count value by performing predetermined processing such as scrambling or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.
[0187] The game control buffer setting unit 002SG155 is provided with various buffers that temporarily store data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 002SG155 stores data indicating buffer values for each of a plurality of types of buffers.
[0188] 2, the ROM 121 mounted on the performance control board 12 stores not only a performance control program but also various data tables used to control performance operations. For example, the ROM 121 stores table data constituting a plurality of judgment tables prepared so that the performance control CPU 120 can make various judgments, decisions, and settings, and pattern data constituting various performance control patterns.
[0189] As an example, the ROM 121 stores a presentation control pattern table that stores a plurality of presentation control patterns that the presentation control CPU 120 uses to control presentation operations by various presentation devices (for example, the image display device 5, speakers 8L, 8R, game effect lamp 9, decorative LEDs, presentation models, etc.). The presentation control patterns correspond to various presentation operations executed according to the progress of the game in the pachinko gaming machine 1 and are composed of data indicating the control content of the operations. The presentation control pattern table may store, for example, a presentation control pattern for when special symbols are variable displayed, a notice presentation control pattern, various presentation control patterns, etc.
[0190] The RAM 122 mounted on the performance control board 12 shown in Fig. 2 is provided with a performance control data holding area 002SG190 as shown in Fig. 10(A) as an area for holding various data used to control performance operations. The performance control data holding area 002SG190 shown in Fig. 10(A) includes a performance control flag setting unit 002SG191, a performance control timer setting unit 002SG192, a performance control counter setting unit 002SG193, and a performance control buffer setting unit 002SG194.
[0191] The performance control flag setting unit 002SG191 is provided with multiple types of flags whose states can be updated in accordance with the performance operation state, such as the display state of the performance image on the screen of the image display device 5, and the performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 002SG191 stores data indicating the value of the flag and data indicating the on or off state for each of the multiple types of flags.
[0192] The performance control timer setting unit 002SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 002SG192 stores data indicating the timer values of each of the plurality of types of timers.
[0193] The performance control counter setting unit 002SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 002SG193 stores data indicating the count values of each of the plurality of types of counters.
[0194] The performance control buffer setting unit 002SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, the performance control buffer setting unit 002SG194 stores data indicating buffer values for each of multiple types of buffers.
[0195] In this embodiment, the data constituting the start winning time receiving command buffer 002SG194A as shown in Fig. 10 (B) is stored in a predetermined area of the performance control buffer setting unit 002SG194. The start winning time receiving command buffer 002SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol being variably displayed. Also, the start winning time receiving command buffer 002SG194A has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol being variably displayed. When a start winning occurs at the first start winning port or the second start winning port, two commands, a start port winning designation command (first start port winning designation command or second start port winning designation command) and a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), are sent as a set from the main board 11 to the performance control board 12. The storage area corresponding to the first special symbol reserved memory and the storage area corresponding to the second special symbol reserved memory in the start winning reception command buffer 002SG194A have storage areas (entries) reserved for associating these start port winning designation commands and reserved memory number notification commands and storing them separately as the first special symbol reserved memory and the second special symbol reserved memory.
[0196] When the start condition is met and the variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") is started, the contents of these storage areas (entries) are shifted up one by one as described below, and the contents of buffer number "1-0" or buffer number "2-0", which stores the contents of the reserved memory for which the start condition is met, are cleared in the special drawing hit waiting process executed when the variable display is ended.
[0197] When a start win occurs in the first start win slot, the performance control CPU 120 stores the command from the top (the entry with the lowest buffer number) of the empty entry corresponding to the first special symbol reserved memory in the start win reception command buffer 002SG194A, and when a start win occurs in the second start win slot, the CPU 120 stores the command from the top (the entry with the lowest buffer number) of the empty entry corresponding to the second special symbol reserved memory in the start win reception command buffer 002SG194A. When a start win occurs, commands from the start win slot designation command to the reserved memory number notification command are transmitted sequentially. Therefore, when commands are received, the start win slot designation command and the reserved memory number notification command are stored in the storage areas corresponding to the last "0" to "4" of the buffer numbers corresponding to the first special symbol reserved memory or the second special symbol reserved memory, in that order.
