gaming machines
The gaming machine enhances marketability by integrating variable displays, light control, and reserved memory features to create engaging and advantageous game states, addressing the limitations of conventional machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-09
- Publication Date
- 2026-03-04
AI Technical Summary
Conventional gaming machines lack enhanced marketability features, particularly in terms of variable displays and player advantageous states.
The gaming machine incorporates features such as variable special identification information displays, light emission control, volume adjustment guides, and reserved memory storage for enhanced game states, including fragment images and sound effects, to create an engaging and advantageous player experience.
The implementation of these features enhances the marketability and player engagement by providing dynamic visual and auditory cues that suggest and transition into advantageous game states, thereby improving user interaction and satisfaction.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that allows play. [Background technology]
[0002] Some conventional gaming machines are capable of executing a step-up effect in which the image displayed on the liquid crystal display device is changed in stages, in which the display screen of the liquid crystal display 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 1).Furthermore, there are machines that are capable of executing variable displays and are controllable to a jackpot gaming state (advantageous state) that is advantageous to the player, and when a reserved memory containing information regarding a variable display is generated by the occurrence of a new starting winning, are capable of displaying an appearance animation in which a reserved display based on the reserved memory is displayed in stages (see, for example, Patent Document 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-127593 [Patent Document 2] Japanese Patent Application Laid-Open No. 2016-97173 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 made in view of the above circumstances, and has as its object to provide a gaming machine with improved marketability. [Means for solving the problem]
[0006] The gaming machine according to claim 1 of the present invention comprises: A gaming machine capable of variably displaying special identification information when a start condition is met, A display means; Light emitting means; a light emission control means, The display means A background display can be displayed during a first period after the game is completed, A demonstration display can be displayed during a second period after the first period has ended, A variable display of effect identification information corresponding to the variable display of the special identification information can be displayed, When the start condition is satisfied, a variable display of the effect identification information can be displayed so that the transparency of the effect identification information changes from a first value to a second value higher than the first value; When the start condition is satisfied while the demonstration display is being displayed, the display can be switched from the demonstration display to a variable display of the effect identification information before the transparency of the effect identification information becomes the second value, The light emission control means During the second period, the light emitting means can be controlled using a demonstration display luminance data table corresponding to the demonstration display; when the start condition is satisfied while the demonstration display is being displayed by the display means, before the display means switches from the demonstration display to a display corresponding to the variable display of the effect identification information, the display means can switch from the demonstration display luminance data table to a luminance data table corresponding to the variable display of the effect identification information to control the light emitting means, The display means A volume adjustment guide display that guides the user to adjust the volume can be displayed. A game is executed in a state where the volume adjustment guide display is not displayed, and when a predetermined condition is met after the game ends, the volume adjustment guide display can be displayed, and thereafter, when a start condition for the demonstration display is met, the demonstration display can be displayed without displaying the volume adjustment guide display, It can be controlled to an advantageous state that is advantageous to the player, A predetermined effect can be executed by displaying a fragment image and suggesting that the game will be controlled to the advantageous state. The display patterns of the fragment image in the predetermined effect include a first pattern in which the fragment image is displayed after a crack precursor image is displayed, and a second pattern in which the fragment image is displayed without displaying the crack precursor image, When the fragment images are displayed in the first pattern, a predetermined sound corresponding to the fragment images is output, whereas when the fragment images are displayed in the second pattern, the predetermined sound is not output; In the first pattern, an object image can be displayed in one of a plurality of modes before the fragment image is displayed, As a background display after the fragment image is displayed in the first pattern, any one of a plurality of background displays including a first background display and a second background display that suggests a higher expectation of being controlled to the advantageous state than the first background display can be displayed; It is possible to suggest which of the background displays is to be displayed according to the aspect of the object image, A game control means; A performance execution means; and a reservation storage means, The reserved storage means is capable of storing information about variable display up to a predetermined number as reserved storage based on the establishment of a start condition, When the variable display of the special identification information is completed, if there is a reserved memory corresponding to the next variable display of the special identification information, the game control means can execute the variable display of the next special identification information; The performance execution means When the hold memory is stored, one of a plurality of types of hold displays including a first hold display and a second hold display in a manner different from the first hold display can be displayed; In a situation where less than the predetermined number of reserved memories are stored, When a start condition is satisfied at a first timing, the first hold display is started to be displayed in a first start mode, and then changed to a first in-progress mode and then changed to a first completion mode, and can be displayed; When the start condition is satisfied at the first timing, the second hold display is started to be displayed in a second start mode, changed to a second in-progress mode, and then changed to a second completion mode and displayed; When a start condition is satisfied at a second timing after the first timing, the first hold display is started to be displayed in the first start mode, changed to the first in-progress mode, and can be changed to the first completion mode based on the start of variable display of the next special identification information, When the start condition is satisfied at the second timing, the second hold display is started to be displayed in the second start mode, changed to the second in-progress mode, and can be changed to the second completion mode based on the start of variable display of the next special identification information, When a start condition is satisfied at a third timing after the second timing, the first hold display can be displayed in the first completion mode without being displayed in the first start mode and the first on-going mode, When the start condition is satisfied at the third timing, the second hold display can be displayed in the second completion mode without being displayed in the second start mode and the second on-going mode. It is characterized by the following. According to this feature, in consideration of the above-mentioned circumstances, it is possible to provide a gaming machine with improved marketability.
[0007] Furthermore, the present invention may have only the invention-specific matters set forth in the claims of the present invention, or may have the invention-specific matters set forth in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view showing a gaming machine according to an embodiment. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] FIG. 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 showing an example of a demo performance control process. [Figure 19] 10 is a flowchart showing an example of a demo performance control process. [Figure 20] 10 is a flowchart showing an example of a demo performance control process. [Figure 21](A1) and (A2) are figures showing the first presentation mode, (B1) and (B2) are figures showing the second presentation mode, and (C1) and (C2) are figures showing the third presentation mode. [Figure 22] A diagram showing the flow of variable display of decorative patterns in the first presentation mode. [Figure 23] FIG. 23 is a diagram showing the flow of variable display of decorative patterns following FIG. 22. [Figure 24] A diagram showing the flow of variable display of decorative patterns in the third presentation mode. [Figure 25] (A) is a timing chart showing the state of each part at the start of variable display in the first presentation mode, and (B) is a timing chart showing the state of each part at the start of variable display in the second and third presentation modes. [Figure 26] This is a diagram showing the flow of SP reach presentation in a low base state. [Figure 27] This is a diagram showing the flow of SP reach presentation in a high base state. [Figure 28] FIG. 10A shows the conditions for starting and ending the demo movie display, and FIG. 10B shows the configuration of the demo movie display. [Figure 29] 10A to 10C are diagrams showing examples of operation of each part in a demo movie. [Figure 30] This is a transition diagram of the customer waiting demo performance. [Figure 31] FIG. 10 is a diagram showing an example of the operation of displaying a demo movie. [Figure 32] FIG. 10 is a diagram showing an example of the operation of displaying a demo movie. [Figure 33] 10A is a diagram showing a display example of the first scene (company name), FIG. 10B is a diagram showing a display example of the fourth scene (warning 1), and FIG. 10C is a diagram showing a display example of the fourth scene (warning 2). [Figure 34] This is a diagram comparing the display modes of the first scene (company name), the fourth scene (warnings 1 and 2), the number of reserved memories, and the small patterns. [Figure 35] 10A and 10B are diagrams showing the light emission patterns of lamps corresponding to game states. [Figure 36] (A) is a diagram showing the arrangement of lamps in a pachinko gaming machine, and (B) is a schematic diagram of (A). [Figure 37](A1) to (A8) are diagrams showing an example of operation when a customer waiting demo effect is initiated after the variable display of the first special symbol in a low base state has ended. [Figure 38] (A4) to (A5) are diagrams showing the main part of FIG. [Figure 39] This is a timing chart showing the flow of the customer waiting demo performance in a low base state. [Figure 40] This is a timing chart showing the flow of the customer waiting demo performance in a low base state. [Figure 41] (B1) to (B8) are diagrams showing an example of the operation of the customer waiting demo effect in a high base state. [Figure 42] This is a timing chart showing the flow of the customer waiting demo performance in a high base state. [Figure 43] This is a timing chart showing the flow of the customer waiting demo performance in a high base state. [Figure 44] FIG. 10 is a diagram showing an example of operation when a pachinko gaming machine starts a cold start and then starts a customer waiting demo performance. [Figure 45] 10 is a timing chart showing the flow of when a pachinko gaming machine starts a customer waiting demo performance after being started by a cold start. [Figure 46] This figure shows an example of operation when a pachinko gaming machine is started with a hot start in a low base state and then a customer waiting demo performance is started. [Figure 47] This is a timing chart showing the flow of when a pachinko gaming machine starts with a hot start in a low base state and then a customer waiting demo performance begins. [Figure 48] This figure shows an example of operation when a pachinko game machine is started with a hot start in a high base state and then a customer waiting demo performance is started. [Figure 49] This is a timing chart showing the flow in which a pachinko gaming machine starts with a hot start in a high base state and then a customer waiting demo performance is started. [Figure 50]10A to 10E are diagrams showing an example of operation when the demo movie display ends after a certain time in a low base state. [Figure 51] 10 is a timing chart showing the flow of ending the demo movie display over time in a low base state. [Figure 52] 10 is a timing chart showing the flow of ending the demo movie display over time in a high base state. [Figure 53] (A) to (E) are diagrams showing an example of operation when the demo movie display ends with a starting win in a low base state. [Figure 54] 54(A) to 54(G) are diagrams showing details of the high base state of the display mode of FIG. 53. [Figure 55] This is a timing chart showing the flow in which the demo movie display ends with the first start winning in a low base state. [Figure 56] This is a timing chart showing the flow in which the demo movie display ends with the second start winning in a low base state. [Figure 57] This is a timing chart showing the flow in which the demo movie display ends with the second start winning in a high base state. [Figure 58] This is a timing chart showing the flow in which the demo movie display ends with the first start winning in a high base state. [Figure 59] 10A to 10C are diagrams showing an example of operation when a demo movie display is ended by steering in a low base state. [Figure 60] 10 is a timing chart showing a flow in which the display of a demo movie ends with a steering wheel operation in a low base state. [Figure 61] 10A to 10C are diagrams showing an example of operation when a demo movie display is ended by a menu operation in a low base state. [Figure 62] 10 is a timing chart showing the flow of ending the demo movie display by menu operation in a low base state. [Figure 63]10 is a timing chart showing the flow of ending the demo movie display by menu operation in a high base state. [Figure 64] 10A is a timing chart showing an example of normal operation of the payout device when a prize is won, and FIG. 10B is a timing chart showing an example of error operation of the payout device when a prize is won. [Figure 65] FIG. 10 is a diagram showing an example of operation when a bulb failure error occurs during a customer waiting demo performance. [Figure 66] FIG. 10 is a diagram illustrating a priority layer. [Figure 67] This figure shows the flow when an error occurs in the customer waiting demo performance that started in a low base state. [Figure 68] This figure shows the flow when an error occurs in the customer waiting demo performance that started in a high base state. [Figure 69] FIG. 10 is a diagram for explaining the mechanism of output to an LED driver. [Figure 70] FIG. 10 is a diagram for explaining an example of lamp control using a lamp data table. [Figure 71] 10 is a diagram for explaining an example of lamp control using a grandchild table by timer management of a child table. FIG. [Figure 72] FIG. 10 is a diagram illustrating an example of a parent table that constitutes a lamp data table. [Figure 73] FIG. 10 is a diagram illustrating an example of a child table that configures a lamp data table. [Figure 74] FIG. 10 is a diagram illustrating an example of a grandchild table that constitutes a lamp data table. [Figure 75] FIG. 10 is a diagram illustrating an example of a grandchild table that constitutes a lamp data table. [Figure 76] FIG. 10 is a diagram illustrating an example of a grandchild table that constitutes a lamp data table. [Figure 77] FIG. 10 is a diagram showing a lamp data table used when not playing (only the button flashes white and the button flashes red is used during play). [Figure 78]Lamp Data Table: Background Normal Parent Table Settings. [Figure 79] Lamp data table: A diagram showing the settings of a background normal child table. [Figure 80] Lamp Data Table: A diagram showing the settings of a background normal grandchild table. [Figure 81] Lamp Data Table: A diagram showing the settings of a background normal grandchild table. [Figure 82] Lamp data table: A diagram showing the settings of the parent table of background time reduction. [Figure 83] Lamp data table: A diagram showing the settings of the child table of background time reduction. [Figure 84] Lamp data table: A diagram showing the settings of a grandchild table of background time reduction. [Figure 85] Lamp data table: A diagram showing the settings of a grandchild table of background time reduction. [Figure 86] Lamp data table: A diagram showing the settings of the parent table for background probability change. [Figure 87] Lamp data table: A diagram showing the settings of the background probability change child table. [Figure 88] Lamp data table: A diagram showing the settings of the background probability change grandchild table. [Figure 89] Lamp data table: A diagram showing the settings of the background probability change grandchild table. [Figure 90] Lamp Data Table: A diagram showing the settings of the parent table for the customer waiting demo. [Figure 91] Lamp Data Table: A diagram showing the settings of the child table of the customer waiting demo. [Figure 92] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 93] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 94] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 95] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 96] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 97] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 98] Lamp Data Table: A diagram showing the settings of the grandchild table for the customer waiting demo. [Figure 99] 10 is a diagram showing the settings of the parent table of the lamp data table: button white lighting. [Figure 100] This is a diagram showing the settings of the lamp data table: button white lighting child table. [Figure 101] Lamp data table: A diagram showing the settings of the grandchild table for button white lighting. [Figure 102] 10 is a diagram showing the settings of the parent table of the lamp data table: button white flashing. [Figure 103] 10 is a diagram showing the settings of the lamp data table: button white flashing child table. [Figure 104] This is a diagram showing the settings of the lamp data table: grandchild table for button white flashing. [Figure 105] 13 is a diagram showing the settings of the parent table of the lamp data table: button flashing red. [Figure 106] 10 is a diagram showing the settings of the lamp data table: button red flashing child table. [Figure 107] This is a diagram showing the settings of the lamp data table: grandchild table of the button flashing red. [Figure 108] Lamp Data Table: A diagram showing the setting contents of the parent table of the initialization notification. [Figure 109] Lamp data table: A diagram showing the setting contents of a child table of initialization notification. [Figure 110] Lamp data table: A diagram showing the setting contents of a grandchild table of initialization notification. [Figure 111] Lamp Data Table: A diagram showing the setting contents of the parent table of an error. [Figure 112] 10 is a diagram showing the settings of the lamp data table: error child table. FIG. [Figure 113] 10 is a diagram showing the settings of the lamp data table: error grandchild table. FIG. [Figure 114] FIG. 10 is a diagram showing the settings of a common table. [Figure 115] FIG. 10 is a diagram showing the settings of a common table. [Figure 116] FIG. 10 is a diagram showing the settings of a common table. [Figure 117] FIG. 10 is a diagram showing the settings of a common table. [Figure 118] FIG. 10 is a diagram showing the settings of a common table. [Figure 119] (A1) to (A4) are diagrams showing examples of character display and light emission modes in each scene. [Figure 120] 10A is a diagram showing an example of operation in the first scene, FIG. 10B is a diagram showing an example of operation in the third scene, and FIG. 10C is a diagram showing an example of operation in the fourth scene. [Figure 121] 1 is a comparison table showing character animation displays. [Figure 122] (A) and (B) are diagrams for explaining similar colors. [Figure 123] FIG. 10 is a diagram illustrating a display timing list for a demo movie display. [Figure 124] 54(A) to 54(G) are diagrams showing details of the high base state of the display mode of FIG. 53. [Figure 125] 1 is a front view showing a gaming machine according to an embodiment. [Figure 126] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 127] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 128] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 