Gaming machine

The gaming machine uses synchronized display and sound effects with varying speeds and light emission modes to create an engaging and immersive experience, addressing the lack of effective player engagement in conventional machines.

JP7838026B2Active Publication Date: 2026-03-31SANKYO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-07-05
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

Conventional gaming machines lack effective mechanisms to enhance player engagement and create an impression of being in a favorable state, particularly during slow motion effects and group performances.

Method used

The gaming machine employs a combination of display, sound, and light effects to simulate an advantageous state, with varying video playback speeds and light emission modes, along with synchronized sound outputs, to create engaging and immersive game experiences.

Benefits of technology

This approach enhances player engagement by providing a sense of control and improving gaming interest through dynamic visual and auditory cues, preventing player discomfort and enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine that can impress upon a player that a game is controlled to be in an advantageous state.SOLUTION: A specific performance includes a first period, a second period after the first period, and a third period after the second period in which either an advantageous mode or disadvantageous mode is notified as a performance result. In the first period, a performance video of a performance mode progressing at a first speed can be displayed. In the second period, a performance video of a performance mode progressing at a second speed slower than the first speed can be displayed. In both the first period and the second period, a light emission mode of light emitting means can be changed. In the second period, the light emission mode of the light emitting means can be changed at intervals shorter than the first period.SELECTED DRAWING: Figure 10-20
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of playing games.

Background Art

[0002] Conventional gaming machines can execute a battle effect and a timer effect simultaneously as a reach effect, and during the battle effect, there is a machine that can further execute a slow motion effect that reduces the playback speed of the battle effect (for example, see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in Patent Document 1, there was room for improvement in the slow motion effect.

[0005] The present invention has been made paying attention to such problems, and an object thereof is to provide a gaming machine that can impress a player that it is controlled to an advantageous state.

Means for Solving the Problems

[0006] The gaming machine of Means A is a gaming machine that can be controlled to an advantageous state advantageous to a player, sound output means, display means, light emitting means, and effect execution means capable of executing an effect, and the effect execution means is capable of executing a specific effect suggesting that it is controlled to the advantageous state, It is possible to implement action-promoting effects that encourage the player to take action, The aforementioned specific performance is, The performance involves the display means displaying a performance video, the sound output means outputting performance sounds, and the light-emitting means emitting light. It includes a first specific performance and a second specific performance which has a higher expectation of being controlled to the advantageous state than the first specific performance, The period includes a first period, a second period following the first period, and a third period following the second period, during which either a favorable or unfavorable outcome is announced as a result of the performance. The aforementioned performance execution means is During the first period, the performance video in a performance mode progressing at a first speed can be displayed. During the second period, the performance video can be displayed in a performance mode that proceeds at a second speed slower than the first speed. In either the first period or the second period, the emission mode of the light-emitting means can be changed. the law of nature, When the first specific performance is executed, in the second period, it is possible to change the light emission mode of the light emission means at the same interval as the period of change in the light emission mode of the light emission means in the first period. When executing the second specific performance described above, During the aforementioned second period, Period of change in the light emission mode of the light-emitting means It is possible to change the light emission mode of the light emission means at shorter intervals than, During the second period, after the display of the animation video progressing at the second speed, a still image can be displayed by pausing the animation video. When the aforementioned static effect is performed, the aforementioned action acceleration effect is not performed during the static effect. There are multiple ways to perform the aforementioned static animation. Depending on which type of presentation the static presentation is, the expected degree to be controlled to the advantageous state will differ. The aforementioned performance execution means is It is possible to display information related to the game in an operational manner, Even while the aforementioned static animation is being performed, the information display operation will continue. It is possible to perform group effects that display images in which multiple characters progress together as a group. When the group performance is executed based on the first variation pattern, the group performance can be executed such that it starts from a predetermined number of frames. When the group performance is executed based on the second variation pattern, the group performance can be executed such that it starts from a specific frame number different from a predetermined frame number. It is characterized by the following. This feature can give players the impression that they are being controlled to be in a favorable state. The gaming machine of method 1 is A gaming machine (for example, a pachinko machine 1) that can control the display result of a variable display to a favorable state for the player (for example, a jackpot state) when the display result becomes a specific display result, Sound output means capable of outputting performance sounds (for example, speakers 8L, 8R and the voice synthesis IC 079SG132, voice data ROM 079SG133, and amplification circuit 079SG134 mounted on the voice control board 13), A display means capable of displaying a performance video (for example, an image display device 5), An effect execution means (for example, an effect control CPU 120) capable of executing a predetermined effect (for example, a reach effect) which displays a character effect video on the display means and outputs an effect sound via the sound output means in conjunction with the display of the character effect video, A group performance execution means (for example, the group preview execution process shown in Figure 47, the 6-person group preview performance shown in Figures 94 to 100) that performs a group performance (for example, a group preview performance) that displays an image in which multiple characters proceed as a group, Equipped with, The aforementioned performance execution means is During the first period of the predetermined performance, the performance video, whose performance speed is set to a first speed, can be displayed on the display means (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V1 during the execution period of the first half of each reach performance, the second reach performance, the third reach performance, and the fourth reach performance). In the second period of the predetermined performance, which is after the first period, the performance video can be displayed on the display means at a second speed, which is slower than the first speed (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V2 during the execution period of the latter half of each of the first reach performance, second reach performance, third reach performance, and fourth reach performance). With respect to the sound effects corresponding to the predetermined effects, the sound output means can output the sound effects at the same speed during both the first and second periods (for example, as shown in Figures 10-19 to 10-25, during the first and second execution periods of the first, second, third, and fourth reach effects, BGM and sound effects are output from speakers 8L and 8R at the normal playback speed of V4). The sound effects corresponding to the predetermined effects include music and sound effects (for example, the portion from which BGM (music) and sound effects can be output from speakers 8L and 8R), The display period of the images in the aforementioned group presentation includes a first display period, a second display period, and a third display period (for example, the period shown in Figure 59), The first display period is the period from when the display of the first character in the group performance begins until a new character is displayed and the display of any character ends first (for example, the period shown in Figures 94(a23) to 96(a30)). The second display period is a longer period than the first display period, during which a new character is displayed and the display of the currently displayed character continues until it ends (for example, the period shown in Figures 97(a31) to 98(a36)). The third display period is a period during which the display of the currently displayed character ends without any new character being displayed (for example, the period shown in Figures 99(a37) to 100(a42)). In the first display period, from the first situation where a part of the character first displayed is being displayed, to the second situation where a part of the character first displayed is displayed more than in the first situation and a part of the character second displayed is also displayed (for example, the examples shown in FIGS. 57 and 94). It is characterized by this. According to this feature, the progress speed of the production video of the predetermined production changes between the first period and the second period, but the speed related to the production sound corresponding to the predetermined production does not change between the first period and the second period. Therefore, it is possible to prevent giving a sense of discomfort to the player. Also, the gaming interest can be improved by the production sound including music and sound effects. Also, the group production can be executed more suitably.