[0198] 10(B) shown in the start winning time reception command buffer 002SG194A, each time the variable display of the decorative pattern starts, the entry corresponding to the reserved memory of the variable display that ended immediately before (the entry of buffer number "1-0" or "2-0") is deleted, and the entry corresponding to the reserved memory of the variable display that is about to start (the entry corresponding to buffer number "1-1" or "2-1") and the contents of the reserved memory of the entry after the variable display that starts are shifted. For example, when the variable display of the decorative pattern of the first special reserved memory is finished in the storage state shown in FIG. 10(B), each command stored in buffer number "0" is deleted, each command stored in buffer number "0" is shifted to buffer number "0", and each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "0", and each command stored in the area corresponding to buffer number "3" and "4" is shifted to the area corresponding to buffer number "2", "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to the reserved memory that is variably displayed at that time.
[0199] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0200] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 11 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0201] 11, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.
[0202] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.
[0203] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a random number circuit setting process (step S8). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.
[0204] If the recovery condition is not satisfied (step S3; No), an initialization process (step S6) is performed, followed by a random number circuit setting process (step S8). The initialization process of step S6 includes a clearing process for clearing flags, counters, and buffers stored in RAM 102, and initial values are set in the work area by the execution of the clearing process.
[0205] After executing the random number circuit setting process (step S8), the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S9), and then permits the interrupt (step S10). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute the timer interrupt process.
[0206] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 12. When the game control timer interrupt process shown in Fig. 12 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1 and, if necessary, issue a warning based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).
[0207] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the jackpot game state, the control of the game state, etc.
[0208] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.
[0209] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.
[0210] (Special pattern processing) Fig. 13 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 12. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0211] In the start winning determination process, a process is executed to detect the occurrence of a start winning, store pending information in a predetermined area of RAM 102, and update the number of pending memories. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the number of pending memories are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the number of pending memories, and the predictive determination. The performance control command thus transmitted and set for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 12.
[0212] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S117 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S117), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.
[0213] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" and, if so, the type of jackpot, are determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. In this embodiment, the special symbol game using the second special symbol is executed with priority over the special symbol game using the first special symbol (also referred to as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").
[0214] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.
[0215] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining one of a plurality of fluctuation patterns using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether or not the display result is a "jackpot". In the fluctuation pattern setting process, when a fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.
[0216] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.
[0217] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.
[0218] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to stop the variation of the special symbol and to stop displaying (deriving) the confirmed special symbol that is the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." If the display result is a "miss," the game state is also updated if the game is in a time-saving state or a probability variable state and the end of the number-cutting is established. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0219] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.
[0220] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.
[0221] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of times the round that opens the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of times the round has been executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of times the round has been executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.
[0222] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.
[0223] (Start winning judgment processing) FIG. 14 is a flowchart showing the start winning determination process (S101) shown in FIG. 13. In the start winning determination process, the CPU 103 first determines whether the first start opening switch 22A, which is provided corresponding to the first start winning opening formed by the winning ball device 6A, is on (002SGS101). If the first start opening switch 22A is on (002SGS101; Y), the CPU 103 determines whether the first special symbol reserved memory number, which is the number of reserved memories for the special symbol game using the first special symbol, has reached a predetermined upper limit (e.g., "4" as the upper limit memory number) (002SGS102). The CPU 103 may specify the first special symbol reserved memory number by, for example, reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit 002SG154. When the number of reserved memories of the first special chart in 002SGS102 is not the upper limit value (002SGS102; N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 002SG155 is set to "0" (002SGS103).