129] FIG. 2 is an explanatory diagram showing a layer configuration. [Figure 130]10A and 10B are diagrams illustrating examples of performance control commands. [Figure 131] FIG. 2 is an explanatory diagram showing each random number. [Figure 132] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 133] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 134] (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 135] (A) to (F) are explanatory diagrams of the fluctuation pattern determination table. [Figure 136] FIG. 2 is an explanatory diagram showing a game control data storage area. [Figure 137] (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 138] 10 is a flowchart showing an example of a game control main process. [Figure 139] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 140] 10 is a flowchart illustrating an example of a special symbol process. [Figure 141] 10 is a flowchart showing an example of a start winning determination process. [Figure 142] 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 143] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 144] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 145] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 146] A flowchart showing an example of a jackpot end process. [Figure 147] 10 is a flowchart showing an example of a performance control main process. [Figure 148] 10 is a flowchart showing an example of a performance control process. [Figure 149] An explanatory diagram of whether or not a hold display effect is executed and the determination ratio of the effect pattern. [Figure 150] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 151] 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 152] (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 153] (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. [Fig. 154] 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 155] 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 156] 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 157] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 158] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 159] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 160] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each effect. [Figure 161]A diagram showing the flow of the presentation in Super Reach α. [Figure 162] A diagram showing the flow of the presentation in Super Reach α. [Figure 163] A diagram showing the flow of the presentation in Super Reach α. [Fig. 164] A diagram showing the flow of the presentation in Super Reach β. [Figure 165] A diagram showing the flow of the presentation in Super Reach β. [Figure 166] A figure showing details of an example of the operation of the first continuous breaking effect. [Figure 167] A figure showing details of an example of the operation of the second consecutive breaking effect. [Figure 168] A figure showing details of an example of the operation of a dialogue preview performance. [Figure 169] A figure showing details of an example of the operation of background change presentation A. [Figure 170] A figure showing details of an example of the operation of background change presentation A. [Figure 171] A figure showing details of an example of the operation of background change presentation B. [Fig. 172] A diagram showing details of some examples of the operation of pseudo consecutive performances. [Figure 173] A figure showing details of an example of the operation of a reach suggestion effect. [Fig. 174] A figure showing details of an example of the operation of a reach suggestion effect. [Figure 175] A figure showing details of an example of the operation of a weak development effect. [Figure 176] A figure showing details of some example operations of strong development performance A. [Figure 177] A figure showing details of an example of the operation of strong development performance B. [Figure 178] A figure showing details of an example of the operation of strong development performance B. [Figure 179] FIG. 10 is a diagram showing details of an example of the operation of a cut-in effect. [Figure 180] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a jackpot. [Figure 181]A figure showing details of an example of the operation of the result notification presentation when the variable display result is a jackpot. [Figure 182] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a miss. [Figure 183] This is an explanatory diagram for comparing the details of each effect. [Figure 184] This is an explanatory diagram for comparing the details of each effect. [Figure 185] This is a timing chart showing details of the first consecutive break effect and the second consecutive break effect. [Figure 186] 10 is a timing chart showing details of the dialogue preview performance. [Figure 187] 10 is a timing chart showing details of background change performance A. [Figure 188] 10 is a timing chart showing details of background change performance B. [Figure 189] This is a timing chart showing details of the pseudo consecutive effects. [Figure 190] This is a timing chart showing details of the reach suggestion effect. [Figure 191] This is a timing chart showing details of the weak development effect. [Figure 192] This is a timing chart showing details of strong development effect A. [Figure 193] This is a timing chart showing details of strong development effect B. [Figure 194] 10 is a timing chart showing details of a cut-in effect. [Figure 195] 10 is a timing chart showing details of the result notification presentation. [Figure 196] FIG. 10 is an explanatory diagram showing the speed change of the fragment images in each performance. [Figure 197] FIG. 10 is a diagram showing a crack pattern in a crack effect. [Figure 198] 10A to 10C are diagrams illustrating display examples of each crack pattern. [Figure 199] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern A. [Figure 200] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern B. [Figure 201] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern C. [Figure 202] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern D. [Figure 203] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern E. [Figure 204] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern F. [Figure 205] 10A and 10B are diagrams showing display examples with and without a whiteout image in crack pattern G. [Figure 206] (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 207] (A) shows the fragment image displayed in background change effect A, and (B) shows the fragment image displayed in strong development effect B. [Figure 208] FIG. 10 is a diagram showing a first modified example of the present invention. [Figure 209] FIG. 10 is a diagram showing a second modified example of the present invention. [Figure 210] FIG. 10 is a diagram showing a third modified example of the present invention. [Figure 211] FIG. 10 is a diagram showing a fourth modified example of the present invention. [Figure 212] FIG. 10 is a diagram showing a fifth modified example of the present invention. [Figure 213] FIG. 10 is a diagram showing a sixth modified example of the present invention. [Figure 214] FIG. 11 is a diagram showing a seventh modified example of the present invention. [Figure 215] FIG. 13 is a diagram showing an eighth modified example of the present invention. [Figure 216] FIG. 13 is a diagram showing a ninth modified example of the present invention. [Figure 217] FIG. 13 is a diagram showing a ninth modified example of the present invention. [Figure 218]FIG. 16 is a diagram showing a tenth modified example of the present invention. [Figure 219] 1 is a front view showing a gaming machine according to an embodiment. [Figure 220] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 221] FIG. 2 is a block diagram showing the circuit configuration of the main board. [Figure 222] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 223] FIG. [Figure 224] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 225] FIG. 2 is an explanatory diagram showing each random number. [Figure 226] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 227] (A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot type. [Figure 228] FIG. 10 is an explanatory diagram showing a miss effect determination table. [Figure 229] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 230] (A) is an explanatory diagram of the fluctuation pattern in the normal state, (B) is an explanatory diagram of the fluctuation pattern in the time-saving state, and (C) is an explanatory diagram of the fluctuation pattern in the special state. [Figure 231] (A) to (F) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 232] (A) to (D) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 233] (A) to (C) are explanatory diagrams of the fluctuation pattern determination table for misses. [Figure 234] (A) to (C) are explanatory diagrams of the fluctuation pattern determination table for jackpots. [Figure 235] 10 is an explanatory diagram of each game state. FIG. [Figure 236](A) is an explanatory diagram of the special pattern unit, (B) is an explanatory diagram of the variable display of the special pattern, (C) is an explanatory diagram of the display unit for performance, and (D) is an explanatory diagram of the variable display of the sub-pattern. [Figure 237] FIG. 2 is an explanatory diagram showing a game control data storage area. [Figure 238] FIG. 2 is an explanatory diagram illustrating an input port. [Figure 239] FIG. 2 is an explanatory diagram showing an output port. [Figure 240] (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 241] 10 is a flowchart showing an example of a game control main process. [Figure 242] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 243] FIG. 10 is an explanatory diagram showing two-byte buffers formed in a RAM used in switch processing. [Figure 244] 10 is a flowchart illustrating an example of a switch process. [Figure 245] 10 is a flowchart illustrating an example of a random number update process. [Figure 246] 10 is a flowchart illustrating an example of a special symbol process. [Figure 247] 10 is a flowchart showing an example of a start port switch passing process. [Figure 248] 10 is a flowchart showing an example of a winning effect processing. [Figure 249] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 250] 10 is a flowchart showing an example of a special symbol determination process. [Figure 251] 10 is a flowchart showing an example of a special symbol buffer shift process. [Figure 252] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 253] 10 is a flowchart showing an example of special symbol variation processing. [Figure 254] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 255] A flowchart showing an example of a jackpot end process. [Figure 256] 10 is a flowchart illustrating an example of a display process. [Figure 257] An explanatory diagram of the lighting control mode of each hold indicator. [Figure 258] 10 is a flowchart showing an example of a special symbol display control process. [Figure 259] 10 is a flowchart illustrating an example of a display control process. [Figure 260] (A) is an explanatory diagram of the timing of command transmission when a starting winning occurs and the timing of starting light control of the reserve display, (B) is an explanatory diagram of the timing of command transmission when the variable display starts and the timing of starting light control when the reserve memory number of the reserve display has been subtracted, and (C) is an explanatory diagram of the timing of starting light control of the special pattern and the timing of starting subtraction of the variable display time when the variable display starts. [Figure 261] 10 is a flowchart showing an example of a performance control main process. [Figure 262] 10 is a flowchart showing an example of a performance control process. [Figure 263] FIG. 10 is an explanatory diagram of triggers for changing the presentation mode in the presentation mode determination process. [Figure 264] An explanatory diagram of whether or not a hold change effect will be executed and the determination ratio of the effect pattern. [Figure 265] 10 is a flowchart showing an example of a flash effect process when a prize is won. [Figure 266] FIG. 10 is an explanatory diagram of the ratio for determining whether or not to execute a flash effect when a prize is won. [Figure 267] 10 is a flowchart illustrating an example of a button vibration effect process. [Figure 268] An explanatory diagram of the lighting control mode of each sub-hold indicator. [Figure 269] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 270](A) is an explanatory diagram of the processing cycle of the CPU and the CPU for performance control, and (B) is an explanatory diagram of the animation execution period for each performance mode. [Fig. 271] (A1) and (A2) are explanatory diagrams of the display mode of the image display device in presentation mode A, (B1) and (B2) are explanatory diagrams of the display mode of the image display device in presentation mode B, (C1) and (C2) are explanatory diagrams of the display mode of the image display device in presentation mode C, and (D1) and (D2) are explanatory diagrams of the display mode of the image display device in presentation mode D. [Fig. 272] An explanatory diagram showing the appearance animation in presentation mode A. [Fig. 273] An explanatory diagram showing the appearance animation in presentation mode A. [Fig. 274] An explanatory diagram showing the movement of the hold display in the appearance animation in presentation mode A. [Figure 275] FIG. 10 is an explanatory diagram showing a shift animation. [Figure 276] An explanatory diagram showing the appearance animation in presentation mode B. [Figure 277] An explanatory diagram showing the appearance animation in presentation mode B. [Fig. 278] An explanatory diagram showing the appearance animation in presentation mode C. [Figure 279] An explanatory diagram showing the appearance animation in presentation mode D. [Figure 280] 10A is an explanatory diagram showing the stay animation in presentation mode A, and FIG. 10B is an explanatory diagram showing the stay animation in presentation mode B. FIG. [Figure 281] (A) is an explanatory diagram showing the ending animation in presentation mode A, (B) is an explanatory diagram showing the ending animation in presentation mode B, (C) is an explanatory diagram showing the ending animation in presentation mode C, and (D) is an explanatory diagram showing the ending animation in presentation mode D. [Figure 282] FIG. 10 is an explanatory diagram showing the shift animation in presentation mode A. [Figure 283] FIG. 10 is an explanatory diagram showing the shift animation in presentation mode A. [Fig. 284] An explanatory diagram showing the shift animation in presentation mode B. [Figure 285] (A) is an explanatory diagram showing the display mode of the active display area and the pending display area in each presentation mode, and (B) is an explanatory diagram of the animation in each presentation mode. [Figure 286] This is an explanatory diagram of the animation that appears when a pending memory occurs when the number of pending memories is one or more. [Figure 287] This is an explanatory diagram of the animation that appears when a pending memory occurs when the number of pending memories is one or more. [Figure 288] This is an explanatory diagram of the animation that appears when a pending memory occurs when the number of pending memories is 0. [Figure 289] This is an explanatory diagram of the animation that appears when a pending memory occurs when the number of pending memories is 0. [Figure 290] This is an explanatory diagram of when a new pending memory occurs during a variable display with 1 to 3 pending memories, and the appearance animation starts more than 660 ms before the start of the next variable display. [Figure 291] This is an explanatory diagram of when a new pending memory occurs during a variable display with 1 to 3 pending memories, and the appearance animation starts less than 660 ms before the start of the next variable display. [Figure 292] This is an explanatory diagram showing the case where a new reserved memory occurs during the shift animation after the variable display of reserved memories from 1 to 3 has ended and the next variable display has begun. [Figure 293] This is an explanatory diagram showing the case where a reserved memory occurs within 33 ms after the variable display of reserved memory numbers 1 to 3 has ended and the next variable display has started. [Fig. 294] This is an explanatory diagram showing when a new reserved memory occurs less than 33 ms before the start of the next variable display after the variable display of reserved memories 1 to 3 has ended. [Figure 295] This is an explanatory diagram showing when a new start win occurs while the number of reserved memories is variable and displayed as 4. [Figure 296] This is an explanatory diagram showing the case where a new pending memory occurs in the shift animation of the next variable display after the variable display of four pending memories has ended. [Figure 297] This is an explanatory diagram showing when a new start winning occurs during the pattern determination period after the variable display of the number of reserved memories is completed to 4. [Figure 298] This is an explanatory diagram showing the case where a new reserved memory occurs within 33 ms of the start of the next variable display after the variable display of four reserved memories has ended. [Figure 299] This is an explanatory diagram of when a new pending memory occurs during a variable display with 0 pending memories, and the appearance animation starts more than 660 ms before the start of the next variable display. [Figure 300] This is an explanatory diagram of a case where a new pending memory occurs during a variable display with 0 pending memories, and the appearance animation starts less than 660 ms before the start of the next variable display. [Figure 301] This is an explanatory diagram showing the case where a new reserved memory occurs less than 33 ms after the end of the pattern determination period for a variable display with 0 reserved memories. [Figure 302] This is an explanatory diagram showing when a new reserved memory occurs less than 33 ms before the end of the pattern determination period for a variable display with 0 reserved memories. [Figure 303] This is an explanatory diagram showing when a new reserved memory occurs more than 33 ms after the end of the pattern determination period for a variable display with 0 reserved memories. [Figure 304] This is an explanatory diagram regarding the timing of starting variable display when there are 0 pending memories and a new pending memory occurs when variable display is not being executed. [Figure 305] This is an explanatory diagram regarding the timing of starting variable display when there are 0 pending memories and a new pending memory occurs when variable display is not being executed. [Figure 306]This is an explanatory diagram regarding the display timing of the hold indicator and hold display when there are 0 hold memories and a new hold memory occurs when variable display is being executed. [Figure 307] This is an explanatory diagram regarding the display timing of the hold indicator and hold display when there is one hold memory and a new hold memory occurs when variable display is being executed. [Figure 308] This is an explanatory diagram regarding the display timing of the hold indicator and hold display when there are 0 hold memories and a new hold memory occurs when variable display is being executed. [Figure 309] This is an explanatory diagram regarding the display timing of the hold indicator and hold display when there are 0 hold memories and a new hold memory occurs when variable display is being executed. [Figure 310] A comparison diagram of each performance. [Figure 311] This is an explanatory diagram for storing random numbers extracted during the start port switch passing process. [Figure 312] FIG. 10 is an explanatory diagram of a special buffer shifting process. [Figure 313] FIG. 10 is an explanatory diagram of a special buffer shifting process. [Figure 314] This is an explanatory diagram showing when a new pending memory occurs during a shift animation in presentation mode C or presentation mode D. [Figure 315] This is an explanatory diagram showing when a new pending memory occurs during a shift animation in presentation mode C or presentation mode D. [Figure 316] This is an explanatory diagram showing when a new pending memory occurs during a shift animation in presentation mode C or presentation mode D. [Figure 317] This is an explanatory diagram of what happens when reserved storage occurs continuously. [Figure 318] This is an explanatory diagram showing when there are 0 reserved memories and a new reserved memory has occurred when variable display is not being executed. 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] The gaming machine of type 1-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; Before the display means switches from the background display to the demonstration display, the luminance data table for the background display is switched to the luminance data table for the demonstration display to control the light emitting means (FIGS. 18, 19, 38, 39, 40, etc.). It is characterized by the following. According to this feature, the control of the light emitting means is switched first, and then the demonstration display is started in a stepwise design, which makes it possible to draw attention to the change rather than starting everything at once, and to make people aware of the start of the demonstration display, resulting in optimal customer waiting control.