[0007] Also, the mode for implementing the invention described later includes the invention related to the gaming machine of means 2 below. Conventionally, in gaming machines, there have been those capable of executing a group production in which images of a plurality of characters and objects appear, as shown in Japanese Patent Application Laid-Open No. 2019-050851. However, in such a gaming machine, although the group production can make the game enjoyable, there is still room for improvement regarding such a group production. In view of this point, there is a demand for providing a gaming machine that can execute the group production more suitably.

[0008] The gaming machine of means 2 is a gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, a jackpot gaming state) advantageous to the player when the display result of the variable display becomes a specific display result, and includes a group production execution means (for example, the group preview execution process shown in FIG. 47, the six-person group preview production shown in FIGS. 94 to 100) for executing a group production (for example, a group preview production) in which a plurality of characters move forward in a group and display an image, the display period of the image in the group production includes a first display period, a second display period, and a third display period (for example, the period shown in FIG. 59), The first display period is the period from when the display of the first character in the group performance begins until a new character is displayed and the display of any character ends first (for example, the period shown in Figures 94(a23) to 96(a30)). The second display period is a longer period than the first display period, during which a new character is displayed and the display of the currently displayed character continues until it ends (for example, the period shown in Figures 97(a31) to 98(a36)). The third display period is a period during which the display of the currently displayed character ends without any new character being displayed (for example, the period shown in Figures 99(a37) to 100(a42)). During the first display period, the situation changes from a first state where a portion of the initially displayed character is visible to a second state where a portion of the initially displayed character is visible more than in the first state, and a portion of the second displayed character is also visible (for example, as shown in Figures 57 and 94). It is characterized by the following. With this configuration, group performance can be executed more effectively.

[0009] Furthermore, the present invention may have only the inventive features described in the claims of the present invention, or it may have the inventive features described in the claims of the present invention along with other features not described therein. [Brief explanation of the drawing]