[0224] When the first start opening switch 22A is off in 002SGS101 (002SGS101; N), or when the first special symbol reserved memory number has reached the upper limit in 002SGS102 (002SGS102; Y), it is determined whether the second start opening switch 22B, which is provided corresponding to the second start opening formed by the variable winning ball device 6B, is on or not (002SGS104). At this time, if the second start opening switch 22B is on (002SGS104; Y), it is determined whether the second special symbol reserved memory number, which is the reserved memory number of the special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit memory number) (002SGS105). The CPU 103 can specify the number of reserved second special symbols by reading the second reserved memory count value, which is the stored value of the second reserved memory count counter provided in the game control counter setting unit 002SG154. When the second reserved memory count is not the upper limit value in 002SGS105 (002SGS105; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 002SG155 is set to "2" (002SGS106).
[0225] After executing either of the processes 002SGS103 or 002SGS106, the number of reserved special symbols corresponding to the start port buffer value, which is the value stored in the start port buffer, is updated by adding 1 (002SGS107). For example, when the start port buffer value is "0," the first reserved symbol count value is added by 1, while when the start port buffer value is "2," the second reserved symbol count value is added by 1. Thus, the first reserved symbol count value is updated by adding 1 when the gaming ball passes (enters) the first start port and the first start condition corresponding to the special symbol game using the first special symbol is established. Furthermore, the second reserved symbol count value is updated by adding 1 when the gaming ball passes (enters) the second start port and the second start condition corresponding to the special symbol game using the second special symbol is established. At this time, the total reserved symbol count is also updated by adding 1 (002SGS108). For example, the total reserved memory count value, which is the stored value of the total reserved memory count counter provided in the game control counter setting unit 002SG154, may be updated to add one.
[0226] After executing the process of 002SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the jackpot type, and the random number value MR3 for determining the fluctuation pattern from the numerical data updated by the random number circuit 104 and the random counter of the game control counter setting unit 002SG154 (002SGS109). The numerical data indicating each extracted random number value and the start port buffer value are stored by being set as reservation information at the beginning of an empty entry in the special symbol reservation memory unit (002SGS110).
[0227] The numerical data indicating the random number value MR1 for determining the special symbol display result and the random number value MR2 for determining the type of jackpot are used to determine whether the variable display result of the special symbol or decorative symbol is a "jackpot" or not, and further to determine the type of jackpot if the variable display result is a "jackpot." The random number value MR3 for determining the variation pattern is used to determine the variation pattern including the variable display time of the special symbol or decorative symbol. By executing the processing of 002SGS109, the CPU 103 extracts numerical data indicating all of the random number values used to determine the variable display mode including the variable display result and variable display time of the special symbol or decorative symbol.
[0228] Following the processing of 002SGS110, a setting for sending a start port winning designation command according to the start port buffer value is made (002SGS111). For example, when the start port buffer value is "0," a setting for sending a first start port winning designation command to the performance control board 12 is made by storing the storage address of the first start port winning designation command table in ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer. On the other hand, when the start port buffer value is "2," a setting for sending a second start port winning designation command to the performance control board 12 is made by storing the storage address of the second start port winning designation command table in ROM 101 in the buffer area of the transmission command buffer. The start port winning designation command set in this way is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control processing of S27 shown in FIG. 12 after the special symbol process processing is completed.
[0229] Following the processing of 002SGS111, the CPU 103 performs settings (002SGS113) for transmitting the pending memory number notification command to the performance control board 12, for example, by storing the storage address of the pending memory number notification command table in the ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer. The pending memory number notification command thus set is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control processing of S27 shown in Figure 12 after the special symbol process processing is completed.
[0230] After executing the processing of 002SGS113, it is determined whether the start port buffer value is "0" (002SGS114). At this time, if the start port buffer value is "0" (Y in 002SGS114), the start port buffer is cleared and its stored value is initialized to "0" (002SGS115), and then the processing of 2390SGS104 is proceeded to. On the other hand, if the start port buffer value is "2" (N in 002SGS114), the start port buffer is cleared and its stored value is initialized to "0" (002SGS116), and then the start winning processing is terminated. As a result, even if both the first start port switch 22A and the second start port switch 22B simultaneously detect a start winning of a valid game ball, it is possible to reliably complete the processing based on the detection of both valid start winnings.