[0011] [Form 2] The gaming machine of type 2-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means During a first period after the game in the normal state is ended, a normal state background display is displayed; During a first period after the game in the special state is completed, a special state background display is displayed; A demonstration display is displayed during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after the first period after the game in the special state has ended; The light emission control means during a first period after the game in the normal state is ended, controlling the light emitting means using a normal state background display brightness data table corresponding to the normal state background display; during a first period after the game in the special state is ended, controlling the light emitting means using a special state background display brightness data table corresponding to the special state background display; In a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; In a second period after the first period after the end of the game in the special state, the light emitting means is controlled using the brightness data table for demonstration display; before the display means switches the display from the normal state background display to the demonstration display, the luminance data table is switched from the normal state background display luminance data table to the demonstration display luminance data table to control the light emitting means; Before the display means switches the display from the special status background display to the demonstration display, the luminance data table for the special status background display is switched to the luminance data table for the demonstration display to control the light emitting means (FIGS. 18, 19, 38, 39, 40, 42, 43, etc.). It is characterized by the following. According to this feature, the control of the light emitting means is switched on first, and then the display of the demonstration display is started in a stepwise design, which makes it possible to draw attention to the change rather than starting everything at once, and to make people aware of the start of the demonstration display, resulting in optimal customer waiting control.
[0012] The gaming machine of form 2-2 is the gaming machine according to form 2-1, The brightness data initially used in the brightness data table for the demonstration display is data that emits light in a color different from the final brightness data used in the brightness data table for the normal state background display and the final brightness data used in the brightness data table for the special state background display (Figures 80, 84, 88, 92, etc.). It is characterized by the following. According to this feature, the color of the last luminance data during the normal state background display is different from the color of the first luminance data during the demonstration display, and the color of the last luminance data during the special state background display is different from the color of the first luminance data during the demonstration display, so that when the demonstration display starts in each state, the change in color of the light-emitting means stands out, making it easy to understand that the demonstration display is starting, and as a result, suitable customer waiting control can be performed.
[0013] [Form 3] The gaming machine of type 3-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, the light emitting means includes a first light emitting means, a second light emitting means, and a third light emitting means; the third light-emitting means is a light-emitting means provided corresponding to the performance operation means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means during the first period, controlling the first light-emitting means and the second light-emitting means using a background display luminance data table corresponding to the background display; during the second period, controlling the first light-emitting means and the second light-emitting means using a luminance data table for demonstration display corresponding to the demonstration display; During the first period and the second period, the third light-emitting means is controlled using a brightness data table different from the background display brightness data table and the demonstration display brightness data table (FIGS. 29, 38, 39, 42, etc.). It is characterized by the following. According to this feature, by switching the mode of the light-emitting means corresponding to the operation means for presentation, there is a possibility that the player may mistakenly believe that he or she is being prompted to operate the operation means for presentation. Therefore, by keeping the mode constant, it is possible to prevent this mistake, and as a result, it is possible to carry out appropriate customer waiting control.
[0014] [Form 4] The gaming machine of type 4-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, the light emitting means includes a first light emitting means, a second light emitting means, and a third light emitting means; the third light-emitting means is a light-emitting means provided corresponding to the performance operation means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means During a first period after the game in the normal state is ended, a normal state background display is displayed; During a first period after the game in the special state is completed, a special state background display is displayed; A demonstration display is displayed during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after the first period after the game in the special state has ended; The light emission control means during a first period after the game in the normal state is ended, controlling the first light-emitting means and the second light-emitting means using a normal state background display brightness data table corresponding to the normal state background display; during a first period after the game in the special state is ended, controlling the first light-emitting means and the second light-emitting means using a special state background display brightness data table corresponding to the special state background display; In a second period after the first period after the end of the game in the normal state, the first light-emitting means and the second light-emitting means are controlled using a luminance data table for demonstration display corresponding to the demonstration display; In a second period after a first period after the end of a game in the special state has ended, the first light-emitting means and the second light-emitting means are controlled using the brightness data table for demonstration display; during a first period after the end of a game in the normal state, controlling the third light-emitting means using one brightness data table different from the brightness data table for the normal state background display, the brightness data table for the special state background display, and the brightness data table for the demonstration display; In a first period after the game in the special state is ended, the third light-emitting means is controlled using the one brightness data table; In a second period after the first period after the end of the game in the normal state, the third light-emitting means is controlled using the one brightness data table; In a second period after the first period after the end of the game in the special state, the third light-emitting means is controlled using the one brightness data table (Figures 29, 38, 39, 42, etc.). It is characterized by the following. According to this feature, by switching the state of the light-emitting means corresponding to the operation means for presentation, there is a possibility that the player may mistakenly believe that he or she is being prompted to operate the operation means for presentation. Therefore, by keeping the state constant in both the normal state and the special state, it is possible to prevent the player from making a mistake in either the normal state or the special state, and as a result, it is possible to carry out appropriate customer waiting control.
[0015] [Form 5] The gaming machine of type 5-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, the light emitting means includes a first light emitting means, a second light emitting means, and a third light emitting means; the third light-emitting means is a light-emitting means provided corresponding to the performance operation means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a first scene and a second scene; The light emission control means during the first period, controlling the first light-emitting means and the second light-emitting means using a background display luminance data table corresponding to the background display; controlling the first light-emitting means and the second light-emitting means in the first scene in the second period using a first scene luminance data table corresponding to the first scene; controlling the first light-emitting means and the second light-emitting means in the second scene in the second period using a second scene luminance data table corresponding to the second scene; controlling the third light-emitting means in the first scene in the second period using a luminance data table different from the luminance data table for the first scene and the luminance data table for the second scene; In the second scene in the second period, the third light-emitting means is controlled using the one brightness data table (FIGS. 29, 38, 39, 42, etc.). It is characterized by the following. According to this feature, by switching the mode of the light-emitting means corresponding to the operation means for presentation, there is a possibility that the player may mistakenly believe that he or she is being prompted to operate the operation means for presentation. Therefore, by keeping the mode constant, it is possible to prevent this mistake, and as a result, it is possible to carry out appropriate customer waiting control.
[0016] The gaming machine of form 5-2 is the gaming machine according to form 3-1, form 4-1, or form 5-1, The first brightness data table is a brightness data table different from the promotion effect brightness data table used when a promotion effect for encouraging the operation of the performance operation means is executed, and the brightness data constituting the first brightness data table has less change in brightness than the brightness data constituting the promotion effect brightness data table (Figures 97 to 105, etc.). It is characterized by the following. According to this feature, one brightness data table is composed of brightness data that is used to make the brightness less emphasized than when the operation of the effect operation means is being prompted, thereby preventing the player from mistaking that the operation of the effect operation means is being prompted, and as a result, it is possible to carry out suitable customer waiting control.
[0017] The gaming machine of form 5-3 is the gaming machine according to form 3-1, form 4-1, or form 5-1, One brightness data table is made up of brightness data for turning off the light. It is characterized by the following. According to this feature, one brightness data table is composed of brightness data for turning off the lights, which prevents the player from mistaking that he is being prompted to operate the performance operation means, and as a result, it is possible to carry out optimal customer waiting control.
[0018] The gaming machine of form 5-4 is the gaming machine according to form 3-1, form 4-1, or form 5-1, The first light emitting means is provided on the game board, The second light emitting means and the third light emitting means are provided on the game frame (see FIG. 36, etc.). It is characterized by the following. According to this feature, the light-emitting means corresponding to the operation means for effecting is provided in the game slot, but by managing it separately rather than using the same brightness data table as the other light-emitting means provided in the game slot, it is possible to appropriately design the device to prevent players from mistaking that they are being prompted to operate the operation means for effecting, and as a result, it is possible to carry out appropriate customer waiting control.
[0019] The gaming machine of form 5-5 is the gaming machine according to form 3-1, form 4-1, or form 5-1, The display means displays a message indicating that the device is starting up after the device is powered on, The light emission control means controlling the first light-emitting means and the second light-emitting means using a background display luminance data table at a timing related to displaying a display indicating that the display means is running; The third light-emitting means is controlled using one brightness data table at a timing related to displaying a display indicating that the display means is activated (FIGS. 47, 49, etc.). It is characterized by the following. According to this feature, by using the brightness data table to emit light before the background display is made, it is possible to check whether the light emitting means is normal at the start-up stage, and then the light emitting mode can be seamlessly changed to the mode for when customers are waiting, resulting in optimal customer waiting control.
[0020] [Form 6] The gaming machine of type 6-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a company name display scene, a title name display scene, a warning display scene, a first model introduction scene, and a second model introduction scene; the company name display scene is a scene in which the name of a company associated with the gaming machine is displayed in text, The title name display scene is a scene in which the title name of the gaming machine is displayed in characters, The warning display scene is a scene in which text is displayed to call attention to a game played on the gaming machine, The first model introduction scene is a scene in which text introducing the gaming machine is displayed, The second model introduction scene is a scene different from the first model introduction scene, and is a scene in which text introducing the gaming machine is displayed, The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; In the company name display scene in the second period, the light emitting means is controlled using a company name display scene luminance data table corresponding to the company name display scene; controlling the light emitting means in the title name display scene in the second period using a title name display scene brightness data table corresponding to the title name display scene; In the attention-calling display scene in the second period, the light-emitting means is controlled using a luminance data table for the attention-calling display scene corresponding to the attention-calling display scene; In the first model introduction scene in the second period, the light emitting means is controlled using a luminance data table different from the luminance data table for the company name display scene, the luminance data table for the title name display scene, and the luminance data table for the warning display scene; In the second model introduction scene in the second period, the light emitting means is controlled using the one brightness data table (FIG. 29, etc.). It is characterized by the following.
[0021] The company name includes the name of the company involved in the development, manufacturing, and sales of the gaming machine. According to this feature, there are multiple scenes in which information is conveyed by text displays, and since it is desired to emphasize each piece of information such as company name information, model title, and warnings, by emitting dedicated light for each, it is possible to highlight them in comparison with other text displays, resulting in optimal customer waiting control.
[0022] The gaming machine of form 6-2 is the gaming machine according to form 6-1, There is another scene between the first model introduction scene and the second model introduction scene. For other scenes, a different luminance data table is used (e.g., Figure 29). It is characterized by the following. According to this feature, a common brightness data table is used in the first model introduction scene and the second model introduction scene, so that suitable light can be emitted without increasing capacity, resulting in suitable customer waiting control.
[0023] The gaming machine of aspect 6-3 is the gaming machine according to aspect 6-1, The execution period of the model introduction scene including the first model introduction scene and the second model introduction scene (30 seconds) > the execution period of the company name display scene (10 seconds), and the execution period of the model introduction scene including the first model introduction scene and the second model introduction scene (30 seconds) > the execution period of the warning display scene (5 seconds). The company name and warning text may be displayed at times other than during the demonstration display. It is characterized by the following. According to this feature, the model introduction scene and the title name display scene, which are displayed only during the demonstration display, can be highlighted for a longer period of time, thereby achieving suitable customer waiting control.
[0024] [Form 7] The gaming machine of type 7-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a company name display scene, a first model introduction scene, and a second model introduction scene; the company name display scene is a scene in which the character display of the company name related to the gaming machine is displayed in animation, The first model introduction scene is a scene in which an introduction text display of the gaming machine is animated, The second model introduction scene is a scene different from the first model introduction scene, and is a scene in which an introduction character display of the gaming machine is animated. The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; In the company name display scene in the second period, the light emitting means is controlled using a company name display scene luminance data table corresponding to the company name display scene; In the first model introduction scene in the second period, the light emitting means is controlled using a luminance data table different from the luminance data table for the company name display scene; In the second model introduction scene in the second period, the light emitting means is controlled using the one brightness data table; the company name display scene brightness data table includes brightness data linked to animation of the character display of the company name related to the gaming machine, The one brightness data table does not include brightness data linked to the animation of the character display introducing the gaming machine in the first model introduction scene and brightness data linked to the animation of the character display introducing the gaming machine in the second model introduction scene (Figures 29, 31, 32, 91 to 98, 119). It is characterized by the following. According to this feature, there are multiple scenes in which information is conveyed by text display, but since it is particularly desired to convey information about a company name, by using brightness data linked to the display animation, it can be emphasized in comparison with other text displays, resulting in optimal customer waiting control.
[0025] [Form 8] The gaming machine of type 8-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a title name display scene, a first model introduction scene, and a second model introduction scene; the title name display scene is a scene in which the title name of the gaming machine is displayed as an animation; The first model introduction scene is a scene in which an introduction text display of the gaming machine is animated, The second model introduction scene is a scene different from the first model introduction scene, and is a scene in which an introduction character display of the gaming machine is animated. The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; controlling the light emitting means in the title name display scene in the second period using a title name display scene brightness data table corresponding to the title name display scene; controlling the light emitting means using a luminance data table different from the title name display luminance data table in the first model introduction scene in the second period and the second model introduction scene in the second period; The brightness data table for the title name display scene includes brightness data linked to the animation of the character display of the title name of the gaming machine, The one brightness data table does not include brightness data linked to the animation of the character display introducing the gaming machine in the first model introduction scene and brightness data linked to the animation of the character display introducing the gaming machine in the second model introduction scene (Figures 29, 31, 32, 91 to 98, 119). It is characterized by the following. According to this feature, there are multiple scenes in which information is conveyed by text display, but since it is particularly desired to convey information about the model name, by using brightness data linked to the display animation, it can be emphasized in comparison with other text displays, resulting in optimal customer waiting control.