[0010] [Figure 1] This is a front view of the pachinko game machine in this embodiment. [Figure 2] This is a rear perspective view of the pachinko game machine in this embodiment. [Figure 3] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 4] This flowchart shows an example of the main game control process. [Figure 5]This flowchart shows an example of timer interrupt processing for game control. [Figure 6] This is a flowchart showing an example of the special pattern processing. [Figure 7] This is an explanatory diagram showing the display result determination table. [Figure 8] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 9] This flowchart shows an example of the performance control process. [Figure 10-1] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 10-2] (A) is a diagram showing an image display device, (B) is a diagram showing the rotation display of the hold display in each hold display area, (C) is a diagram showing the movement display of the text in the text display area, and (D) is a diagram showing the flashing pattern of the fourth symbol. [Figure 10-3] This is an explanatory diagram of the image data that constitutes the display in an image display device. [Figure 10-4] (A) and (B) are diagrams illustrating the effects control commands. [Figure 10-5] This is an explanatory diagram showing each random number. [Figure 10-6] (A) is an explanatory diagram showing display result determination table 1, and (B) is an explanatory diagram showing display result determination table 2. [Figure 10-7] (A) is a diagram showing an example of the structure of the jackpot type determination table, and (B) is a diagram showing the contents of each type of jackpot. [Figure 10-8] This diagram illustrates a variation pattern. [Figure 10-9] This is an explanatory diagram showing the relationship between variable display results and variation patterns. [Figure 10-10] This is a block diagram showing an example configuration of the data storage area for game control. [Figure 10-11] (A) is a block diagram showing an example of the configuration of the data storage area for performance control, and (B) is a diagram showing an example of the configuration of the command buffer received when a prize is won at the start. [Figure 10-12]This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 10-13] This is a portion of a flowchart illustrating an example of the performance control process. [Figure 10-14] This flowchart shows an example of the variable display start setting process. [Figure 10-15] This diagram shows the percentage of decisions made regarding the execution of chance-up effects. [Figure 10-16] (A) is a diagram showing the determination ratio of the still image display effect patterns, and (B) is a diagram showing the effect content of each effect pattern. [Figure 10-17] (A) is a diagram showing the determination ratio of the performance patterns for the action-promoting effects, and (B) is a diagram showing the performance content for each performance pattern. [Figure 10-18] This is a timing chart showing the variable display of Super Reach α1. [Figure 10-19] This is a timing chart showing the variable display of Super Reach α2. [Figure 10-20] This is a timing chart showing the variable display of Super Reach α3. [Figure 10-21] This is a timing chart showing the variable display of Super Reach α3. [Figure 10-22] This is a timing chart showing the variable display of Super Reach β1. [Figure 10-23] This is a timing chart showing the variable display of Super Reach β2. [Figure 10-24] This is a timing chart showing the variable display of Super Reach β3. [Figure 10-25] This is a timing chart showing the variable display of Super Reach β3. [Figure 10-26] This diagram shows the presentation patterns for the first reach animation. [Figure 10-27] This diagram shows the presentation patterns for the first reach animation. [Figure 10-28] This diagram shows the presentation patterns for the second reach animation. [Figure 10-29] This diagram shows the presentation patterns for the second reach animation. [Figure 10-30]This diagram shows the presentation patterns for the second reach animation. [Figure 10-31] This diagram shows the presentation patterns for the third reach animation. [Figure 10-32] This diagram shows the presentation patterns for the third reach animation. [Figure 10-33] This diagram shows the presentation patterns for the fourth reach animation. [Figure 10-34] This diagram shows the presentation patterns for the fourth reach animation. [Figure 10-35] This diagram shows the presentation patterns for the fourth reach animation. [Figure 10-36] This figure shows the presentation of the second reach animation in a modified version. [Figure 10-37] This figure shows the presentation of the fourth reach animation in a modified version. [Figure 10-38] This figure shows the presentation of the fourth reach animation in a modified version. [Figure 11] This is a front view of a pachinko game machine according to this embodiment. [Figure 12] This is a front view of a pachinko game machine according to this embodiment. [Figure 13] This is a rear perspective view of the pachinko game machine according to this embodiment. [Figure 14] This is a diagram to explain the frame lamp. [Figure 15] This is a diagram illustrating the special LED circuit board and the fourth symbol unit. [Figure 16] This is a view looking between the game board and the image display device. [Figure 17] This is a diagram illustrating the display mode of a screen in an image display device. [Figure 18] This is a diagram illustrating the various circuit boards and other components installed in pachinko gaming machines. [Figure 19] This is a diagram to explain the different types of winning combinations. [Figure 20] This is a diagram to explain each random number. [Figure 21] This diagram illustrates the jackpot determination table and the jackpot type determination table. [Figure 22]This is a diagram illustrating an example of a performance control command. [Figure 23] This diagram illustrates an example of a pre-variation pattern on the main side. [Figure 24] This diagram illustrates an example of a post-variation pattern on the main side. [Figure 25] This diagram illustrates the table for determining the subsequent variation pattern when a loss occurs. [Figure 26] This diagram illustrates the table for determining the post-win pattern during a big win. [Figure 27] This diagram illustrates the previous variation pattern determination table. [Figure 28] This diagram illustrates an example of all possible variation patterns on the main side. [Figure 29] This diagram illustrates an example of the total variation pattern on the sub-side. [Figure 30] This diagram explains the lottery table for each preview sequence. [Figure 31] This flowchart shows an example of the main game control process. [Figure 32] This flowchart shows an example of timer interrupt processing for game control. [Figure 33] This is a flowchart showing an example of the special pattern processing. [Figure 34] This is a flowchart showing the process for determining whether a prize is awarded at the start of the race. [Figure 35] This flowchart shows an example of the normal processing of special symbols. [Figure 36] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 37] This is a flowchart showing an example of special symbol variation processing. [Figure 38] This is a flowchart showing an example of the special symbol stopping process. [Figure 39] This flowchart shows an example of the pre-bonus processing before a big win is achieved. [Figure 40] This flowchart shows an example of the processing during a jackpot release. [Figure 41] It is a flowchart showing an example of post-processing after a big win is opened. [Figure 42] It is a flowchart showing an example of big win end processing. [Figure 43] It is a flowchart showing an example of main performance control processing. [Figure 44] It is a flowchart showing an example of performance control process processing. [Figure 45] It is a flowchart showing an example of variable display start setting processing. [Figure 46] It is a flowchart showing an example of group preview setting processing. [Figure 47] It is a flowchart showing an example of group preview execution processing. [Figure 48] It is a flowchart showing an example of the group preview work process. [Figure 49] It is a diagram for explaining an example of this video production process. [Figure 50] It is a diagram for explaining an example of this video production process. [Figure 51] It is a diagram for explaining an example of this video production process. [Figure 52] It is a diagram for explaining an example of this video production process. [Figure 53] It is a diagram showing the overall picture of a 6-person group preview. [Figure 54] It is a diagram for explaining the auxiliary display used in group preview performances. [Figure 55] It is a diagram for explaining the motion blur processing used in group preview performances. [Figure 56] It is a diagram for explaining the contour aspect when characters overlap in group preview performances. [Figure 57] It is a diagram of looking between the game board and the image display device during the execution of a group preview performance. [Figure 58] It is a diagram showing the overall picture of a big explosion group preview. [Figure 59] It is a diagram for explaining the change in volume and the luminance data table in group preview performances. [Figure 60] This diagram illustrates the timing of the 6-person group announcement in Stage A. [Figure 61] This diagram explains the timing of the Bakuchu group notification in Stage B. [Figure 62] This diagram illustrates an example of a parent table in a group prediction luminance data table. [Figure 63] This diagram illustrates an example of a subtable in a group prediction luminance data table. [Figure 64] This diagram illustrates an example of a sub-table for frame lamps in a group prediction brightness data table. [Figure 65] This diagram illustrates an example of a sub-table for special effect lamps in a group prediction brightness data table. [Figure 66] This diagram illustrates an example of a sub-table for the left-hand lamp in a group prediction brightness data table. [Figure 67] This diagram illustrates an example of a sub-table for panel-mounted lamps in a group prediction brightness data table. [Figure 68] This diagram illustrates an example of a sub-table for attacker lamps in a group prediction luminance data table. [Figure 69] This is a diagram illustrating an example of a parent table in the reach line brightness