[0231] (Special pattern normal processing) Fig. 15 is a flowchart showing an example of the processing executed in S110 of Fig. 13 as the normal special symbol processing. In the normal special symbol processing shown in Fig. 15, the CPU 103 first determines whether the second special symbol reserved memory count is "0" or not (step 002SGS141). The second special symbol reserved memory count is the reserved memory count of the special symbol game using the second special symbol by the second special symbol display device 4B. For example, in the processing of step 002SGS141, it is sufficient to read out the second reserved memory count value stored in the game control counter setting unit and determine whether the read value is "0" or not.
[0232] When the second special symbol reserved memory number is other than "0" in step 002SGS141 (step 002SGS141; N), the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the big win type, and the random number value MR3 for determining the fluctuation pattern are read out as reserved data stored in the second special symbol reserved memory unit corresponding to the reserved number "0" (step 002SGS142). The numerical data read out at this time may be temporarily stored in, for example, a fluctuation random number buffer or the like.
[0233] Following the processing of step 002SGS142, the second special chart reserved memory count value and the total reserved memory count value are updated by subtracting 1 from each other, and the second special chart reserved memory count and the total reserved memory count are updated by subtracting 1 from each other, and the data in the second special chart reserved memory unit is updated. Specifically, the reserved data indicating the random number values MR1 to MR3 stored in entries lower than the reserved number "0" in the second special chart reserved memory unit (for example, entries corresponding to reserved numbers "2" to "4") are shifted to higher positions by one entry (step 002SGS143).
[0234] Thereafter, the variable special chart designation buffer value, which is the stored value of the variable special chart designation buffer, is updated to "2" (step 002SGS144), and then the process proceeds to step 002SGS149.
[0235] On the other hand, when the second special symbol reserved memory count is "0" in step 002SGS141 (step 002SGS141; Y), it is determined whether the first special symbol reserved memory count is "0" (step 002SGS145). The first special symbol reserved memory count is the reserved memory count of a special symbol game using the first special symbol by the first special symbol display device 4A. For example, in the processing of step 002SGS145, the game control counter setting unit reads out the first reserved memory count value stored in the first reserved memory count counter and determines whether the read value is "0." In this way, the processing of step 002SGS145 is executed when it is determined in step 002SGS141 that the second special symbol reserved memory count is "0," and it is determined whether the first special symbol reserved memory count is "0." As a result, the special symbol game using the second special symbol is started in priority to the special symbol game using the first special symbol.
[0236] It is not limited to the special symbol game using the second special symbol being executed with priority over the special symbol game using the first special symbol, and for example, the special symbol game may be started in the order in which the game ball enters (passes) the first start winning port or the second start winning port and the start winning occurs. In this case, it is sufficient to provide a table that stores data that can identify the order in which the start winning occurs, and to determine whether to start the execution of the special symbol game using the first special symbol or the second special symbol from the stored data.
[0237] When the number of reserved memory of the first special symbol is other than "0" in step 002SGS145 (step 002SGS145; N), the random number value MR1 for determining the result of the special symbol, the random number value MR2 for determining the type of big win, and the numerical data indicating the random number value MR3 for determining the variation pattern are read out as reserved data stored in the first special symbol reserved memory unit corresponding to the reserved number "0" (step 002SGS146). The numerical data read out at this time may be temporarily stored in, for example, a random number buffer for variation.
[0238] Following the processing of step 002SGS146, the first special chart reserved memory count value and the total reserved memory count value are updated by subtracting 1 from each other, and the first special chart reserved memory count and the total reserved memory count are updated by subtracting 1 from each other, and the data in the first special chart reserved memory unit is updated. Specifically, the reserved data indicating the random number values MR1 to MR3 stored in entries lower than the reserved number "0" in the first special chart reserved memory unit (for example, entries corresponding to reserved numbers "2" to "4") are shifted to higher entries by one entry (step 002SGS147).
[0239] Thereafter, the variable special chart designation buffer value, which is the stored value of the variable special chart designation buffer, is updated to "0" (step 002SGS148), and then the process proceeds to step 002SGS149.