[0026] [Form 9] The gaming machine of type 9-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a company name display scene, a title name display scene, and a warning display scene; the company name display scene is a scene in which the name of a company associated with the gaming machine is displayed in text, The title name display scene is a scene in which the title name of the gaming machine is displayed in characters, The warning display scene is a scene in which text is displayed to call attention to a game played on the gaming machine, The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; In the company name display scene in the second period, the light emitting means is controlled using a company name display scene luminance data table corresponding to the company name display scene; controlling the light emitting means in the title name display scene in the second period using a title name display scene brightness data table corresponding to the title name display scene; In the attention-calling display scene in the second period, the light-emitting means is controlled using a luminance data table for the attention-calling display scene corresponding to the attention-calling display scene; the state of the light-emitting means controlled using the luminance data table for the company name display scene is emphasized more than the state of the light-emitting means controlled using the luminance data table for the attention-calling display scene, The state of the light emitting means controlled using the brightness data table for the title name display scene is more emphasized than the state of the light emitting means controlled using the brightness data table for the warning display scene (see FIG. 28, etc.). It is characterized by the following. According to this feature, there are multiple scenes in which information is conveyed by text display, and since it is desired to emphasize each piece of information such as company name information, model title, and warnings, this can be done by emitting dedicated light for each piece, and by emphasizing the lighting conditions in the display scenes of the company name and model title compared to the warning scenes, the company name and model title can be emphasized, resulting in optimal customer waiting control.
[0027] The gaming machine of aspect 9-2 is the gaming machine according to aspect 9-1, The manner in which the state of the light-emitting means controlled using the luminance data table for the company name display scene is emphasized more than the state of the light-emitting means controlled using the luminance data table for the attention-calling display scene, and the manner in which the state of the light-emitting means controlled using the luminance data table for the title name display scene is emphasized more than the state of the light-emitting means controlled using the luminance data table for the attention-calling display scene, are any of the following: (1) Frequent flashing (2) Many colors are lit (3) A large number of light-emitting means are used (Figure 28, etc.) It is characterized by the following. This feature allows the company name and model title to be emphasized, resulting in optimal customer waiting control.
[0028] The gaming machine of aspect 9-3 is the gaming machine according to aspect 9-1, The state of the light emitting means controlled using the luminance data table for the company name display scene is emphasized more than the state of the light emitting means controlled using the luminance data table for the title name display scene. It is characterized by the following. This feature makes it possible to emphasize the company name more, making it easier for players to understand which company the gaming machine is associated with, resulting in optimal customer waiting control.
[0029] [Form 10] The gaming machine of type 10-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, the light emitting means includes a first light emitting means and a second light emitting means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a company name display scene and a model introduction scene, The light emission control means during the first period, controlling the first light-emitting means and the second light-emitting means using a background display luminance data table corresponding to the background display; In the company name display scene in the second period, the first light-emitting means and the second light-emitting means are controlled using a company name display scene luminance data table corresponding to the company name display scene; In the model introduction scene in the second period, the first light-emitting means and the second light-emitting means are controlled using a model introduction display scene luminance data table corresponding to the model introduction display scene; the plurality of luminance data constituting the luminance data table for the company name display scene are luminance data configured to be emitted by the first light-emitting means and the second light-emitting means, The plurality of brightness data constituting the brightness data table for the model introduction scene are brightness data configured so that the first light-emitting means emits light and the second light-emitting means does not emit light (FIG. 29, FIG. 90 to FIG. 98). It is characterized by the following. According to this feature, there are multiple scenes in which information is conveyed by displaying text, and in the company name display scene, both the first light-emitting means and the second light-emitting means are made to emit light, and in the model introduction scene, the first light-emitting means is made to emit light but the second light-emitting means is not made to emit light, thereby making it possible to relatively emphasize the company name display scene, and as a result, it is possible to achieve optimal customer waiting control. The gaming machine of type 10-2 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, the light emitting means includes a first light emitting means and a second light emitting means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a company name display scene, a first model introduction scene, and a second model introduction scene; The light emission control means during the first period, controlling the first light-emitting means and the second light-emitting means using a background display luminance data table corresponding to the background display; In the company name display scene in the second period, the first light-emitting means and the second light-emitting means are controlled using a company name display scene luminance data table corresponding to the company name display scene; In the first model introduction scene in the second period, the first light-emitting means is controlled using a brightness data table for a first model introduction display scene corresponding to the first model introduction display scene; In the second model introduction scene in the second period, the first light-emitting means is controlled using a brightness data table for a second model introduction display scene corresponding to the second model introduction display scene; In the first model introduction scene in the second period and the second model introduction scene in the second period, one brightness data table is used to control the second light-emitting means. It is characterized by the following. According to this feature, there are multiple scenes in which information is conveyed by displaying text, and in the company name display scene, both the first light-emitting means and the second light-emitting means are made to emit light in a dedicated light-emitting mode, and in the first model introduction scene and the second model introduction scene, the first light-emitting means is made to emit light in a dedicated light-emitting mode, but the second light-emitting means is made to emit light in a common light-emitting mode, thereby making it possible to relatively emphasize the company name display scene, and as a result, it is possible to achieve optimal customer waiting control.
[0030] [Form 11] The gaming machine of type 11-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means during the second period, controlling the light emitting means using a rainbow luminance data table; When a specific effect is executed, the light emitting means is controlled using a rainbow brightness data table; The rainbow luminance data table used in the second period and the rainbow luminance data table used when the specific effect is executed are common luminance data tables (see, for example, Figures 28, 31, and 32). It is characterized by the following. According to this feature, by changing the light emission pattern to rainbow during the demonstration display, the demonstration display can be made more vibrant, and furthermore, by using the same brightness data table for changing the light emission pattern to rainbow as the brightness data table used in response to specific effects executed during play, there is no need to increase capacity, and as a result, it is possible to perform optimal customer waiting control.
[0031] [Form 12] The gaming machine of type 12-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means During a first period after the game in the normal state is ended, a normal state background display is displayed; During a first period after the game in the special state is completed, a special state background display is displayed; A demonstration display is displayed during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after the first period after the game in the special state has ended; The light emission control means In a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a rainbow brightness data table; In a second period after the first period after the end of the game in the special state, the light emitting means is controlled using a rainbow brightness data table; When a specific effect executable in the normal state and a special effect executable in the special state are executed, the light emitting means is controlled using a rainbow luminance data table; The rainbow luminance data table used in the second period after the first period after the end of the game in the normal state, the rainbow luminance data table used in the second period after the first period after the end of the game in the special state, and the rainbow luminance data table used when a specific effect executable in the normal state and a special effect executable in the special state are executed are common luminance data tables (Figures 28, 31, 32, etc.). It is characterized by the following. According to this feature, by changing the light emission pattern to rainbow during the demonstration display, the demonstration display can be made more spectacular, and furthermore, by using the same brightness data table for changing the light emission pattern to rainbow as the brightness data table used for the specific effects that can be performed in the normal state and the special effects that can be performed in the special state, there is no need to increase capacity, and as a result, it is possible to perform optimal customer waiting control.
[0032] The gaming machine of aspect 12-2 is the gaming machine according to aspect 12-1, The specific effects and the special effects are effects that definitely notify that the game will be controlled to an advantageous state. It is characterized by the following. According to this feature, the brightness data table used for the effect that is determined to be controlled to an advantageous state is also used for the demonstration display, resulting in optimal customer waiting control.
[0033] [Form 13] The gaming machine of type 13-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a title name display scene, The title name display scene is composed of a main title name display part that displays the main title name of the gaming machine in text, and a subtitle name display part that displays the subtitle name of the gaming machine in text, the light emission control means controls the light emission means using a subtitle name display part luminance data table corresponding to the subtitle name display part at a timing when the main title name display part is switched to the subtitle name display part; The brightness data table for the subtitle name display part is a brightness data table for causing the light emitting means to emit light in a lighting mode linked to the animation of the character display of the subtitle name based on a plurality of brightness data (see FIG. 29, etc.). It is characterized by the following. According to this feature, the main title name and the subtitle name are displayed in that order, and the title name of the gaming machine is completed when the subtitle name is displayed. Therefore, by illuminating the light-emitting means in conjunction with the display animation of the subtitle name, the title name of the gaming machine can be emphasized, resulting in optimal customer waiting control.
[0034] [Form 14] The gaming machine of type 14-1 is A gaming machine that can be played, A display means is provided, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a company name display scene, a title name display scene, and a warning display scene; the company name display scene is a scene in which the character display of the company name related to the gaming machine is displayed in animation, the title name display scene is a scene in which the title name of the gaming machine is displayed as an animation; The warning display scene is a scene in which a character display for warning a player when playing the gaming machine is displayed as an animation, the animated display of the character display of the company name related to the gaming machine is more emphasized than the animated display of the character display of the caution when playing the gaming machine, The animated display of the title name of the gaming machine is more emphasized than the animated display of the text display of the caution when playing the gaming machine (Figures 120, 121, etc.). It is characterized by the following. According to this feature, there are multiple scenes in which information is conveyed by displaying text, and since it is desired to emphasize each piece of information such as company name information, model title, and warnings, this can be emphasized by displaying each piece with a dedicated display animation, and by emphasizing the display animation in the company name and model title display scenes compared to the warning scenes, the company name and model title can be emphasized, resulting in optimal customer waiting control.
[0035] [Form 15] The gaming machine of type 15-1 is A gaming machine that can be played, A display means is provided, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a title name display scene and a warning display scene, The title name display scene is a scene in which the title name of the gaming machine is displayed in characters, The warning display scene is a scene in which text is displayed to call attention to a game played on the gaming machine, The display means In the title name display scene, the character display of the title name of the gaming machine is animated at a specified display position; Then, the title name of the gaming machine is displayed in text animation. In the attention-calling display scene, a character display for calling attention when playing the gaming machine is displayed in an animation at a specified display position; After that, the text display of the caution when playing the gaming machine is displayed without animation (Figure 120, Figure 121, etc.) It is characterized by the following. According to this feature, the title name of the game is displayed with a lingering movement to draw attention to the title, and the attention call is not displayed with a lingering movement to allow the characters to be read clearly, resulting in suitable customer waiting control.
[0036] [Form 16] The gaming machine of type 16-1 is A gaming machine that can be played, A display means is provided, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes an attention-calling display scene, The warning display scene is a scene in which text is displayed to call attention to a game played on the gaming machine, the attention-calling display scene is composed of a first attention-calling display part that displays a text display of an attention-call for a first event, and a second attention-calling display part that displays a text display of an attention-call for a second event, The background color of the text display in the first attention-calling display part is different from the background color of the text display in the second attention-calling display part (see, for example, Figures 33 and 34). It is characterized by the following. According to this feature, by using different background colors to draw attention to different events, attention can be increased when the event changes, resulting in optimal customer waiting control.
[0037] [Form 17] The gaming machine of type 17-1 is A gaming machine that can be played, A display means is provided, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a company name display scene and a warning display scene, the company name display scene is a scene in which the name of a company associated with the gaming machine is displayed in text, The warning display scene is a scene in which text is displayed to call attention to a game played on the gaming machine, The background color of the text displayed in the company name display scene is different from the background color of the text displayed in the warning display scene (see, e.g., Figures 33 and 34). It is characterized by the following. According to this feature, by using different background colors for the company name display and the warning notice, it is possible to increase the sense of attention when the display changes, resulting in optimal customer waiting control.
[0038] [Form 18] The gaming machine of type 18-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; After the second period has ended, the background display is displayed again; The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; Before the display means switches from the demonstration display to the background display, the luminance data table for the demonstration display is switched to the luminance data table for the background display to control the light emitting means (FIGS. 50, 51, etc.). It is characterized by the following. According to this feature, by adopting a step-by-step design in which the control of the light emitting means is switched on first and then the background display starts, it is possible to prevent a bad aftertaste when the demonstration display ends, and as a result, it is possible to carry out an appropriate customer waiting control.
[0039] [Form 19] The gaming machine of type 19-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means During a first period after the game in the normal state is ended, a normal state background display is displayed; During a first period after the game in the special state is completed, a special state background display is displayed; A demonstration display is displayed during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after the first period after the game in the special state has ended; After the second period in the normal state has ended, the normal state background display is displayed again; After the second period in the special state has ended, displaying the special state background display again; The light emission control means during a first period after the game in the normal state is ended, controlling the light emitting means using a normal state background display brightness data table corresponding to the normal state background display; during a first period after the game in the special state is ended, controlling the light emitting means using a special state background display brightness data table corresponding to the special state background display; In a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; In a second period after the first period after the end of the game in the special state, the light emitting means is controlled using the brightness data table for demonstration display; before the display means switches the display from the demonstration display to the normal state background display, the luminance data table is switched from the demonstration display luminance data table to the normal state background display luminance data table to control the light emitting means; Before the display means switches the display from the demonstration display to the special status background display, the luminance data table for the demonstration display is switched to the luminance data table for the special status background display to control the light emitting means (FIGS. 50 to 52, etc.). It is characterized by the following. According to this feature, the step-by-step design in which the control of the light-emitting means is switched on first and then the background display starts prevents the end of the demonstration display from leaving a bad taste in the mouth, and furthermore, the state of the lamp can be quickly notified to the player, resulting in optimal customer waiting control.
[0040] [Form 20] The gaming machine of type 20-1 is A gaming machine capable of variably displaying special identification information when a start condition is met, A display means; Light emitting means; a light emission control means, The display means In a first period after the variable display is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; A variable display of effect identification information corresponding to the variable display of the special identification information can be displayed, The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the start condition is satisfied while the demonstration display is being displayed by the display means, before the display means switches from the demonstration display to a display corresponding to the variable display of the effect identification information, the display means switches from the luminance data table for the demonstration display to a luminance data table corresponding to the variable display of the effect identification information, and controls the light emitting means (Figures 53 to 58, etc.). It is characterized by the following. According to this feature, by switching the control of the light-emitting means first, the switching of the light-emitting means can quickly notify that the starting conditions have been met and the demonstration display has ended, resulting in optimal customer waiting control.
[0041] [Form 21] The gaming machine of type 21-1 is A gaming machine capable of variably displaying special identification information when a start condition is met, A display means; Light emitting means; a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means displaying a normal state background display during a first period after the variable display in the normal state has ended; displaying a special state background display during a first period after the variable display in the special state has ended; displaying a demonstration display during a second period after a first period after the variable display in the normal state has ended; displaying the demonstration display during a second period after a first period after the variable display in the special state has ended; A variable display of effect identification information corresponding to the variable display of the special identification information can be displayed, The light emission control means during a first period after the variable display in the normal state has ended, controlling the light emitting means using a normal state background display luminance data table corresponding to the normal state background display; during a first period after the variable display in the special state has ended, controlling the light emitting means using a special state background display luminance data table corresponding to the special state background display; during a second period after a first period after the variable display in the normal state has ended, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; during a second period after a first period after the variable display in the special state has ended, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; when the start condition is satisfied while the demonstration display is being displayed by the display means in the normal state, before the display means switches the display from the demonstration display to the variable display of the effect identification information in the normal state, the display means switches from the luminance data table for the demonstration display to a luminance data table corresponding to the variable display of the effect identification information in the normal state, and controls the light emitting means; If the start condition is satisfied while the demonstration display is being displayed by the display means in the special state, before the display means switches the display from the demonstration display to the variable display of the effect identification information in the special state, the display means switches from the luminance data table for the demonstration display to a luminance data table corresponding to the variable display of the effect identification information in the special state, and controls the light emitting means (Figures 53 to 58, etc.). It is characterized by the following. According to this feature, in the normal state and the special state, by switching the control of the light emitting means first, the switching of the light emitting means can quickly notify that the starting conditions have been met and the demonstration display has ended, resulting in optimal customer waiting control.