data table. [Figure 70] This diagram illustrates an example of a subtable in the reach line brightness data table. [Figure 71] This diagram illustrates an example of a sub-table for frame lamps in a reach line brightness data table. [Figure 72] This diagram illustrates an example of a sub-table for bonus lamps in the reach line brightness data table. [Figure 73] This diagram illustrates an example of a sub-table for the left-hand lamp in the reach line brightness data table. [Figure 74]This diagram illustrates an example of a sub-table for panel-mounted lamps in a reach line brightness data table. [Figure 75] This diagram illustrates an example of a sub-table for attacker lamps in a reach line brightness data table. [Figure 76] This diagram illustrates an example of a parent table in the background preview brightness data table. [Figure 77] This diagram illustrates an example of a subtable in the background preview brightness data table. [Figure 78] This diagram illustrates an example of a sub-table for frame lamps in a background preview brightness data table. [Figure 79] This diagram illustrates an example of a sub-table for special effect lamps in a background notification brightness data table. [Figure 80] This diagram illustrates an example of a sub-table for the left panel lamp in the background warning brightness data table. [Figure 81] This diagram illustrates an example of a sub-table for panel-mounted lamps in a background warning brightness data table. [Figure 82] This diagram illustrates an example of a sub-table for attacker lamps in a background warning brightness data table. [Figure 83] This diagram illustrates an example of a luminance data table when all lights are on. [Figure 84] This diagram illustrates an example of a brightness data table during a push notification. [Figure 85] This figure illustrates an example of a subtable in a group prediction luminance data table related to a modified example. [Figure 86] This figure illustrates an example of a sub-table for frame lamps in a group prediction luminance data table related to a modified example. [Figure 87] This is a diagram illustrating the staging style in Stage A. [Figure 88] This is a diagram illustrating the staging style in Stage A. [Figure 89]This is a diagram illustrating the staging style in Stage A. [Figure 90] This is a diagram illustrating the staging style in Stage A. [Figure 91] This is a diagram illustrating the staging style in Stage A. [Figure 92] This is a diagram illustrating the staging style in Stage A. [Figure 93] This is a diagram illustrating the staging style in Stage A. [Figure 94] This diagram illustrates the presentation when a group announcement of six people is made during Stage A. [Figure 95] This diagram illustrates the presentation when a group announcement of six people is made during Stage A. [Figure 96] This diagram illustrates the presentation when a group announcement of six people is made during Stage A. [Figure 97] This diagram illustrates the presentation when a group announcement of six people is made during Stage A. [Figure 98] This diagram illustrates the presentation when a group announcement of six people is made during Stage A. [Figure 99] This diagram illustrates the presentation when a group announcement of six people is made during Stage A. [Figure 100] This diagram illustrates the presentation when a group announcement of six people is made during Stage A. [Figure 101] This diagram illustrates the presentation of a comparative example when a group announcement of six people is performed in Stage A. [Figure 102] This diagram illustrates the presentation when a background preview is executed during Stage A. [Figure 103] This diagram illustrates the presentation when a lamp notification is triggered in Stage A. [Figure 104] This is a diagram illustrating the staging style in Stage A. [Figure 105] This is a diagram illustrating the staging style in Stage A. [Figure 106] This is a diagram illustrating the staging style in Stage A. [Figure 107] This is a diagram illustrating the staging style in Stage A. [Figure 108] This is a diagram illustrating the staging style in Stage A. [Figure 109] This is a diagram illustrating the staging style in Stage A. [Figure 110] This diagram illustrates the presentation style during the first half of a special reach. [Figure 111] This diagram illustrates the presentation style during the first half of a special reach. [Figure 112] This diagram illustrates the presentation style during the first half of a special reach. [Figure 113] This diagram illustrates the presentation style during the first half of a special reach. [Figure 114] This diagram illustrates the presentation style during the first half of a special reach. [Figure 115] This diagram illustrates the presentation style during the first half of a special reach. [Figure 116] This diagram illustrates the presentation style during the first half of a special reach. [Figure 117] This diagram illustrates the presentation style during the first half of a special reach. [Figure 118] This diagram illustrates the presentation style during the first half of a special reach. [Figure 119] This diagram illustrates the presentation patterns during the latter half of a special reach. [Figure 120] This diagram illustrates the presentation patterns during the latter half of a special reach. [Figure 121] This diagram illustrates the presentation patterns during the latter half of a special reach. [Figure 122] This diagram illustrates the presentation patterns during the latter half of a special reach. [Figure 123] This diagram illustrates the presentation patterns during the latter half of a special reach. [Figure 124]This diagram illustrates the presentation patterns during the latter half of a special reach. [Figure 125] This diagram illustrates the presentation patterns during the latter half of a special reach. [Figure 126] This diagram illustrates the presentation style during the final reach. [Figure 127] This diagram illustrates the presentation style during the final reach. [Figure 128] This diagram illustrates the presentation style during the final reach. [Figure 129] This diagram illustrates the presentation style during the final reach. [Figure 130] This diagram illustrates the presentation style during the final reach. [Figure 131] This diagram illustrates the presentation style during the final reach. [Figure 132] This diagram illustrates the presentation style during the final reach. [Figure 133] This diagram illustrates the presentation style during the final reach. [Figure 134] This diagram illustrates the presentation style during the final reach. [Figure 135] This diagram illustrates the presentation style during the final reach. [Figure 136] This diagram illustrates the presentation style during the final reach. [Figure 137] This is a diagram illustrating the staging style in Stage B. [Figure 138] This is a diagram illustrating the staging style in Stage B. [Figure 139] This is a diagram illustrating the staging style in Stage B. [Figure 140] This is a diagram illustrating the staging style in Stage B. [Figure 141] This is a diagram illustrating the staging style in Stage B. [Figure 142] This is a diagram illustrating the staging style in Stage B. [Figure 143]It is a diagram for explaining the production mode in Stage B. [Figure 144] It is a diagram for explaining the production mode in Stage B. [Figure 145] It is a diagram for explaining the production mode in Stage B. [Figure 146] It is a diagram for explaining the production mode in Stage B. [Figure 147] It is a diagram for explaining the production mode in Stage B. [Figure 148] It is a diagram for explaining the production mode in Stage B. [Figure 149] It is a diagram for explaining the production mode in Stage B. [Figure 150] It is a diagram for explaining the production mode in Stage B. [Figure 151] It is a diagram for explaining the production mode when the explosion chewing group preview is executed in Stage B. [Figure 152] It is a diagram for explaining the production mode when the explosion chewing group preview is executed in Stage B. [Figure 153] It is a diagram for explaining the production mode when the explosion chewing group preview is executed in Stage B. [Figure 154] It is a diagram for explaining the production mode when the explosion chewing group preview is executed in Stage B. [Figure 155] It is a diagram for explaining the production mode when the explosion chewing group preview is executed in Stage B. [Figure 156] It is a diagram for explaining the production mode when the explosion chewing group preview is executed in Stage B. [Figure 157] It is a diagram for explaining the production mode when the explosion chewing group preview is executed in Stage B. [Figure 158] It is a diagram for explaining the production mode when the bingo group preview is executed in Stage A. [Figure 159]It is a diagram for explaining the production mode when the bingo group preview is executed in stage A. [Figure 160] It is a diagram for explaining the production mode when the bingo group preview is executed in stage A. [Figure 161] It is a diagram for explaining the production mode when the bingo group preview is executed in stage A. [Figure 162] It is a diagram for explaining the production mode when the bingo group preview is executed in stage A. [Figure 163] It is a diagram for explaining the production mode when the bingo group preview is executed in stage A. [Figure 164] It is a diagram for explaining the details of the bingo group preview. [Figure 165] It is a diagram for explaining the production mode of a comparative example when the bingo group preview is executed in stage A. [Figure 166] It is a diagram for explaining the production mode of a comparative example when the bingo group preview is executed in stage A. [Figure 167] It is a diagram for explaining the production mode when the bingo group preview according to the modified example is executed. [Figure 168] It is a diagram for explaining the production mode when the dog group preview according to the modified example is executed. [Figure 169] It is a diagram for explaining the production mode when the dog group preview according to the modified example is executed. [Figure 170] It is a diagram for explaining the comparison between the 6-person group preview and the dog group preview. [Figure 171] It is a diagram for explaining the production mode when the group preview performance is executed during the reach line. [Figure 172] It is a diagram for explaining the production mode when the group preview performance is executed during the reach line.