[0240] In step 002SGS149, the display result determination table shown in FIG. 5 is selected and set as the table to be used to determine whether the special symbol display result, which is the variable display result of the special symbol, is a "jackpot" or a "miss." Next, the numerical data indicating the random number value MR1 for determining the special symbol display result stored in the variable random number buffer is compared with the determination value assigned to each special symbol display result of "jackpot" or "miss" to determine whether the special symbol display result is a "jackpot" or a "miss" (step 002SGS150). In addition, in this step 002SGS150, if the game state at that time is a high probability state (probability variable state) in which the probability variable flag is on, if the random number value MR1 for determining the special symbol display result falls within the range of 10,000 to 12,180 corresponding to the high probability state (probability variable state), it is determined to be a "jackpot," and if it does not fall within the range, it is determined to be a "miss." Also, if the probability flag is off and the state is low (in this feature, it is a low probability, low base state), if the random number value MR1 used to determine the special chart display result falls within the range of 1 to 219, it is judged as a "jackpot", and if it does not fall within the range, it is judged as a "miss".
[0241] In this way, in the display result judgment table selected in step 002SGS149, different judgment values are assigned to a "jackpot" depending on the game state at that time (high probability, low probability). Therefore, in the processing of step 002SGS150, whether or not the special chart display result is a "jackpot" is determined using different judgment data (judgment values) depending on whether or not the game state when the variable display of a special chart game or the like is started is a high probability state. When the game state is a high probability state, it is judged (determined) to be a "jackpot" with a higher probability than when it is a low probability state.
[0242] If step 002SGS150 determines that the jackpot is a "jackpot" (step 002SGS150; Y), the jackpot flag is set to ON (step 002SGS152). At this time, the jackpot type determination table shown in FIG. 6(A) is selected and set as the table to be used for determining one of the multiple jackpot types (step 002SGS153). By referencing the jackpot type determination table set in this way, it is determined which of the multiple jackpot types the jackpot type will be based on whether the numerical data indicating the random number value MR2 for jackpot type determination stored in the variable random number buffer matches with the determination value assigned to each jackpot type in the jackpot type determination table: "non-variable jackpot," "variable jackpot A," "variable jackpot B," or "variable jackpot C" (step 002SGS154).
[0243] By determining the jackpot type in step 002SGS154, the game state after the jackpot game state ends—either a time-saving state (low probability, high base state) or a probability variable state (high probability, high base state), which is more advantageous to the player than the time-saving state—is determined before the fixed special symbol is derived as a variable display result. Corresponding to the jackpot type thus determined, the determined jackpot type is stored by, for example, setting a jackpot type buffer value, which is the stored value of a jackpot type buffer provided in the game control buffer setting unit (step 002SGS155). For example, if the jackpot type is a "non-probability variable jackpot" corresponding to a non-probability variable jackpot, the jackpot type buffer value can be set to "0," if it is a "probability variable A" corresponding to a probability variable jackpot A, "0" if it is a "probability variable B" corresponding to a probability variable jackpot B, "2," and if it is a "probability variable C" corresponding to a probability variable jackpot C, "3." After the processing of step 002SGS155, the process proceeds to step 002SGS156.
[0244] Furthermore, if it is determined in step 002SGS150 that the result is a "miss" (step 002SGS150; N), the process of step 002SGS156 is executed without executing the processes of steps 002SGS152 to 002SGS155.
[0245] In step 002SGS156, the CPU 103 sets a fixed special symbol in accordance with the pre-determined result of whether or not to control to a jackpot gaming state (whether or not the jackpot flag is turned on) and the determined result of the jackpot type in the jackpot gaming state. As an example, in accordance with the pre-determined result of the special symbol display result being a "miss," a special symbol showing the symbol "-," which is a miss symbol, is set as the fixed special symbol. Also, if the special symbol display result is determined to be a "jackpot" in step 002SGS150a, if the jackpot type in step 002SGS154 is "probable jackpot A," a special symbol showing the number "7" is set as the fixed special symbol. Also, if the jackpot type is "probable jackpot B," a special symbol showing the number "5" is set as the fixed special symbol. Also, if the jackpot type is "non-probable jackpot," a special symbol showing the number "3" is set as the fixed special symbol. In addition, when the jackpot type is "C probability jackpot C", the special symbol showing the number "0" is set as the fixed special symbol. Note that these fixed special symbols are only examples, and other fixed special symbols may be set, or multiple types of symbols may be set as the fixed special symbols.