[0042] [Form 22] The gaming machine of type 22-1 is A gaming machine capable of variably displaying a first special identification information when a first start condition is met, and variably displaying a second special identification information when a second start condition is met, A display means; Light emitting means; a light emission control means, The display means a background display is displayed during a first period after the variable display of the first special identification information is completed; displaying the background display during a first period after the variable display of the second special identification information has ended; displaying a demonstration display during a second period after the first period after the variable display of the first special identification information has ended; displaying the demonstration display during the second period after the first period after the variable display of the second special identification information has ended; A variable display of effect identification information corresponding to the variable display of the first special identification information can be displayed, A variable display of effect identification information corresponding to the variable display of the second special identification information can be displayed, The light emission control means during a first period after the variable display of the first special identification information has ended, controlling the light emitting means using a background display brightness data table corresponding to the background display; during a first period after the variable display of the second special identification information is completed, the light emitting means is controlled using the background display brightness data table; during a second period after a first period after the first special identification information has ended, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; In a second period after the first period after the second special identification information has ended, the light emitting means is controlled using the brightness data table for demonstration display; when the first start condition is established while the demonstration display is being displayed by the display means, before the display means switches the display from the demonstration display to a variable display of the performance identification information corresponding to the first special identification information, the display means switches from the luminance data table for the demonstration display to a luminance data table corresponding to the variable display of the performance identification information corresponding to the first special identification information, and controls the light emitting means; When the second start condition is satisfied while the demonstration display is being displayed by the display means, before the display means switches the display from the demonstration display to a variable display of the performance identification information corresponding to the second special identification information, the display means switches from the luminance data table for the demonstration display to a luminance data table corresponding to the variable display of the performance identification information corresponding to the second special identification information, and controls the light emitting means (Figures 53 to 58, etc.). It is characterized by the following. According to this feature, regardless of which of the starting conditions is met, by switching the control of the light emitting means first, the switching of the light emitting means can quickly notify that the starting conditions have been met and the demonstration display has ended, resulting in optimal customer waiting control.
[0043] [Form 23] The gaming machine of type 23-1 is A gaming machine capable of variably displaying special identification information when a start condition is met, A display means is provided, The display means In a first period after the variable display is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; A variable display of effect identification information corresponding to the variable display of the special identification information can be displayed, When the start condition is satisfied, a variable display of the effect identification information is displayed so that the transparency of the effect identification information changes from a first value to a second value higher than the first value; If the start condition is met while the demonstration display is being displayed, the display is switched from the demonstration display to a variable display of the effect identification information before the transparency of the effect identification information reaches the second value (see, e.g., Figures 25 and 54). It is characterized by the following. According to this feature, by completing the switch from the demonstration display before the transparency of the performance identification information becomes high, it is possible to notify that the starting conditions have been met and the demonstration display has ended, thereby enabling optimal customer waiting control.
[0044] [Form 24] The gaming machine of type 24-1 is A gaming machine capable of variably displaying special identification information when a start condition is met, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means displaying a normal state background display during a first period after the variable display in the normal state has ended; displaying a special state background display during a first period after the variable display in the special state has ended; displaying a demonstration display during a second period after a first period after the variable display in the normal state has ended; displaying a demonstration display during a second period after a first period after the variable display in the special state has ended; A variable display of effect identification information corresponding to the variable display of the special identification information can be displayed, When the start condition is satisfied, a variable display of the effect identification information is displayed so that the transparency of the effect identification information changes from a first value to a second value higher than the first value; In the normal state, when the start condition is satisfied while the demonstration display is being displayed, before the transmittance of the effect identification information reaches the second value, the display is switched from the demonstration display to a variable display of the effect identification information in the normal state, In the special state, if the start condition is satisfied while the demonstration display is being displayed, the display is switched from the demonstration display to a variable display of the performance identification information in the special state before the transparency of the performance identification information reaches the second value (see, e.g., Figures 25, 54, 124). It is characterized by the following. According to this feature, in both the normal state and the special state, by completing the switch from the demonstration display before the transparency of the performance identification information becomes high, it is possible to notify that the start conditions have been met and the demonstration display has ended, thereby enabling optimal customer waiting control.
[0045] [Form 25] The gaming machine of type 25-1 is A gaming machine capable of variably displaying a first special identification information when a first start condition is met, and variably displaying a second special identification information when a second start condition is met, A display means is provided, The display means a background display is displayed during a first period after the variable display of the first special identification information is completed; displaying the background display during a first period after the variable display of the second special identification information has ended; displaying a demonstration display during a second period after the first period after the variable display of the first special identification information has ended; displaying the demonstration display during the second period after the first period after the variable display of the second special identification information has ended; A variable display of effect identification information corresponding to the variable display of the first special identification information can be displayed, A variable display of effect identification information corresponding to the variable display of the second special identification information can be displayed, When the start condition is satisfied, a variable display of the effect identification information is displayed so that the transparency of the effect identification information changes from a first value to a second value higher than the first value; When the first start condition is established while the demonstration display is being displayed, before the transparency of the effect identification information becomes the second value, the display is switched from the demonstration display to a variable display of the effect identification information corresponding to the first special identification information, If the second start condition is satisfied while the demonstration display is being displayed, the display is switched from the demonstration display to a variable display of the performance identification information corresponding to the second special identification information before the transparency of the performance identification information reaches the second value (see, e.g., Figures 25, 54, 124). It is characterized by the following. According to this feature, regardless of which start condition is met, by completing the switch from the demonstration display before the transparency of the performance identification information becomes high, it is possible to notify that the start condition has been met and the demonstration display has ended, thereby enabling optimal customer waiting control.
[0046] [Form 26] The gaming machine of type 26-1 is A gaming machine capable of variably displaying special identification information when a start condition is met, A launch operation means; A display means; Light emitting means; a light emission control means, The display means In a first period after the variable display is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; When the firing operation means is operated while the demonstration display is being displayed, the demonstration display is switched to the background display, and the background display is displayed. The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the firing operation means is operated while the demonstration display is being displayed by the display means, the display means switches from the luminance data table for the demonstration display to the luminance data table for the background display and controls the light emitting means before switching the display from the demonstration display to the background display (Figures 59, 60, etc.). It is characterized by the following. According to this feature, by switching the control of the light emitting means first, the switching of the light emitting means can quickly notify that the demonstration display has ended due to the operation of the firing operation means, resulting in optimal customer waiting control.
[0047] [Form 27] The gaming machine of type 27-1 is A gaming machine capable of playing games, a menu operation means; A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; When the menu operation means is operated while the demonstration display is being displayed, the demonstration display is switched to a menu display, and the menu display is displayed; The light emission control means during the first period, controlling the light emitting means using a background display luminance data table; during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the menu is displayed, the light emitting means is controlled using a menu display luminance data table corresponding to the menu display; When the menu operation means is operated while the demonstration display is being displayed by the display means, the luminance data table for the demonstration display is switched to the luminance data table for the menu display and the light emitting means is controlled before the display means switches from the demonstration display to the menu display (FIGS. 61 to 63, etc.). It is characterized by the following. According to this feature, by switching the control of the light emitting means first, the switching of the light emitting means can quickly notify that the demonstration display has ended due to the operation of the menu operation means, thereby enabling optimal customer waiting control.
[0048] [Form 28] The gaming machine of type 28-1 is A gaming machine capable of playing games, a menu operation means; A display means; Light emitting means; a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means During a first period after the game in the normal state is ended, a normal state background display is displayed; During a first period after the game in the special state is completed, a special state background display is displayed; A demonstration display is displayed during a second period after the first period after the end of the game in the normal state; A demonstration display is displayed during a second period after the first period after the game in the special state has ended, When the menu operation means is operated while the demonstration display is being displayed, the demonstration display is switched to a menu display, and the menu display is displayed; The light emission control means during a first period after the game in the normal state is ended, controlling the light emitting means using a normal state background display brightness data table corresponding to the normal state background display; during a first period after the game in the special state is ended, controlling the light emitting means using a special state background display brightness data table corresponding to the special state background display; In a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; In a second period after the first period after the end of the game in the special state, the light emitting means is controlled using the brightness data table for demonstration display; When the menu is displayed, the light emitting means is controlled using a menu display luminance data table corresponding to the menu display; when the menu operation means is operated while the demonstration display is being displayed by the display means in the normal state, before the display means switches from the demonstration display to the menu display, the luminance data table for the demonstration display is switched to the luminance data table for the menu display, and the light emitting means is controlled; When the menu operation means is operated while the demonstration display is being displayed by the display means in the special state, the luminance data table for the demonstration display is switched to the luminance data table for the menu display and the light emitting means is controlled before the display means switches from the demonstration display to the menu display (Figures 61 to 63, etc.). It is characterized by the following. According to this feature, in the normal state and the special state, by switching the control of the light emitting means first, the switching of the light emitting means can quickly notify that the demonstration display has ended due to the operation of the menu operation means, and as a result, it is possible to carry out optimal customer waiting control. It is characterized by the following. This feature results in favorable customer waiting control.
[0049] [Form 29] The gaming machine of type 29-1 is A gaming machine that can be played, A display means is provided, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; After the second period ends, a switching display is displayed, and then the background display is displayed; When the interrupt condition is met while the demonstration display is being displayed, the demonstration display is switched to the background display without displaying the switching display (FIGS. 50 to 63, etc.). It is characterized by the following. According to this feature, the termination of the demonstration display due to the passage of time is prevented from appearing to have been abruptly switched by inserting a switching display, and the termination of the demonstration display due to an interruption condition is made to appear to have been abruptly switched without inserting a switching display, so that by contrasting these events, it is possible to particularly highlight the fact that the display has been terminated due to an interruption, resulting in suitable customer waiting control.
[0050] [Form 30] The gaming machine of type 30-1 is A gaming machine that can be played, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means During a first period after the game in the normal state is ended, a normal state background display is displayed; During a first period after the game in the special state is completed, a special state background display is displayed; A demonstration display is displayed during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after the first period after the game in the special state has ended; After the second period in the normal state has ended, a switching display is displayed, and then the normal state background display is displayed; After the second period in the special state has ended, display the switching indication, and then display the special state background indication; When the demonstration display is displayed in the normal state, if an interruption condition is met, the demonstration display is switched to the normal state background display without displaying the switching display.
[0051] When the demonstration display is displayed in the special state, if the interrupt condition is met, the demonstration display is switched to the special state background display without displaying the switching display (FIGS. 50 to 63, etc.). It is characterized by the following. According to this feature, in the normal state and the special state, the termination of the demonstration display due to the passage of time is prevented from appearing to have been abrupt by inserting a switching display in between, and the termination of the demonstration display due to an interruption condition is made to appear to have been abrupt without inserting a switching display in between, so that by contrasting these events, it is possible to particularly highlight the fact that the display has been terminated due to an interruption, resulting in suitable customer waiting control.
[0052] [Form 31] The gaming machine of type 31-1 is A gaming machine that can be played, A display means is provided, The display means If a power outage occurs and the power is turned on, After the power is turned on, the background display is displayed without displaying a guide display regarding the performance adjustment at the timing when the background display starts to be displayed, Then, display the demonstration display, Thereafter, the background display is displayed while the guidance display is displayed at the timing when the background display starts to be displayed; If a power outage occurs and the power is turned on with initialization, After the power is turned on, the background display is displayed without displaying a guide display regarding performance adjustment at the display start timing of the background display, Thereafter, displaying the demonstration display; Thereafter, the background display is displayed while the guidance display is displayed at the timing when the background display starts (FIGS. 44 and 45). It is characterized by the following. According to this feature, the startup situation before the gaming parlor opens can be either a hot start (power on without initialization) or a cold start (power on with initialization), and in either startup situation, gaming parlor staff can check the displays by checking the background display after powering on, checking the demonstration display, and checking the guidance display, which improves the efficiency of checking.Furthermore, when the background display is displayed when the gaming parlor opens and players are welcomed, the guidance display will be the background display, so that proper guidance can be given to adjustments to the presentation from the timing of the start of play, and a suitable gaming environment can be provided to players, which ultimately enables suitable customer waiting control.
[0053] [Form 32] The gaming machine of type 32-1 is A gaming machine that can be played, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means In the normal state, a normal state background display is displayed; In the special state, displaying a special state background display; In the normal state, if a power outage occurs and the power is turned on, After the power is turned on, the normal state background display is displayed without displaying a guide display regarding performance adjustment at the display start timing of the normal state background display, Then, display the demonstration display, Thereafter, the normal state background display is displayed while the guidance display is displayed at the display start timing of the normal state background display; In the special state, if a power outage occurs and the power is turned on, After the power is turned on, the special status background display is displayed without displaying a guide display regarding performance adjustment at the display start timing of the special status background display, Thereafter, displaying the demonstration display; Thereafter, the special status background display is displayed while the guidance display is displayed at the timing when the special status background display starts to be displayed (FIGS. 46 to 49, etc.). It is characterized by the following. According to this feature, the startup status before the gaming parlor opens can be considered to be either a normal state or a special state, and so that it is possible to check in which state the game parlor has started up in by looking at the background, no guidance display is displayed to avoid any interference, and if the background is displayed again after that, it is highly likely that the status has already been confirmed, so by displaying the guidance display from the timing when the background display starts to be displayed, if the background display is displayed when the gaming parlor opens and players are welcomed, it will be the background display with the guidance display displayed, so that it is possible to provide clear guidance for adjustments to the presentation from the timing when play begins, and it is possible to provide players with a suitable gaming environment, and as a result, it is possible to perform suitable customer waiting control.
[0054] [Form 33] The gaming machine of type 33-1 is A gaming machine that can be played, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means In the normal state, after the variable display is completed, A normal state background display is displayed without displaying a guide display related to the effect adjustment, and after a predetermined period of time has elapsed, the normal state background display is displayed while displaying the guide display; Then, a demonstration display is displayed, and after the display period of the demonstration display has elapsed, the normal state background display is displayed while displaying the guidance display; In the special state, after the variable display is completed, A special status background display is displayed without displaying a guide display relating to the performance adjustment, and after a predetermined period of time has elapsed, the special status background display is displayed while displaying the guide display; Thereafter, the demonstration display is displayed, and after the display period of the demonstration display has elapsed, the special status background display is displayed while the guidance display is displayed (FIGS. 39 to 44, etc.). It is characterized by the following. According to this feature, in either the normal state or the special state, by not displaying a guide display immediately after the change has ended, it is possible to prevent the player from being prompted to make unnecessary adjustments to the presentation, and since there is a possibility that the player may have left their seat once the demonstration display has ended, by prompting the player to make adjustments to the presentation immediately after switching from the demonstration display to the background display, it is possible to encourage the player to play in a suitable gaming environment, and as a result, it is possible to carry out suitable customer waiting control.