Mode for Carrying Out the Invention

[0011] The embodiments for implementing the pachinko game machine according to the present invention will be described below based on examples.

[0012] [form] The gaming machine of type 1 is, A gaming machine capable of playing games (for example, a pachinko gaming machine 1), Sound output means capable of outputting performance sounds (for example, speakers 8L, 8R and the voice synthesis IC 079SG132, voice data ROM 079SG133, and amplification circuit 079SG134 mounted on the voice control board 13), A display means capable of displaying a performance video (for example, an image display device 5), An effect execution means (for example, an effect control CPU 120) capable of executing a predetermined effect (for example, a reach effect) which displays a character effect video on the display means and outputs an effect sound via the sound output means in conjunction with the display of the character effect video, Equipped with, The aforementioned performance execution means is During the first period of the predetermined performance, the performance video, whose performance speed is set to a first speed, can be displayed on the display means (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V1 during the execution period of the first half of each reach performance, the second reach performance, the third reach performance, and the fourth reach performance). In the second period of the predetermined performance, which is after the first period, the performance video can be displayed on the display means at a second speed, which is slower than the first speed (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V2 during the execution period of the latter half of each of the first reach performance, second reach performance, third reach performance, and fourth reach performance). With respect to the sound effects corresponding to the predetermined effects, the sound output means can output the sound effects at the same speed during both the first and second periods (for example, as shown in Figures 10-19 to 10-25, during the first and second execution periods of the first, second, third, and fourth reach effects, BGM and sound effects are output from speakers 8L and 8R at the normal playback speed of V4). It is characterized by the following. According to this feature, the playback speed of the animation video for a predetermined effect changes between the first and second periods, but the speed of the sound effect corresponding to the predetermined effect does not change between the first and second periods, thus preventing the player from feeling any discomfort.

[0013] The gaming machine of form 2 is the gaming machine described in form 1, The sound output means includes a playback circuit for reproducing sound (for example, a speech synthesis IC 079SG132), an amplification circuit for amplifying the sound reproduced by the playback circuit (for example, an amplification circuit 079SG134), and speakers (for example, speakers 8L, 8R) for outputting the sound amplified by the amplification circuit. It is characterized by the following. This feature allows for the output of highly reproducible sound effects at appropriate volume levels through the speakers.

[0014] The gaming machine of form 3 is the gaming machine described in form 1 or form 2, The aforementioned performance execution means is capable of outputting the performance sound corresponding to the predetermined performance at the same speed as the first period during a predetermined period in the second period using the sound output means, and at a different speed than the first period during a specific period after the predetermined period in the second period using the sound output means (for example, as shown in modified example 079SG-1, during the first half of the execution period of the latter half of each reach performance of the first reach performance, second reach performance, third reach performance, and fourth reach performance, the performance sound is output from speakers 8L and 8R at playback speed V4, the same as during the execution period of the first half of each reach performance of the first reach performance, second reach performance, third reach performance, and fourth reach performance, while during the latter half of the execution period of the latter half of each reach performance of the first reach performance, second reach performance, third reach performance, and fourth reach performance, the performance sound is output at a different playback speed than V4 (for example, V5, which is slower than playback speed V4)). It is characterized by the following. This feature allows for a different playback speed for the sound effects during specific periods within the second period in which the animation video is displayed at a second speed. This improves the effect of the sound effects corresponding to the predetermined animations, thereby enhancing the enjoyment of the game.

[0015] A gaming machine of form 4 is a gaming machine described in any of forms 1 to 3, The sound effects corresponding to the predetermined effects include music and sound effects (for example, the portion from which BGM (music) and sound effects can be output from speakers 8L and 8R). This feature allows for the enhancement of the gaming experience through sound effects, including music and sound design.

[0016] A gaming machine of form 5 is a gaming machine described in any of forms 1 to 4, The system includes a light-emitting means (for example, a game effect lamp 9) that is capable of emitting light during at least the first period and the second period and whose light-emitting mode can be changed, The aforementioned performance execution means can change the light emission mode of the light emission means at a shorter interval than the first period during the second period (for example, as shown in Figures 10-20, 10-21, 10-24, and 10-25, the game effect lamp 9 flashes at a shorter interval than the execution periods of the first, second, and third reach performances and the execution period of the first half of the fourth reach performance during the execution period of the latter half of the second reach performance and the execution period of the latter half of the fourth reach performance). It is characterized by the following. According to this feature, the change cycle of the light emission mode of the light emission means becomes shorter (faster) during the second period, when the pace of the performance is slower, thereby improving the performance effect during the second period.

[0017] A gaming machine of form 6 is a gaming machine described in any of forms 1 to 5, A gaming machine (for example, a pachinko gaming machine 1) that is capable of displaying variable identification information and is playable, Sound output means capable of outputting performance sounds (for example, speakers 8L, 8R and the voice synthesis IC 079SG132, voice data ROM 079SG133, and amplification circuit 079SG134 mounted on the voice control board 13), A display means (e.g., image display device 5) includes a display area capable of displaying a performance video, which includes a first display area (e.g., the first display area 079SG005F shown in Figure 10-2(A)) and a second display area (e.g., the second display area 079SG005Sa) located closer to the periphery than the first display area. A predetermined performance (for example, a reach performance) that displays a character performance video in the first display area and outputs a performance sound by the sound output means in conjunction with the display of the character performance video, and an performance execution means (for example, a performance control CPU 120) that can execute an information performance (for example, a rotational display of the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U shown in Figure 10-2(B), and a movement display of the telop display area 079SG005T shown in Figure 10-2(C)), Equipped with, The aforementioned performance execution means is During the first period of the predetermined performance, the performance video, whose performance speed is set to a first speed, can be displayed on the display means (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V1 during the execution period of the first half of each reach performance, the second reach performance, the third reach performance, and the fourth reach performance). In the second period of the predetermined performance, which is after the first period, the performance video can be displayed on the display means at a second speed, which is slower than the first speed (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V2 during the execution period of the latter half of each of the first reach performance, second reach performance, third reach performance, and fourth reach performance). With respect to the sound effects corresponding to the predetermined effects, the sound output means can output the sound effects at the same speed during both the first and second periods (for example, as shown in Figures 10-19 to 10-25, during the first and second execution periods of the first, second, third, and fourth reach effects, BGM and sound effects are output from speakers 8L and 8R at the normal playback speed of V4). Regarding the aforementioned information display, it is possible to perform an information display that operates at the same operating speed during both the first and second periods (for example, as shown in Figures 10-19 to 10-25, during the first and second execution periods of the first, second, third, and fourth reach displays, the rotating display of the hold indicator is displayed at rotation speed V3, and the moving display of the text is displayed at movement speed V3). It is characterized by the following. According to this feature, although the playback speed of the animation video for a predetermined effect changes between the first and second periods, the speed of the information display and the sound effects corresponding to the predetermined effect do not change between the first and second periods, thus preventing the player from feeling any discomfort.