[0246] After the confirmed special symbol is set in step 002SGS156, the value of the special symbol process flag is updated to "1", which corresponds to the variable pattern setting process (step 002SGS157), and then the normal special symbol processing is terminated.
[0247] If the number of reserved memories for the special symbol game using the first special symbol is "0" in step 002SGS145 (step 002SGS145; Y), a predetermined demo display setting is performed (step 002SGS158), and then the normal special symbol processing is terminated. In this demo display setting, it is determined whether or not a performance control command (customer waiting demo designation command) that designates a demonstration display (demo screen display) by, for example, displaying a predetermined performance image on the image display device 5 has been transmitted from the main board 11 to the performance control board 12. If the customer waiting demo designation command has already been transmitted, the demo display setting is terminated. On the other hand, if the command has not yet been transmitted, settings are performed to transmit the customer waiting demo designation command, and then the demo display setting is terminated.
[0248] (Major operations of the performance control board 12) Next, we will explain the main operations of the performance control board 12. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 16. When the performance control main process shown in Fig. 16 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12, etc.
[0249] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0250] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.
[0251] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.
[0252] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, the operation of displaying a performance image in the display area of the image display device 5, the operation of outputting sound from the speakers 8L and 8R, the operation of lighting decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the operation of driving the movable bodies 32A and 32B are controlled. In addition, the control contents of the performance operations using the various performance devices are judged, determined, and set according to the performance control commands transmitted from the main board 11.
[0253] Following the effect control process processing of step S76, an effect random number update processing is executed (step S77), and at least a part of the effect random numbers used on the effect control board 12 side is updated by software. Furthermore, after the effect random number value update processing (step S77), a demo effect control processing (step S78) for executing a demo effect in the pachinko gaming machine 1, a background display update processing (step S79) for updating the background image displayed on the image display device 5 to another background image, and a menu display processing (step S80) for displaying a menu screen on the image display device 5 in a game standby state are executed. Thereafter, the processing returns to step S73. Other processing may be executed before returning to step S73.
[0254] In the background display update process of this embodiment, one of a first background image corresponding to the first presentation mode, a second background image corresponding to the second presentation mode, a third background image corresponding to the third presentation mode, and a fourth background image corresponding to the fourth presentation mode is selected and displayed. The first and second background images are displayable when the gaming state is in a normal state, the third background image is displayable when the gaming state is in a low-probability, high-base state, and the fourth background image is displayable when the gaming state is in a high-probability, high-base state. In addition, the first and second background images are switched when a switching display condition is met, such as when a variable display of SP Reach Hare is executed or when one background image is displayed continuously for a predetermined period of time.
[0255] The menu display process not only displays a menu screen on the image display device 5 in the game standby state, but also includes a process of adjusting the volume output from the speakers 8L, 8R and a process of adjusting the light intensity (brightness) of the game effect lamp 9 in response to the player's operation of the push button 31B while the menu screen is displayed.
[0256] In the demo performance control process, the performance control CPU 120 may, for example, set a timer such as a customer waiting demo performance start waiting timer based on receiving a customer waiting demo designation command until the customer waiting demo performance starts, and start the customer waiting demo performance based on the timer expiring without the variable display starting. If the variable display starts while the customer waiting demo performance start waiting timer is operating or while the customer waiting demo performance is being executed, the customer waiting demo performance start waiting timer may be cleared or the customer waiting demo performance may be interrupted, and the display on the image display device 5 may be switched to a variable display of decorative patterns.