[0055] [Form 34] The gaming machine of type 34-1 is A gaming machine capable of variably displaying a first special identification information when a first start condition is met, and variably displaying a second special identification information when a second start condition is met, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means In the normal state, after the variable display of the first special identification information has ended, A normal state background display is displayed without displaying a guide display related to the effect adjustment, and after a predetermined period of time has elapsed, the normal state background display is displayed while displaying the guide display; Then, a demonstration display is displayed, and after the display period of the demonstration display has elapsed, the normal state background display is displayed while displaying the guidance display; In the normal state, after the variable display of the second special identification information has ended, displaying the normal state background display without displaying the guidance display, and after the predetermined period has elapsed, displaying the normal state background display while displaying the guidance display; Then, the demonstration display is displayed, and after the display period of the demonstration display has elapsed, the normal state background display is displayed while displaying the guidance display; In the special state, after the variable display of the first special identification information has ended, displaying a special status background display without displaying the guidance display, and after the predetermined period has elapsed, displaying the special status background display while displaying the guidance display; Then, the demonstration display is displayed, and after the display period of the demonstration display has elapsed, the special status background display is displayed while displaying the guidance display; In the special state, after the variable display of the second special identification information has ended, displaying the special status background display without displaying the guidance display, and after the predetermined period has elapsed, displaying the special status background display while displaying the guidance display; Thereafter, the demonstration display is displayed, and after the display period of the demonstration display has elapsed, the special status background display is displayed while the guidance display is displayed (FIGS. 39 to 44, etc.). It is characterized by the following. According to this feature, after the change of the first special identification information in either the normal state or the special state has ended, or even after the change of the second special identification information has ended, no guidance display is displayed immediately after the change has ended, thereby preventing unnecessary prompting for adjustment of the presentation, and since there is a possibility that the player has left their seat once the demonstration display has ended, prompting for adjustment of the presentation immediately after switching from the demonstration display to the background display can encourage the player to play in a suitable gaming environment, resulting in suitable customer waiting control.
[0056] [Form 35] The gaming machine of type 35-1 is A gaming machine that can be played, A display means is provided, The display means After the variable display is completed, a background display is displayed without displaying a guide display relating to the performance adjustment, and after a predetermined period of time has elapsed, the guide display is displayed in a specific animation so as to be superimposed on the background display; Thereafter, a demonstration display is displayed, and after the display period of the demonstration display has elapsed, the guidance display is displayed in the specific animation so as to be superimposed on the background display (FIGS. 39 to 44, etc.). It is characterized by the following. According to this feature, by not displaying the guide display immediately after the change has ended, it is possible to prevent unnecessary prompting for adjustments to the presentation, and once the demonstration display has ended, by prompting for adjustments to the presentation immediately after switching from the demonstration display to the background display, it is possible to encourage the player to play in a suitable gaming environment, and further, even when the guide display is displayed immediately after switching from the demonstration display to the background display, the guide display is displayed using the same animation as when the guide display is displayed after the change has ended, so it is possible to appeal to the player that the guide display has been displayed without incurring any costs, and as a result, it is possible to carry out suitable customer waiting control.
[0057] [Form 36] The gaming machine of type 36-1 is A gaming machine that can be played, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means In the normal state, after the variable display has ended, a demonstration display is displayed when a first specific period has elapsed; In the special state, after the variable display has ended, the demonstration display is displayed when the first specific period has elapsed; In the normal state, a power outage occurs, and then the power is turned on, and a second specific period has elapsed, and the demonstration display is displayed; In the special state, a power outage occurs, and then the power is turned on, and the second specific period has elapsed, so that the demonstration display is displayed; The first specific period is longer than the second specific period (see, for example, FIGS. 39, 42, 47, 49, 123, etc.). It is characterized by the following. According to this feature, if the demonstration display is displayed immediately after the change has finished, there is a possibility that the player has not changed and it would be annoying, so a longer time is set, and since it is not the player but the gaming store staff who are present after the power is turned on, a shorter time is set so that the gaming store staff can immediately check the demonstration display, resulting in optimal customer waiting control.
[0058] [Form 37] The gaming machine of type 37-1 is A gaming machine that can be played, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means In the normal state, after the variable display has ended, a demonstration display is displayed when a first specific period has elapsed; In the special state, after the variable display has ended, the demonstration display is displayed when the first specific period has elapsed; In the normal state, a power outage occurs, and then power-on with initialization is performed, and a second specific period has elapsed, and the demonstration display is displayed; In the special state, a power outage occurs, and then power-on with initialization is performed, and then the second specific period has elapsed, and the demonstration display is displayed; The first specific period is longer than the second specific period (see, for example, FIGS. 39, 42, 45, 123, etc.). It is characterized by the following. According to this feature, if the demonstration display is displayed immediately after the fluctuation has finished, there is a possibility that the player has not yet changed, which would be annoying, so a longer time is set, and since a cold start (power-on with initialization) is the first start method that must be performed when a gaming machine is introduced to an amusement parlor, by displaying the demonstration display immediately, gaming parlor staff can immediately check the demonstration display and become more familiar with the introduced machine, which results in optimal customer waiting control.
[0059] [Form 38] The gaming machine of type 38-1 is A gaming machine that can be played, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means In the normal state, a power outage occurs, and then the power is turned on, and a first specific period has elapsed, and then a demonstration display is displayed; In the special state, a power outage occurs, and after the power is turned on, the first specific period has elapsed, and the demonstration display is displayed; In the normal state, a power outage occurs, and then power-on with initialization is performed, and a second specific period has elapsed, and the demonstration display is displayed; In the special state, a power outage occurs, and then power-on with initialization is performed, and then the second specific period has elapsed, and the demonstration display is displayed; The first specific period is longer than the second specific period (see, for example, FIGS. 45, 47, 49, 123, etc.). It is characterized by the following. According to this feature, since a cold start (power-on with initialization) is the first starting method that must be performed when a gaming machine is introduced to an amusement parlor, by making the demonstration display appear immediately, gaming parlor staff can immediately check the demonstration display and become more familiar with the introduced machine, which results in optimal customer waiting control.
[0060] [Form 39] The gaming machine of type 39-1 is A gaming machine that can be played, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means In the normal state, after the variable display has ended, a demonstration display is displayed when a first specific period has elapsed, and after the demonstration display has ended, a predetermined period has elapsed, and the demonstration display is displayed again; In the special state, after the variable display has ended, the demonstration display is displayed when the first specific period has elapsed, and after the demonstration display has ended, the demonstration display is displayed again when the predetermined period has elapsed; In the normal state, after a power outage occurs and power is turned on with initialization, the demonstration display is displayed when a second specific period has elapsed, and after the demonstration display has ended, the demonstration display is displayed again when the predetermined period has elapsed; In the special state, after a power outage occurs and power is turned on with initialization, the demonstration display is displayed when the second specific period has elapsed, and after the demonstration display has ended, the demonstration display is displayed again when the predetermined period has elapsed; The first specific period is longer than the second specific period (see, for example, FIGS. 39, 42, 45, 123, etc.). It is characterized by the following. According to this feature, if the demonstration display is displayed immediately after the fluctuation has ended, there is a possibility that the player has not yet changed, which would be annoying, so a longer time is set, and since a cold start (power-on with initialization) is the first starting method that must be performed when a gaming machine is introduced to an amusement parlor, by displaying the demonstration display immediately, gaming parlor staff can immediately check the demonstration display and become more familiar with the introduced machine, and further, by making the period of time until the demonstration display is displayed again the same in all situations, whether after the fluctuation in the normal state has ended, after the fluctuation in the special state has ended, or after a cold start, the demonstration movie can be displayed stably, resulting in optimal customer waiting control.
[0061] [Form 40] The gaming machine of type 40-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If a specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not resolved during the first period, the control of the light-emitting means using the specific error brightness data table is continued; Thereafter, if the specific error is not resolved during the second period, the control of the light emitting means using the specific error brightness data table continues (FIGS. 65 to 67, etc.). It is characterized by the following. According to this feature, by continuing to use the lamp to notify specific errors that occur during play whether the background is being displayed or the demonstration is being displayed, it is possible to provide stable notification of specific errors, and as a result, it is possible to carry out appropriate customer waiting control.
[0062] [Form 41] The gaming machine of type 41-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means During a first period after the game in the normal state is ended, a normal state background display is displayed; During a first period after the game in the special state is completed, a special state background display is displayed; A demonstration display is displayed during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after the first period after the game in the special state has ended; The light emission control means If no specific error occurs during a first period after the game in the normal state is finished, the light emitting means is controlled using a normal state background display brightness data table corresponding to the normal state background display; If the specific error does not occur during a first period after the game in the special state is completed, the light emitting means is controlled using a special state background display brightness data table corresponding to the special state background display; If the specific error does not occur during a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; If the specific error does not occur during a second period after the first period after the game in the special state has ended, the light emitting means is controlled using the brightness data table for demonstration display; When the specific error occurs during the game in the normal state, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error. Thereafter, in a first period after the end of the game in the normal state, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued, Thereafter, if the specific error is not resolved in a second period after the first period after the end of the game in the normal state, the control of the light emitting means using the specific error brightness data table is continued, When the specific error occurs during a game in the special state, the light emitting means is controlled using the specific error brightness data table; Thereafter, in a first period after the game in the special state is ended, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued, Thereafter, if the specific error is not resolved during a second period after the first period after the game in the special state has ended, the control of the light-emitting means using the specific error brightness data table is continued (Figures 65 to 68, etc.). It is characterized by the following. According to this feature, by continuing to use the lamp to notify specific errors that occur during play in both normal and special states, whether the background is being displayed or a demonstration is being displayed, stable notification of specific errors can be provided, resulting in optimal customer waiting control.
[0063] [Form 42] The gaming machine of type 42-1 is A gaming machine capable of variably displaying a first special identification information when a first start condition is met, and variably displaying a second special identification information when a second start condition is met, A display means; Light emitting means; a light emission control means, The display means a background display is displayed during a first period after the variable display of the first special identification information is completed; displaying the background display during a first period after the variable display of the second special identification information has ended; displaying a demonstration display during a second period after the first period after the variable display of the first special identification information has ended; displaying the demonstration display during the second period after the first period after the variable display of the second special identification information has ended; The light emission control means If a specific error does not occur during a first period after the variable display of the first special identification information is completed, the light emitting means is controlled using a background display brightness data table corresponding to the background display; If the specific error does not occur during a first period after the variable display of the second special identification information is completed, the light emitting means is controlled using the background display brightness data table; If the specific error does not occur during a second period after the first period after the variable display of the first special identification information has ended, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; If the specific error does not occur during a second period after the first period after the variable display of the second special identification information has ended, the light emitting means is controlled using the brightness data table for demonstration display; When the specific error occurs during the variable display of the first special identification information, the light emitting means is controlled using a specific error luminance data table corresponding to the specific error; Thereafter, if the specific error is not resolved during a first period after the variable display of the first special identification information has ended, the control of the light-emitting means using the specific error brightness data table is continued; Thereafter, if the specific error is not resolved during a second period after the first period after the variable display of the first special identification information has ended, the control of the light-emitting means using the specific error brightness data table is continued; When the specific error occurs during the variable display of the second special identification information, the light emitting means is controlled using the specific error brightness data table; Thereafter, if the specific error is not resolved during a first period after the variable display of the second special identification information has ended, the control of the light-emitting means using the specific error brightness data table is continued; Thereafter, if the specific error is not resolved during a second period after the first period after the variable display of the second special identification information has ended, the control of the light-emitting means using the specific error brightness data table is continued (Figures 65 to 68, etc.). It is characterized by the following. According to this feature, by continuing to use the lamp to notify specific errors that occur during the variable display of the first special identification information and the variable display of the second special identification information during both the background display and the demonstration display, it is possible to provide stable notification of specific errors, and as a result, it is possible to carry out appropriate customer waiting control.
[0064] [Form 43] The gaming machine of type 43-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If a specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not resolved during the first period, the control of the light-emitting means using the specific error brightness data table is continued; Thereafter, if the specific error is not resolved during the second period, the control of the light emitting means using the specific error brightness data table is continued, The brightness data constituting the brightness data table for the demonstration display and the brightness data constituting the brightness data table for the specific error have different colors that account for a large proportion (FIG. 35, FIGS. 78 to 89, FIGS. 110 to 112, etc.). It is characterized by the following. According to this feature, by configuring the brightness data table for specific errors and the brightness data table for demonstration display to have different main colors in the brightness data, it is possible to indicate that a specific error has occurred based on the light emission pattern during the demonstration display, thereby enabling optimal customer waiting control.
[0065] [Form 44] The gaming machine of type 44-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If a specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not resolved during the first period, the control of the light-emitting means using the specific error brightness data table is continued; Thereafter, if the specific error is not resolved during the second period, the control of the light emitting means using the specific error brightness data table is continued, The luminance data constituting the background display luminance data table and the luminance data constituting the specific error luminance data table have different colors that account for a large proportion (FIG. 35, FIGS. 78 to 89, FIGS. 110 to 112, etc.). It is characterized by the following. According to this feature, by configuring the brightness data table for specific errors and the brightness data table for background display to have different main colors in the brightness data, it is possible to indicate that a specific error has occurred based on the light emission pattern during background display, thereby enabling optimal customer waiting control.
[0066] [Form 45] The gaming machine of type 45-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means During a first period after the game in the normal state is ended, a normal state background display is displayed; During a first period after the game in the special state is completed, a special state background display is displayed; A demonstration display is displayed during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after the first period after the game in the special state has ended; The light emission control means If no specific error occurs during a first period after the game in the normal state is finished, the light emitting means is controlled using a normal state background display brightness data table corresponding to the normal state background display; If the specific error does not occur during a first period after the game in the special state is completed, the light emitting means is controlled using a special state background display brightness data table corresponding to the special state background display; If the specific error does not occur during a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; If the specific error does not occur during a second period after the first period after the game in the special state has ended, the light emitting means is controlled using the brightness data table for demonstration display; When the specific error occurs during the game in the normal state, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error. Thereafter, in a first period after the end of the game in the normal state, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued, Thereafter, if the specific error is not resolved in a second period after the first period after the end of the game in the normal state, the control of the light emitting means using the specific error brightness data table is continued, When the specific error occurs during a game in the special state, the light emitting means is controlled using the specific error brightness data table; Thereafter, in a first period after the game in the special state is ended, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued, Thereafter, if the specific error is not resolved in a second period after the first period after the game in the special state has ended, the control of the light emitting means using the specific error brightness data table is continued, the luminance data constituting the normal state background display luminance data table and the luminance data constituting the specific error luminance data table have different colors that account for a large proportion of the luminance data, The luminance data constituting the special status background display luminance data table and the luminance data constituting the specific error luminance data table have different colors that account for a larger proportion (FIG. 35, FIGS. 78 to 89, FIGS. 110 to 112, etc.). It is characterized by the following. According to this feature, the brightness data table for specific errors and the brightness data table for normal state background display are configured to have different main colors in the brightness data, and the brightness data table for specific errors and the brightness data table for special state background display are configured to have different main colors in the brightness data, so that regardless of which background display is in use, it is possible to suggest that a specific error has occurred based on the light emission mode during the background display, and as a result, it is possible to carry out appropriate customer waiting control.
[0067] [Form 46] The gaming machine of type 46-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, the light emitting means includes a first light emitting means and a second light emitting means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If a specific error does not occur during the second period, controlling the first light-emitting means and the second light-emitting means using luminance data for demonstration display corresponding to the demonstration display; If the specific error occurs during the second period, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the luminance data for the demonstration display; The luminance data for the demonstration display and the luminance data for the specific error have different colors that account for a large proportion (FIG. 35, FIGS. 78 to 89, FIGS. 110 to 112, etc.). It is characterized by the following. According to this feature, by configuring the brightness data for a specific error and the brightness data for a demonstration display to have different main colors in the brightness data, it is possible to indicate that a specific error has occurred based on the light emission pattern during the demonstration display, thereby enabling optimal customer waiting control.