[0018] The gaming machine of form 7 is the gaming machine described in form 6, The total area of ​​the first display area is greater than the total area of ​​the second display area (for example, as shown in Figure 10-2(A), the area of ​​the first display area 079SG005F is larger than the combined area of ​​the second display area 079SG005Sa and the third display area 079SG005Sb). It is characterized by the following. This feature makes it easier for players to recognize predetermined effects than informational effects, thus improving the enjoyment of the game.

[0019] The gaming machine of form 8 is the gaming machine described in form 6 or form 7, The aforementioned performance execution means is capable of performing information performances that operate the information display at the same operating speed at all times during at least the variable display period other than the first and second periods (for example, as shown in Figures 10-18 to 10-25, during periods other than the reach performance, the rotation display of the hold display is performed at a rotation speed V3 in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U, and the movement display of the telop display is performed at a movement speed V3 in the telop display area 079SG005T). It is characterized by the following. This feature ensures that the information display speed does not change, preventing players from having difficulty recognizing the information presentation.

[0020] The gaming machine of form 9 is a gaming machine described in any of forms 6 to 8, The aforementioned information display includes a moving display display that sequentially moves and displays information that suggests the state of the display in the variable display being executed in the second display area (for example, a part that executes the moving display of a message according to the game state in the telop display area 079SG005T), The aforementioned performance execution means is capable of performing a moving display performance that moves the information display so that at least a portion of the information display is always visible to the player (for example, as shown in Figure 10-2(C), the characters included in the message in the ticker display area 079SG005T reach the right end of the ticker display area 079SG005T and the display ends, and at the same time the part is displayed again at the left end of the ticker display area 079SG005T and moves again from left to right). It is characterized by the following. This feature ensures that at least a portion of the information display is always visible to the player, making it easier for the player to recognize that a moving display effect is being executed.

[0021] The gaming machine of form 10 is a gaming machine described in any of forms 1 to 9, A gaming machine capable of playing games (for example, a pachinko gaming machine 1), Sound output means capable of outputting performance sounds, for example, speakers 8L, 8R and the voice synthesis IC 079SG132, voice data ROM 079SG133, and amplification circuit 079SG134 mounted on the voice control board 13, A display means capable of displaying a performance video (for example, an image display device 5), A means for granting a bonus (for example, a jackpot game state) (for example, CPU 103), An effect execution means (e.g., an effect control CPU 120) capable of executing a predetermined effect (e.g., a reach effect) that displays a character effect video on the display means and outputs an effect sound from the sound output means in conjunction with the display of the character effect video to suggest that a bonus will be awarded, and an effect execution means (e.g., a jackpot notification effect and a miss notification effect) that notifies whether or not a bonus will be awarded after the execution of the predetermined effect, Equipped with, The aforementioned performance execution means is During the first period of the predetermined performance, the performance video, whose performance speed is set to a first speed, can be displayed on the display means (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V1 during the execution period of the first half of each reach performance, the second reach performance, the third reach performance, and the fourth reach performance). In the second period of the predetermined performance, which is after the first period, the performance video can be displayed on the display means at a second speed, which is slower than the first speed (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V2 during the execution period of the latter half of each of the first reach performance, second reach performance, third reach performance, and fourth reach performance). With respect to the sound effects corresponding to the predetermined effects, the sound output means can output the sound effects at the same speed during both the first and second periods (for example, as shown in Figures 10-19 to 10-25, during the first and second execution periods of the first, second, third, and fourth reach effects, BGM and sound effects are output from speakers 8L and 8R at the normal playback speed of V4). During the second period, it is possible to perform effect effects that are different from the predetermined effect and enhance the effect of the predetermined effect (for example, as shown in Figures 10-20, 10-21, and 10-28, the portion in which an effect effect is performed that displays concentrated lines on the image display device 5 during the execution period of the latter half of the second reach effect). It is characterized by the following. According to this feature, the playback speed of the animation video for a predetermined effect changes between the first and second periods, but the speed of the sound effect corresponding to the predetermined effect does not change between the first and second periods. This prevents the player from feeling any discomfort, enhances the effect of the second period, and makes it easier for the player to recognize that the second period has ended and the notification effect is being executed through the effect animation.

[0022] The gaming machine of form 11 is the gaming machine described in form 10, The aforementioned performance execution means is The aforementioned effect can be performed in multiple modes with different degrees of effectiveness in enhancing the effect of the predetermined effect (for example, a mode in which the converging lines shown in Figure 10-28(C) are displayed, and a mode in which the number of converging lines displayed is greater than in Figure 10-28(C), as shown in Figure 10-28(D)). As the second period progresses from its start to its end, the effect animation can be performed in a manner in which the degree of effectiveness in enhancing the visual effect increases sequentially (for example, as shown in Figures 10-28(C) and 10-28(D), the number of focus lines displayed increases as the battle animation progresses). It is characterized by the following. According to this feature, the manner in which the effect is displayed changes in a manner in which the degree of effect that enhances the effect of a predetermined effect increases sequentially, making it easier for players to recognize through the effect that the second period has ended and the notification effect is being executed.