[0257] (Performance control process) Fig. 17 is a flowchart showing an example of the processing executed in step S76 of Fig. 16 as the performance control process. In the performance control process shown in Fig. 17, the performance control CPU 120 first executes a hold display update process (step S161) that performs a shift display (described later) to update the hold memory display (first hold display 002SG101 and second hold display 002SG102) in the special symbol hold memory display area 5U of the image display device 5 to a display according to the memory contents of the start winning time reception command buffer 002SG194A. After the hold display update process is executed, one of the following steps S170 to S175 is selected and executed according to the value of the performance process flag provided in the RAM 122, for example.
[0258] Furthermore, in step S161, a pre-reading preview setting process may be executed together with the above-mentioned hold display update process, in which judgments, decisions, and settings are made to execute a pre-reading preview performance (for example, a performance that changes the display color of the hold display) based on the performance control command sent from the main board 11 at the time of the initial winning.
[0259] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0260] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.
[0261] The variable display effect processing of step S172 is processing that is executed when the value of the effect process flag is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable bodies 32A and 32B, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.
[0262] The special symbol winning wait process of step S173 is a process executed when the value of the presentation process flag is "3." In this special symbol winning wait process, the presentation control CPU 120 determines whether or not a presentation control command specifying the start of a jackpot gaming state has been received from the main board 11. Then, when a presentation control command specifying the start of a jackpot gaming state is received, the value of the presentation process flag is updated to "4." Also, when a command specifying the start of a jackpot gaming state is not received and the waiting time for receiving the command has elapsed, it is determined that the display result in the special symbol game was a "miss," and the value of the presentation process flag is updated to the initial value of "0." When the value of the presentation process flag is updated, the special symbol winning wait process is terminated.
[0263] The jackpot performance processing in step S174 is a process executed when the performance process flag value is "4." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance process flag is updated to "5," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.
[0264] The ending presentation process in step S175 is executed when the presentation process flag value is "5." In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various presentation controls for the ending presentation at the end of the jackpot gaming state based on the settings. Thereafter, the presentation process flag value is updated to the initial value "0," and the ending presentation process is terminated.
[0265] (Variable display start setting process) Next, the operation of the performance control CPU 120 will be described. Figure 18 is a flowchart showing the variable display start setting process (step S171) in the performance control process shown in Figure 17. In the variable display start setting process, the performance control CPU 120 first determines whether the first variable display start command reception flag is on or not (step 002SGS271). If the first variable display start command reception flag is on (step 002SGS271; Y), for example, various command data and various flags stored in association with buffer numbers "1-0" to "1-4" of the first special chart reserved memory in the start winning time reception command buffer are shifted up by one buffer number at a time (step 002SGS272). Note that the contents of buffer number "1-0" cannot be shifted because there is no destination to shift to, so it is erased.
[0266] Also, in step 002SGS271, if the first variable display start command reception flag is off (step 002SGS271; N), it is determined whether the second variable display start command reception flag is on (step 002SGS273). If the second variable display start command reception flag is off (step 002SGS273; N), the variable display start setting process is terminated, and if the second variable display start command reception flag is on (step 002SGS273; Y), for example, various command data and various flags stored in association with buffer numbers "2-0" to "2-4" of the second special chart reservation memory in the start winning reception command buffer are shifted up by one buffer number (step 002SGS274). Note that the contents of buffer number "2-0" cannot be shifted because there is no destination to shift to, so it is erased.
[0267] After executing step 002SGS272 or step 002SGS274, the performance control CPU 120 reads out a variation pattern designation command from the variation pattern designation command storage area (step 002SGS275).
[0268] Next, the display result (stopping pattern) of the decorative pattern is determined according to the data stored in the display result designation command storage area (i.e., the received display result designation command) and the variation pattern (step 002SGS276). In this case, the performance control CPU 120 determines the stopping pattern of the decorative pattern according to the display result designated by the display result designation command, and stores data indicating the determined stopping pattern of the decorative pattern in the decorative pattern display result storage area.