[0068] [Form 47] The gaming machine of type 47-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, the light emitting means includes a first light emitting means and a second light emitting means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If a specific error does not occur during the first period, the first light-emitting means and the second light-emitting means are controlled using background display luminance data corresponding to the background display; If the specific error occurs during the first period, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the background display luminance data; The color that accounts for the majority of the brightness data for background display and the brightness data for specific errors is different (FIG. 35, FIGS. 78 to 89, FIGS. 110 to 112, etc.). It is characterized by the following. According to this feature, by configuring the brightness data for a specific error and the brightness data for background display to have different main colors in the brightness data, it is possible to indicate that a specific error has occurred based on the light emission pattern during background display, thereby enabling optimal customer waiting control.
[0069] [Form 48] The gaming machine of type 48-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means During a first period after the game in the normal state is ended, a normal state background display is displayed; During a first period after the game in the special state is completed, a special state background display is displayed; A demonstration display is displayed during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after the first period after the game in the special state has ended; The light emission control means If a specific error does not occur during a first period after the game in the normal state is finished, the first light-emitting means and the second light-emitting means are controlled using normal state background display luminance data corresponding to the normal state background display; If the specific error does not occur during a first period after the game in the special state is completed, the first light-emitting means and the second light-emitting means are controlled using special state background display luminance data corresponding to the special state background display; If the specific error occurs during the first period after the game in the normal state ends, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the normal state background display luminance data; If the specific error occurs during the first period after the game in the special state ends, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the luminance data for the special status background display; The normal state background display luminance data and the specific error luminance data have different colors that occupy a large proportion of the data, The color that accounts for the majority of the luminance data for the special status background display and the luminance data for the specific error are different (FIG. 35, FIGS. 78 to 89, FIGS. 110 to 112, etc.). It is characterized by the following. According to this feature, the main color of the luminance data for a specific error is made different from that for the normal state background display, and the main color of the luminance data for a specific error is made different from that for the luminance data for the special state background display. This makes it possible to indicate that a specific error has occurred based on the light emission pattern during background display, regardless of whether the state is normal or special, and as a result, it is possible to carry out appropriate customer waiting control.
[0070] [Form 49] The gaming machine of type 49-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If a specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not resolved during the first period, the control of the light-emitting means using the specific error brightness data table is continued; Thereafter, if the specific error is not resolved during the second period, the control of the light emitting means using the specific error brightness data table is continued, The luminance data constituting the luminance data table for demonstration display and the luminance data constituting the luminance data table for specific errors are configured so that the light emitting operation mode of the light emitting means visually recognized by the player is different (Figure 35, Figures 78 to 89, Figures 110 to 112, etc.). It is characterized by the following. According to this feature, by configuring the movement of the light-emitting means shown to the player to be different between the brightness data table for specific errors and the brightness data table for demonstration display, it is possible to suggest that a specific error has occurred based on the light-emitting state during the demonstration display, and as a result, it is possible to carry out appropriate customer waiting control.
[0071] [Form 50] The gaming machine of type 50-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If a specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not resolved during the first period, the control of the light-emitting means using the specific error brightness data table is continued; Thereafter, if the specific error is not resolved during the second period, the control of the light emitting means using the specific error brightness data table is continued, The luminance data constituting the background display luminance data table and the luminance data constituting the specific error luminance data table are configured so that the light emitting operation mode of the light emitting means visually recognized by the player differs (Figure 35, Figures 78 to 89, Figures 110 to 112, etc.). It is characterized by the following. According to this feature, by configuring the movement of the light emitting means shown to the player to be different between the brightness data table for specific errors and the brightness data table for background display, it is possible to indicate that a specific error has occurred based on the light emitting state during background display, and as a result, it is possible to carry out appropriate customer waiting control.
[0072] [Form 51] The gaming machine of type 51-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means During a first period after the game in the normal state is ended, a normal state background display is displayed; During a first period after the game in the special state is completed, a special state background display is displayed; A demonstration display is displayed during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after the first period after the game in the special state has ended; The light emission control means If no specific error occurs during a first period after the game in the normal state is finished, the light emitting means is controlled using a normal state background display brightness data table corresponding to the normal state background display; If the specific error does not occur during a first period after the game in the special state is completed, the light emitting means is controlled using a special state background display brightness data table corresponding to the special state background display; If the specific error does not occur during a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; If the specific error does not occur during a second period after the first period after the game in the special state has ended, the light emitting means is controlled using the brightness data table for demonstration display; When the specific error occurs during the game in the normal state, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error. Thereafter, in a first period after the end of the game in the normal state, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued, Thereafter, if the specific error is not resolved in a second period after the first period after the end of the game in the normal state, the control of the light emitting means using the specific error brightness data table is continued, When the specific error occurs during a game in the special state, the light emitting means is controlled using the specific error brightness data table; Thereafter, in a first period after the game in the special state is ended, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued, Thereafter, if the specific error is not resolved in a second period after the first period after the game in the special state has ended, the control of the light emitting means using the specific error brightness data table is continued, The brightness data constituting the normal state background display brightness data table and the brightness data constituting the specific error brightness data table are configured so that the light emitting operation mode of the light emitting means visually recognized by the player is different, The luminance data constituting the special state background display luminance data table and the luminance data constituting the specific error luminance data table are configured so that the light emitting operation mode of the light emitting means visually recognized by the player is different (Figure 35, Figures 78 to 89, Figures 110 to 112, etc.). It is characterized by the following. According to this feature, the movement of the light emitting means shown to the player is configured to differ between the brightness data table for specific errors and the brightness data table for normal state background display, and by configuring the movement of the light emitting means shown to the player to differ between the brightness data table for specific errors and the brightness data table for special state background display, it is possible to suggest that a specific error has occurred based on the light emitting state during the background display regardless of which background is being displayed, and as a result, it is possible to carry out appropriate customer waiting control.
[0073] [Form 52] The gaming machine of type 52-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, the light emitting means includes a first light emitting means and a second light emitting means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If a specific error does not occur during the second period, controlling the first light-emitting means and the second light-emitting means using luminance data for demonstration display corresponding to the demonstration display; If the specific error occurs during the second period, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the luminance data for the demonstration display; The luminance data for the demonstration display and the luminance data for the specific error are configured so that the light emitting operation mode of the first light emitting means and the light emitting operation mode of the second light emitting means visually recognized by the player are different (Figure 35, Figures 78 to 89, Figures 110 to 112, etc.). It is characterized by the following. According to this feature, by configuring the movement of the light-emitting means shown to the player to be different between the brightness data for a specific error and the brightness data for a demonstration display, it is possible to suggest that a specific error has occurred based on the light-emitting state during the demonstration display, and as a result, it is possible to carry out appropriate customer waiting control.
[0074] [Form 53] The gaming machine of type 53-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, the light emitting means includes a first light emitting means and a second light emitting means, The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If a specific error does not occur during the first period, the first light-emitting means and the second light-emitting means are controlled using background display luminance data corresponding to the background display; If the specific error occurs during the first period, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the background display luminance data; The light emitting operation mode of the first light emitting means and the light emitting operation mode of the second light emitting means visually recognized by the player are configured to be different depending on the background display brightness data and the specific error brightness data (Figure 35, Figures 78 to 89, Figures 110 to 112, etc.). It is characterized by the following. According to this feature, by configuring the movement of the light-emitting means shown to the player to be different between the brightness data for the specific error and the brightness data for the background display, it is possible to indicate that a specific error has occurred based on the light-emitting state during the background display, and as a result, it is possible to carry out appropriate customer waiting control.
[0075] [Form 54] The gaming machine of type 54-1 is A gaming machine that can be played, A display means; Light emitting means; a light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means During a first period after the game in the normal state is ended, a normal state background display is displayed; During a first period after the game in the special state is completed, a special state background display is displayed; A demonstration display is displayed during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after the first period after the game in the special state has ended; The light emission control means If a specific error does not occur during a first period after the game in the normal state is finished, the first light-emitting means and the second light-emitting means are controlled using normal state background display luminance data corresponding to the normal state background display; If the specific error does not occur during a first period after the game in the special state is completed, the first light-emitting means and the second light-emitting means are controlled using special state background display luminance data corresponding to the special state background display; If the specific error occurs during the first period after the game in the normal state ends, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the normal state background display luminance data; If the specific error occurs during the first period after the game in the special state ends, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the luminance data for the special status background display; The normal state background display brightness data and the specific error brightness data are configured so that the light emitting operation mode of the first light emitting means and the light emitting operation mode of the second light emitting means visually recognized by the player are different, The light emitting operation mode of the first light emitting means and the light emitting operation mode of the second light emitting means visually recognized by the player are configured to be different depending on the brightness data for the special state background display and the brightness data for the specific error (Figure 35, Figures 78 to 89, Figures 110 to 112, etc.). It is characterized by the following. According to this feature, the movement of the light emitting means shown to the player is configured to differ between the brightness data for a specific error and the brightness data for normal state background display, and by configuring the movement of the light emitting means shown to the player to differ between the brightness data for a specific error and the brightness data for special state background display, it is possible to suggest that a specific error has occurred based on the light emitting state during background display, whether in the normal state or the special state, and as a result, it is possible to carry out appropriate customer waiting control.
[0076] [Form 55] The gaming machine of type 55-1 is A gaming machine that can be played, a payout unit that pays out gaming media; a detection means provided in the payout unit for detecting game media; A display means; Light emitting means; a light emission control means, When the payout condition of the game medium is met, and the detection means does not detect the game medium, and unpaid game medium occurs, a specific error occurs. The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If the specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not resolved during the first period, the control of the light-emitting means using the specific error brightness data table is continued; Thereafter, if the specific error is not resolved during the second period, the control of the light emitting means using the specific error brightness data table is continued, When the specific error occurs during the second period, in either the case where more game media than the unpaid number are distributed to the dispensing unit or the case where game media not exceeding the unpaid number are distributed to the dispensing unit, the light emitting means is controlled by switching from the specific error brightness data table to the demonstration display brightness data table at a timing related to the detection of the first game medium distributed by the detection means (Figures 35, 64, 65, 78 to 89, 110 to 112, etc.). It is characterized by the following. According to this feature, regardless of the number of game balls dispensed to the payout section, the light emitting mode of the light emitting means is switched to a light emitting mode corresponding to the demonstration display at the moment the detection sensor detects the first game ball, so that the demonstration display can be made to look natural and the processing can be standardized, resulting in optimal customer waiting control.
[0077] [Form 56] The gaming machine of type 56-1 is A gaming machine that can be played, a payout unit that pays out gaming media; a detection means provided in the payout unit for detecting game media; A display means; Light emitting means; a light emission control means, When the payout condition of the game medium is met, and the detection means does not detect the game medium, and unpaid game medium occurs, a specific error occurs. The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If the specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not resolved during the first period, the control of the light-emitting means using the specific error brightness data table is continued; Thereafter, if the specific error is not resolved during the second period, the control of the light emitting means using the specific error brightness data table is continued, When the specific error occurs during the first period, in either the case where more game media than the unpaid number are distributed to the dispensing unit or the case where game media not exceeding the unpaid number are distributed to the dispensing unit, the light emitting means is controlled by switching from the specific error brightness data table to the background display brightness data table at a timing related to the detection of the first game medium by the detection means (Figures 35, 64, 65, 78 to 89, 110 to 112, etc.). It is characterized by the following. According to this feature, regardless of the number of game balls dispensed to the payout section, the light emitting mode of the light emitting means is switched to a light emitting mode corresponding to the background display at the moment the detection sensor detects the first game ball, so that the background display can be quickly made to look natural and the processing can be standardized, resulting in optimal customer waiting control.
[0078] [Form 57] The gaming machine of type 57-1 is A gaming machine that can be played, a payout unit that pays out gaming media; a detection means provided in the payout unit for detecting game media; A display means; Light emitting means; a light emission control means, When the payout condition of the game medium is met, and the detection means does not detect the game medium, and unpaid game medium occurs, a specific error occurs. The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If the specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; If, during the second period, a condition for paying out game media is met and a period in which the detection means does not detect game media continues for a predetermined period, the luminance data table for demonstration display is switched to a luminance data table for specific error corresponding to the specific error, and the light emitting means is controlled; When the specific error occurs during the second period, when a specific period shorter than the predetermined period has elapsed since the detection means detected the game medium, the luminance data table for the specific error is switched to the luminance data table for the demonstration display to control the light emitting means (Figures 35, 64, 65, 78 to 89, 110 to 112, etc.). It is characterized by the following. According to this feature, when the detection means does not detect a ball, this may be due to a specific error, but it may also be due to a delayed ball or the like, so the light emitting mode of the light emitting means is not immediately switched, and when a game ball is detected, the light emitting mode of the light emitting means is immediately switched to a light emitting mode corresponding to the demonstration display, so that the demonstration display can be displayed without any sense of incongruity, and as a result, suitable customer waiting control can be achieved.
[0079] [Form 58] The gaming machine of type 58-1 is A gaming machine that can be played, a payout unit that pays out gaming media; a detection means provided in the payout unit for detecting game media; A display means; Light emitting means; a light emission control means, When the payout condition of the game medium is met, and the detection means does not detect the game medium, and unpaid game medium occurs, a specific error occurs. The display means In a first period after the game is completed, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means If the specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; If, during the first period, a condition for paying out game media is met and a period in which the detection means does not detect game media continues for a predetermined period, the brightness data table for background display is switched to a brightness data table for specific errors corresponding to the specific error, and the light emitting means is controlled; When the specific error occurs during the first period, when a specific period shorter than the predetermined period has elapsed since the detection means detected the game medium, the luminance data table for the specific error is switched to the luminance data table for background display to control the light emitting means (Figures 35, 64, 65, 78 to 89, 110 to 112, etc.). It is characterized by the following. According to this feature, when the detection means does not detect a ball, this may be due to a specific error, but it may also be due to a delayed ball, etc., so the light emitting mode of the light emitting means is not immediately switched, and when a game ball is detected, the light emitting mode of the light emitting means is immediately switched to a light emitting mode corresponding to the background display, so that the background display can be displayed without any sense of incongruity, and as a result, suitable customer waiting control can be achieved.
[0080] (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.
[0081] 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 "004SGS1," and "normal reach" may be abbreviated as "N reach," and "super reach" may be abbreviated as "SP reach."
[0082] (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.
[0083] 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.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] In addition, a display area 5S is provided in the upper left corner of the display screen (display area) of the image display device 5 for displaying the first reserved memory number (for example, the number "0"), the second reserved memory number (for example, the number "4") and small patterns corresponding to the decorative pattern, and the small patterns are displayed variably in response to the variable display of the decorative pattern.
[0088] 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 004SG201 (see Figure 21) that encourages the player to perform a right-hit operation, and the remaining time-saving display 004SG202 (see Figure 21) that indicates the number of remaining time-saving times may be 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, thereby preventing the decorative symbol from overlapping and reducing the visibility of the performance images.