[0023] The gaming machine of form 12 is a gaming machine described in any of forms 1 to 11, A gaming machine (for example, a pachinko gaming machine 1) that is capable of displaying variable identification information and is playable, Sound output means capable of outputting performance sounds (for example, speakers 8L, 8R and the voice synthesis IC 079SG132, voice data ROM 079SG133, and amplification circuit 079SG134 mounted on the voice control board 13), A display means (e.g., image display device 5) includes a display area capable of displaying a performance video, which includes a first display area (e.g., the first display area 079SG005F shown in Figure 10-2(A)) and a second display area (e.g., the second display area 079SG005Sa) located closer to the periphery than the first display area. A means for granting a bonus (for example, a jackpot game state) (for example, CPU 103), A predetermined performance (e.g., a reach performance) that displays a character performance video in the first display area and outputs a performance sound from the sound output means in conjunction with the display of the character performance video, thereby suggesting that a bonus will be awarded; a notification performance (e.g., a jackpot notification performance and a miss notification performance) that notifies whether or not a bonus will be awarded after the execution of the predetermined performance; and a performance execution means (e.g., a performance control CPU 120) that can execute specific information performances related to variable displays in the second display area (e.g., rotational display of the hold display in the first hold storage display area 079SG005D and the second hold storage display area 079SG005U shown in Figure 10-2(B), and movement display of the telop display area 079SG005T shown in Figure 10-2(C)), Equipped with, The aforementioned performance execution means is During the first period of the predetermined performance, a performance video with a performance speed of first speed can be displayed in the first display area (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a performance speed V1 during the execution period of the first half of each reach performance, the second reach performance, the third reach performance, and the fourth reach performance). In the second period of the predetermined performance, which is after the first period, a performance video at a second speed, which is slower than the first speed, can be displayed in the first display area (for example, as shown in Figures 10-19 to 10-25, the portion in which the video of each reach performance is displayed on the image display device 5 at a speed V2 during the execution period of the latter half of each of the first reach performance, second reach performance, third reach performance, and fourth reach performance). With respect to the sound effects corresponding to the predetermined effects, the sound output means can output the sound effects at the same speed during both the first and second periods (for example, as shown in Figures 10-19 to 10-25, during the first and second execution periods of the first, second, third, and fourth reach effects, BGM and sound effects are output from speakers 8L and 8R at the normal playback speed of V4). The aforementioned notification effect can be executed in the first display area and the second display area (for example, as shown in Figures 10-26(G), 10-29(E), 10-30(D), 10-31(G), and 10-35(C), when the decorative symbols stop in a winning combination as a jackpot notification effect, the first display area 079SG005F and the second display area 079SG005Sa display the image of the jackpot notification effect). It is characterized by the following. According to this feature, the playback speed of the animation video for a predetermined effect changes between the first and second periods, but the speed of the sound effect corresponding to the predetermined effect does not change between the first and second periods. This prevents the player from feeling any discomfort, and furthermore, by executing the notification effect in a wide display area that combines the first and second display areas, it becomes easier for the player to recognize that a bonus has been awarded.

[0024] Form 13 is a gaming machine as described in Form 12, The aforementioned performance execution means is The first display that operates within the second display area (for example, a hold display) and the second display that does not operate within the second display area (for example, the first hold memory display area 079SG005D and the second hold memory display area 079SG005U) can be displayed by the specific information display. In the second display area, after erasing the first and second displays, the notification effect can be executed (for example, as shown in Figures 10-26(G), 10-29(E), 10-30(D), 10-31(G), and 10-35(C), when executing a jackpot notification effect, the hold display, the first hold memory display area 079SG005D, the second hold memory display area 079SG005U, and the telop display area 079SG005T are hidden, and the image of the jackpot notification effect is displayed in the first display area 079SG005F and the second display area 079SG005Sa). It is characterized by the following. This feature allows the notification effect to be executed not only in the first display that is active, but also in the second display area where the second display that is not active is also erased. This further enhances the visibility of the notification effect in the second display area.

[0025] The gaming machine of form 14 is a gaming machine described in any of forms 1 to 13, A gaming machine (for example, a pachinko gaming machine 1) that is capable of displaying variable identification information and is playable, Sound output means capable of outputting performance sounds (for example, speakers 8L, 8R and the voice synthesis IC 079SG132, voice data ROM 079SG133, and amplification circuit 079SG134 mounted on the voice control board 13), A display means (e.g., image display device 5) includes a first display area (e.g., first display area 079SG005F) and a second display area (e.g., second display area 079SG005Sa) located closer to the periphery than the first display area, as a display area capable of displaying a performance video. A means for granting a bonus (for example, a jackpot game state) (for example, CPU 103), The system includes a predetermined performance (e.g., a reach performance) that displays a character performance video in the first display area and outputs a performance sound from the sound output means in conjunction with the display of the character performance video, thereby suggesting that a bonus will be awarded; a notification performance (e.g., a jackpot notification performance and a miss notification performance) that notifies whether or not a bonus will be awarded after the execution of the predetermined performance; and an performance execution means (e.g., a performance control CPU 120) that can execute information performances related to variable displays in the second display area (e.g., rotational display of the hold display in the first hold storage display area 079SG005D and the second hold storage display area 079SG005U shown in Figure 10-2(B), and movement display of the telop display area 079SG005T shown in Figure 10-2(C)); Equipped with, The display means is capable of changing the visibility of the first display area and the second display area (for example, as shown in modified example 079SG-2, it is capable of reducing the visibility of the second display area 079SG005Sa and the third display area 079SG005Sb in addition to the first display area 079SG005F), The aforementioned performance execution means is During the first period of the predetermined performance, a performance video with a performance speed of first speed can be displayed in the first display area (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a performance speed V1 during the execution period of the first half of each reach performance, the second reach performance, the third reach performance, and the fourth reach performance). In the second period of the predetermined performance, which is after the first period, a performance video at a second speed, which is slower than the first speed, can be displayed in the first display area (for example, as shown in Figures 10-19 to 10-25, the portion in which the video of each reach performance is displayed on the image display device 5 at a speed V2 during the execution period of the latter half of each of the first reach performance, second reach performance, third reach performance, and fourth reach performance). With respect to the sound effects corresponding to the predetermined effects, the sound output means can output the sound effects at the same speed during both the first and second periods (for example, as shown in Figures 10-19 to 10-25, during the first and second execution periods of the first, second, third, and fourth reach effects, BGM and sound effects are output from speakers 8L and 8R at the normal playback speed of V4). During the pre-notification period from the end of the predetermined effect to the execution of the notification effect, the visibility of the first display area changes, but the visibility of the second display area does not change (for example, as shown in Figures 10-36 and 10-37 as modified example 079SG-2, the visibility of the first display area 079SG005F decreases due to the effect image 079SG005Ea, but the visibility of the second display area 079SG005Sa and the third display area 079SG005Sb does not change). It is characterized by the following. According to this feature, the playback speed of the animation video for a predetermined effect changes between the first and second periods, but the speed of the sound effect corresponding to the predetermined effect does not change between the first and second periods. This prevents the player from feeling any discomfort. Furthermore, the change in visibility of the first display area during the pre-notification period makes it easier for the player to recognize when the notification effect will be executed, while the unchanging visibility of the second display area prevents the player from having difficulty recognizing the information effect.

[0026] Form 15 is a gaming machine as described in Form 14, The display means includes an image generation means (e.g., display control unit 123) capable of generating an image to be displayed, which has a plurality of drawing layers, including a first drawing layer (e.g., second image data) capable of drawing an image to be displayed in the first display area, and a drawing layer higher than the first drawing layer, which is capable of drawing an image to be displayed in the second display area, and a second drawing layer (e.g., first image data). The visibility of the first display area changes as the visibility of the image drawn by the image generation means on the first drawing layer changes (for example, as shown in modified example 079SG-2, the visibility of the first display area 079SG005F is changed by enlarging the effect image 079SG005Ea, which is drawn as an image of the second image data). It is characterized by the following. This feature allows for precise changes to the visibility of the first display area without altering the visibility of the second display area.