[0269] In this embodiment, when the received variable display result designation command is the second variable display result designation command corresponding to the probability variable jackpot A, the performance control CPU 120 determines, for example, a decorative pattern combination (jackpot pattern) in which three symbols are aligned to form "7" as the stopping symbol. Also, when the received variable display result designation command is the third variable display result designation command to the fourth variable display result designation command corresponding to the probability variable jackpot B to the probability variable jackpot C, the stopping symbol is determined from a plurality of combinations of odd-numbered symbols other than "7" (for example, decorative pattern combinations such as "111," "333," "555," and "999"). Also, wh...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player by executing variable display of identification information including first identification information and second identification information, A predetermined effect can be executed that suggests that the game will be controlled to the advantageous state, The predetermined effect is an effect of displaying a crack precursor image and then displaying a fragment image corresponding to the crack precursor image, As a background image after the fragment image is displayed in the predetermined performance, any one of a plurality of background images including a first predetermined background image and a second predetermined background image which suggests that there is a higher expectation of being controlled to the advantageous state than the first predetermined background image can be displayed; Before displaying the fragment image in the predetermined effect, the object image in any one of a plurality of object image modes can be displayed; Depending on the aspect of the object image, it is possible to suggest which background image will be displayed after the fragment image is displayed in the predetermined effect, An effect image can be displayed in one mode before the object image is displayed, In the one aspect, there is a case where the object image is displayed after the effect image is displayed, and a case where the object image is not displayed. The effect image can be displayed in a predetermined pattern in which the effect image is displayed in the one aspect at a certain timing when the variable display is being executed, and then an effect image in a specific aspect different from the one aspect is displayed without displaying the object image, The effect image can be displayed in the one aspect at the one timing when the variable display is being executed, and thereafter the effect image can be displayed in a specific pattern in which an effect image in a specific aspect different from the one aspect is not displayed; The object image can be displayed after the effect image is displayed in the predetermined pattern, In one of the plurality of presentation modes, a plurality of types of background images including a first background image and a second background image can be switched and displayed; When switching the background image from the first background image to the second background image, a background fade-out display can be executed by gradually increasing the transparency of the first background image, and a background fade-in display can be executed by gradually decreasing the transparency of the second background image, the region in which the identification information is variably displayed includes at least a first region and a second region; when starting the variable display of the identification information, starting the variable display of the first identification information in the first area and starting the variable display of the second identification information in the second area; a first identification information fade-out display can be performed by gradually increasing the transparency of the first identification information in the first area when variable display of the first identification information is started, and a second identification information fade-out display can be performed by gradually increasing the transparency of the second identification information in the second area when variable display of the second identification information is started, When terminating the variable display of the identification information, the variable display of the first identification information is slowed down in the first area, and the variable display of the second identification information is slowed down in the second area; a first identification information fade-in display can be performed in which the transparency of the first identification information is gradually decreased in the first area when the variable display of the first identification information is slowed down, and a second identification information fade-in display can be performed in which the transparency of the second identification information is gradually decreased in the second area when the variable display of the second identification information is slowed down, At least one of the first identification information fade-out display and the second identification information fade-out display and the background fade-out display can be executed at a common time, a period during which the first identification information is faded out and a period during which the second identification information is faded out are the same; At least one of the first identification information fade-in display and the second identification information fade-in display and the background fade-in display can be executed at a common time, a period during which the first identification information fade-in display is performed and a period during which the second identification information fade-in display is performed are common to each other; an execution period of the background fade-out display is longer than an execution period of the first identification information fade-out display and the second identification information fade-out display; an execution period of the background fade-in display is longer than an execution period of the first identification information fade-in display and an execution period of the second identification information fade-in display; The game can be controlled to a plurality of game states including a predetermined state and a specific state in which the average length of the variable display period of the identification information is shorter than that of the predetermined state; The plurality of presentation modes include a first presentation mode in the predetermined state and a second presentation mode in the predetermined state, The length of the execution period of the fade-out display of the first identification information in the first presentation mode is different from the length of the execution period of the fade-out display of the first identification information in the second presentation mode, the identification information includes a character representation, As variable display of the identification information, a scroll action, a pre-start action in which the character display moves before the scroll action starts, a stop action when the scroll action stops, and a post-stop action in which the character display moves after the stop action can be executed, The character display mode is different between the action at the time of stop and the action after the stop. A gaming machine characterized by:
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