[0089] The small symbol is also referred to as the fourth symbol. The fourth symbol is a symbol indicating that the special symbols (first special symbol, second special symbol) are being variably displayed. It is variably displayed by a constant operation in a manner that is always visible on a display device such as the image display device 5. The variably displayed fourth symbol allows the player to recognize whether the decorative symbol is currently being variably displayed, even if the decorative symbol is difficult to recognize, such as when the effect content, including the variably displayed decorative symbol, momentarily disappears from the screen or when the movable body 32 completely or partially covers the screen of the image display device 5. The effect control CPU 120, upon receiving the first variable display start command, operates the image display device 5 to variably display the fourth symbol corresponding to the first special symbol. Furthermore, upon receiving the second variable display start command, the effect control CPU 120 operates the image display device 5 to variably display the fourth symbol corresponding to the second special symbol.
[0090] 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.
[0091] 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.
[0092] 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.
[0093] 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.
[0094] 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.
[0095] 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.
[0096] 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.
[0097] 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.
[0098] 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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.
[0105] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area, and a button lamp 9e is provided below the gaming board 2. The main lamp 9a, side lamps 9b, and button lamps 9e provided in the gaming machine frame 3 are also referred to as "frame lamps."
[0106] A movable body 32 that operates according to the effects is provided at a predetermined position on the gaming board 2 (above and below the image display device 5 in FIG. 1), and a movable body lamp 9d is provided on the movable body 32. An attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2, and a decorative lamp 9f is provided on the left side of the gaming board 2. The attacca lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the gaming board 2 are also referred to as "board lamps." The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f may be collectively referred to as the game effect lamp 9. The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f are each configured to include an LED (see FIG. 36). The various lamps will be described later.
[0107] 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.
[0108] 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.
[0109] 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).
[0110] 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).
[0111] 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.
[0112] (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).
[0113] 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).
[0114] 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.
[0115] 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.
[0116] 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).
[0117] 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."
[0118] 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.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] 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.
[0123] 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.
[0124] 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."
[0125] 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.).
[0126] 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).
[0127] 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.
[0128] 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.
[0129] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may also be performed using audio output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or any other effect device including some or all of these.
[0130] 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).
[0131] 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.
[0132] 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.
[0133] 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.
[0134] 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."
[0135] 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").
[0136] 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.
[0137] 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.
[0138] 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 number of rounds or an improvement effect to indicate that the value of the jackpot gaming state is increasing may be executed.
[0139] 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).
[0140] (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 are arranged on the back of the pachinko gaming machine 1, such as a payout control board 004SG030, an information terminal board, and a launch control board. 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 include electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.
[0141] 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).
[0142] 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.
[0143] 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.
[0144] 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.
[0145] 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).
[0146] 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).
[0147] 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.
[0148] 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.
[0149] 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.
[0150] The payout control board 004SG030 is connected to a payout device 004SG031 that is driven to pay out a predetermined number of game balls (for example, 3, 5, 10, 15, etc.) to a player based on receiving a payout signal, and a game ball detection sensor 004SG032 that is provided in a payout passage (not shown) through which the game balls paid out by the payout device 004SG031 pass, and it is possible to stop driving the payout device 004SG031 depending on the state of the game ball detection signal received from the game ball detection sensor 004SG032.
[0151] In addition, the payout control board 004SG030 is connected to a handle sensor 004SG034 for detecting the amount of operation by the player and a touch ring 004SG035 (touch sensor) for detecting that the player is gripping the ball-hitting operation handle 30, and based on signals input from these sensors, the payout control board 004SG030 controls a launcher 004SG033 that can launch game balls onto the game board 2. In addition, a signal indicating whether the touch ring 004SG35 is detected or not and a signal indicating that a game ball has been launched by the launcher 004SG033 are input from the payout control board 004SG030 to the game control microcomputer 100 of the main board 11.
[0152] 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.
[0153] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0154] 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.
[0155] 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.
[0156] 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).
[0157] 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.
[0158] 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.
[0159] 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.
[0160] 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.
[0161] 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.
[0162] 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.
[0163] 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.
[0164] 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 screen of the image display device 5, and a second interface image including a small pattern that is smaller on the display screen than the decorative pattern and a reserved memory number display are drawn to display these images at the top left of the display screen of the image display device 5.
[0165] The layer 2 image drawing area is a drawing area in the center of the display screen of the image display device 5 where the left, center, and right decorative patterns are drawn to execute variable display of the decorative patterns.
[0166] The layer 3 image drawing area is a drawing area in which the background display is drawn in order to display the background display over the entire display screen of the image display device 5.
[0167] In this embodiment, an image to be displayed on the display screen 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 on 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 on the image display device 5, and the images drawn in the layer 3 image drawing area (background display) are set to have the lowest display priority and are therefore displayed as the bottom-level images on the image display device 5.
[0168] In this embodiment, the transmittance (transparency) of the images drawn and placed in each image drawing area is set to 0% so that when superimposed, the upper image makes the overlapping area of the lower image invisible to the player. However, the present invention is not limited to this, and depending on the situation, the transmittance (transparency) of the images drawn and placed in each image drawing area may be set to a value higher than 0%, and images may be displayed transparently on the display screen of the image display device 5 or temporarily hidden.
[0169] The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the lamp on / off mode) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0170] 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.
[0171] 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.
[0172] Furthermore, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0173] 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).
[0174] 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).
[0175] 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.
[0176] 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.
[0177] 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.
[0178] 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).
[0179] 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.
[0180] Command 8F00H is a symbol determination command that specifies the stopping (determination) of the variation of decorative symbols in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5. Command 9000H is a power-on command that specifies that the pachinko gaming machine 1 has cold started (that is, the power has been turned on with the clear switch 92 pressed down (power-on with initialization)). Note that a cold start refers to the state in which, when the power is turned on, the data is initialized without restoring the data before power-on, and various processes of the gaming machine can be executed. Command 9200H is a power-off recovery command that specifies that the pachinko gaming machine has hot started (that is, the power has been turned on with the clear switch 92 not pressed down (power-on without initialization)). Note that a hot start refers to the state in which, when the power is turned on, the gaming machine can execute various processes based on backed-up data. A hot start is also referred to as a power-on without initialization, since initialization is not performed during a hot start. Command 95XXH is a game state designation command that 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). 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, probability variable state). The time-saving, probability variable state is sometimes simply referred to as the "probability variable state." Command 96XXH is an error designation command that specifies that an error has occurred in the pachinko gaming machine 1 and that the error has been cleared.
[0181] 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.
[0182] 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.
[0183] 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.
[0184] Command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the number of reserved special symbols can be specified. Command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the number of reserved special symbols can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a first start port entry designation command is transmitted, for example, based on the first start condition being met when a gaming ball passes (enters) the first start port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a second start port entry designation command is transmitted, for example, based on the second start condition being met when a gaming ball passes (enters) the second start port. In addition, the first pending memory number notification command and the second pending memory number notification command may be sent in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the pending memory number decreases). Command E100H is a customer waiting demo specification command that specifies the execution of a customer waiting demo (demo performance). Command F100H is a frame status display specification command that specifies the status of each input port (including the on / off status of the touch ring 004SG35).
[0185] 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.
[0186] 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.
[0187] 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.
[0188] 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).
[0189] 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."
[0190] 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.
[0191] 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.
[0192] 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.
[0193] 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.
[0194] 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).
[0195] 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.
[0196] 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).
[0197] 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.
[0198] 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.
[0199] 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-saving state is also a game state that is controlled when a winning streak state may end.
[0200] 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.
[0201] 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.
[0202] 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.
[0203] 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.
[0204] 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.
[0205] 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.
[0206] 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).
[0207] 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.
[0208] 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.
[0209] 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.
[0210] 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.
[0211] 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%.
[0212] 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%.
[0213] 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%.
[0214] 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%.
[0215] 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%.
[0216] 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%.
[0217] 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.
[0218] 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.
[0219] In such RAM 102, for example, a game control data holding area 004SG150 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 004SG150 shown in Fig. 9 includes a first special symbol reserve memory unit 004SG151A, a second special symbol reserve memory unit 004SG151B, a normal symbol reserve memory unit 004SG151C, a game control flag setting unit 004SG152, a game control timer setting unit 004SG153, a game control counter setting unit 004SG154, and a game control buffer setting unit 004SG155.
[0220] The first special symbol pending memory unit 004SG151A 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 starting winning port formed by the winning ball device 6A, resulting in a starting winning (first starting winning), but which have not yet started.
[0221] The second special symbol pending memory unit 004SG151B 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.
[0222] As an example, the first special chart reserve memory unit 004SG151A 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 004SG151B 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").
[0223] In this way, the reserved data stored in the first special chart reserved memory unit 004SG151A and the second special chart reserved memory unit 004SG151B 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.
[0224] 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.
[0225] The normal symbol reserve memory unit 004SG151C 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 004SG151C 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").
[0226] The game control flag setting unit 004SG152 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 004SG152 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.
[0227] The game control timer setting unit 004SG153 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 004SG153 stores data indicating timer values of each of a plurality of types of timers.
[0228] The game control counter setting unit 004SG154 is provided with a plurality of types of counters for counting count values used to control the progress of a game in the pachinko game machine 1. For example, the game control counter setting unit 004SG154 stores data indicating the count values of each of the plurality of types of counters. Here, the game control counter setting unit 004SG154 may be provided with a random counter for counting some or all of the game random numbers in a manner that allows the CPU 103 to update them by software.
[0229] The random counter of the game control counter setting unit 004SG154 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.
[0230] The game control buffer setting unit 004SG155 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 004SG155 stores data indicating buffer values for each of a plurality of types of buffers.
[0231] 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.
[0232] 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.
[0233] The RAM 122 mounted on the performance control board 12 shown in Fig. 2 is provided with a performance control data holding area 004SG190 as shown in Fig. 10(A) as an area for holding various data used to control performance operations. The performance control data holding area 004SG190 shown in Fig. 10(A) includes a performance control flag setting unit 004SG191, a performance control timer setting unit 004SG192, a performance control counter setting unit 004SG193, and a performance control buffer setting unit 004SG194.
[0234] The performance control flag setting unit 004SG191 is provided with multiple types of flags whose states can be updated in accordance with performance operation states, such as the display state of a performance image on the screen of the image display device 5, and performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 004SG191 stores, for each of the multiple types of flags, data indicating the value of the flag and data indicating the on or off state.
[0235] The performance control timer setting unit 004SG192 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 004SG192 stores data indicating the timer values of each of the plurality of types of timers.
[0236] The performance control counter setting unit 004SG193 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 004SG193 stores data indicating the count values of each of the plurality of types of counters.
[0237] The performance control buffer setting unit 004SG194 is provided with various buffers that temporarily store data used to control the progress of various performance operations. For example, the performance control buffer setting unit 004SG194 stores data indicating buffer values for each of multiple types of buffers.
[0238] In this embodiment, the data constituting the start winning time receiving command buffer 004SG194A as shown in Fig. 10 (B) is stored in a predetermined area of the performance control buffer setting unit 004SG194. The start winning time receiving command buffer 004SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol during variable display. Also, the start winning time receiving command buffer 004SG194A has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol during variable display. When a start winning occurs 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 004SG194A 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.
[0239] 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.
[0240] 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 004SG194A, 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 004SG194A. 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.
[0241] 10(B) shown in the start winning time reception command buffer 004SG194A, each time the variable display of the decorative pattern starts, the entry corresponding to the reserved memory of the variable display that just ended (the entry of buffer number "1-0" or "2-0") is deleted, and the entry corresponding to the reserved memory of the variable display that starts (the entry corresponding to buffer number "1-1" or "2-1") and the contents of the reserved memory of the entry after the variable display that starts are shifted. For example, when the variable display of the decorative pattern of the first special reserved memory is completed in the storage state shown in FIG. 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", "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.
[0242] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0243] (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.
[0244] 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.
[0245] 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...
Claims
[Claim 1] A gaming machine capable of variably displaying special identification information when a start condition is met, A display means; Light emitting means; a light emission control means, The display means A background display can be displayed during a first period after the game is completed, A demonstration display can be displayed during a second period after the first period has ended, A variable display of effect identification information corresponding to the variable display of the special identification information can be displayed, When the start condition is satisfied, a variable display of the effect identification information can be displayed so that the transparency of the effect identification information changes from a first value to a second value higher than the first value; When the start condition is satisfied while the demonstration display is being displayed, the display can be switched from the demonstration display to a variable display of the effect identification information before the transparency of the effect identification information reaches the second value, The light emission control means During the second period, the light emitting means can be controlled using a demonstration display luminance data table corresponding to the demonstration display; when the start condition is satisfied while the demonstration display is being displayed by the display means, before the display means switches from the demonstration display to a display corresponding to the variable display of the effect identification information, the display means can switch from the demonstration display luminance data table to a luminance data table corresponding to the variable display of the effect identification information to control the light emitting means, The display means A volume adjustment guide display that guides the user to adjust the volume can be displayed. A game is executed in a state where the volume adjustment guide display is not displayed, and when a predetermined condition is met after the game ends, the volume adjustment guide display can be displayed, and thereafter, when a start condition for the demonstration display is met, the demonstration display can be displayed without displaying the volume adjustment guide display, It can be controlled to an advantageous state that is advantageous to the player, A predetermined effect can be executed by displaying a fragment image and suggesting that the game will be controlled to the advantageous state. The display patterns of the fragment image in the predetermined effect include a first pattern in which the fragment image is displayed after a crack precursor image is displayed, and a second pattern in which the fragment image is displayed without displaying the crack precursor image, When the fragment images are displayed in the first pattern, a predetermined sound corresponding to the fragment images is output, whereas when the fragment images are displayed in the second pattern, the predetermined sound is not output; In the first pattern, an object image can be displayed in one of a plurality of modes before the fragment image is displayed, as a background display after the fragment image is displayed in the first pattern, any one of a plurality of background displays including a first background display and a second background display that suggests a higher expectation of being controlled to the advantageous state than the first background display, It is possible to suggest which of the background displays is to be displayed according to the aspect of the object image, A game control means; A performance execution means; and a reservation storage means, The reserved storage means is capable of storing information about variable display up to a predetermined number as reserved storage based on the establishment of a start condition, When the variable display of the special identification information is completed, if there is a reserved memory corresponding to the next variable display of the special identification information, the game control means can execute the variable display of the next special identification information; The performance execution means When the hold memory is stored, one of a plurality of types of hold displays including a first hold display and a second hold display having a different aspect from the first hold display can be displayed; In a situation where less than the predetermined number of reserved memories are stored, When a start condition is satisfied at a first timing, the first hold display is started to be displayed in a first start mode, and then changed to a first in-progress mode and then changed to a first completion mode, and can be displayed; When the start condition is satisfied at the first timing, the second hold display is started to be displayed in a second start mode, and after being changed to a second in-progress mode, it can be changed to a second completion mode and displayed; When a start condition is satisfied at a second timing after the first timing, the first hold display is started to be displayed in the first start mode, changed to the first in-progress mode, and can be changed to the first completion mode based on the start of variable display of the next special identification information, When the start condition is satisfied at the second timing, the second hold display is started to be displayed in the second start mode, changed to the second in-progress mode, and can be changed to the second completion mode based on the start of variable display of the next special identification information, When a start condition is satisfied at a third timing after the second timing, the first hold display can be displayed in the first completion mode without being displayed in the first start mode and the first ongoing mode, When the start condition is satisfied at the third timing, the second hold display can be displayed in the second completion mode without being displayed in the second start mode and the second in-progress mode. A gaming machine characterized by:
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