[0027] Form 16 is a gaming machine as described in Form 15, The image generation means changes the visibility of the image to be drawn in the first drawing layer over a predetermined period of time, from a specific position away from the area corresponding to the second display area in the first drawing layer toward the area corresponding to the second display area (for example, as shown in modified example 079SG-2, the visibility of the first display area 079SG005F is changed by drawing the effect image 079SG005Ea, which is drawn as an image of the second image data, so as to enlarge it from the center of the first display area 079SG005F toward the second display area 079SG005Sa and the third display area 079SG005Sb). It is characterized by the following. According to this feature, the change in visibility of the first rendering layer changes over a predetermined period of time from a specific position toward the area corresponding to the second display area, making it difficult to change the visibility of the area corresponding to the second display area.

[0028] Form 17 is a gaming machine described in any of Forms 14 to 16, It is equipped with motion detection means (for example, a push button 31B) capable of detecting the player's actions, The aforementioned performance execution means is The notification effect can be executed based on the detection of the player's actions by the motion detection means (for example, the part that can notify whether the game is controlled to a jackpot state or not based on the operation of the push button 31B by the player), An action-prompting image for executing the aforementioned notification effect can be displayed in the first display area to prompt the player's actions, enabling the execution of an action-prompting effect (for example, an operation-prompting effect). Although the visibility of the animation video for the predetermined animation is reduced, the visibility of the action-promoting animation is not reduced (for example, although the visibility of the first display area 079SG005F is reduced by the enlarged display of the effect image 079SG005Ea, the visibility of the operation-promoting image 079SG005Ba and the meter 079SG005M, which are displayed as images of the first image data, is not reduced). It is characterized by the following. This feature allows action-promoting effects to be highlighted in relation to predetermined effects, thereby effectively encouraging players to take action.

[0029] Form 18 is a gaming machine described in any of Forms 1 to 17, A gaming machine (for example, a pachinko gaming machine 1) that is capable of displaying variable identification information and is playable, Sound output means capable of outputting performance sounds (for example, speakers 8L, 8R and the voice synthesis IC 079SG132, voice data ROM 079SG133, and amplification circuit 079SG134 mounted on the voice control board 13), A display means (e.g., image display device 5) includes a display area capable of displaying a performance video, which includes a first display area (e.g., the first display area 079SG005F shown in Figure 10-2(A)) and a second display area (e.g., the second display area 079SG005Sa) located closer to the periphery than the first display area. A means for granting a bonus (for example, a jackpot game state) (for example, CPU 103), A predetermined performance (e.g., a reach performance) that displays a character performance video in the first display area and outputs a performance sound from the sound output means in conjunction with the display of the character performance video, thereby suggesting that a bonus will be awarded; a notification performance that notifies whether or not a bonus will be awarded after the predetermined performance has finished; and an information performance (e.g., a performance control CPU 120) that can execute an information performance that operates an information display related to the variable display in the second display area (e.g., a rotational display of the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U shown in Figure 10-2(B), and a movement display of the telop display area 079SG005T shown in Figure 10-2(C)), Equipped with, The aforementioned performance execution means is During the first period of the predetermined performance, a performance video with a performance speed of first speed can be displayed in the first display area (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a performance speed V1 during the execution period of the first half of each reach performance, the second reach performance, the third reach performance, and the fourth reach performance). In the second period of the predetermined performance, which is after the first period, a performance video at a second speed, which is slower than the first speed, can be displayed in the first display area (for example, as shown in Figures 10-19 to 10-25, the portion in which the video of each reach performance is displayed on the image display device 5 at a speed V2 during the execution period of the latter half of each of the first reach performance, second reach performance, third reach performance, and fourth reach performance). With respect to the sound effects corresponding to the predetermined effects, the sound output means can output the sound effects at the same speed during both the first and second periods (for example, as shown in Figures 10-19 to 10-25, during the first and second execution periods of the first, second, third, and fourth reach effects, BGM and sound effects are output from speakers 8L and 8R at the normal playback speed of V4). During the pre-notification period between the completion of the predetermined performance and the execution of the notification performance, a pre-notification performance (for example, a still image display performance) can be executed in the first display area, which displays a specific still image corresponding to the cessation of the predetermined performance that was being executed. The operation of the information display in the second display area continues even during the pre-notification period (for example, as shown in Figures 10-20 and 10-21, the rotation display of the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U, and the movement display of the telop in the telop display area 079SG005T shown in Figure 10-2(C) continue even during the still image display effect execution period). It is characterized by the following. According to this feature, the playback speed of the animation video for a predetermined animation changes between the first and second periods, but the speed of the sound effects corresponding to the predetermined animation does not change between the first and second periods. This prevents the player from feeling any discomfort. Furthermore, by displaying a specific still image in the first display area during the pre-notification period, the player can easily recognize that the notification animation is about to be executed. Additionally, the information display operation in the second display area continues, preventing the information animation from becoming difficult to recognize due to the information display operation stopping.

[0030] Form 19 is a gaming machine as described in Form 18, The aforementioned specific still image is an image in which the colors of the still image of the predetermined effect that has been stopped have been changed (for example, as shown in Figures 10-16 and 10-29(A) to 10-29(B), the part in which the colors of the still image are inverted when the still image display effect is executed in pattern SG-2). It is characterized by the following. This feature makes it easier for players to recognize that a notification effect is being performed, as a specific still image displayed in the first display area has a different color from the still image of the predetermined effect.

[0031] Form 20 is a gaming machine as described in Form 19, The images of the information presentation displayed in the second display area do not change in color during the pre-notification period (for example, as shown in Figure 10-29(B), the still image display presentation is executed in pattern SG-2, causing the colors of the still image displayed in the first display area 079SG005F to be inverted, but the colors of the hold display and text displayed in the second display area 079SG005Sa and the fourth symbol displayed in the third display area 079SG005Sb do not change). It is characterized by the following. This feature prevents players from having difficulty recognizing the information presentation when the pre-announcement presentation is executed (since the colors of the information presentation images do not change, it becomes easier to recognize that they are specific still images with changed colors).

[0032] Form 21 is a gaming machine described in any of Forms 1 to 20, A gaming machine capable of playing games (for example, a pachinko gaming machine 1), Sound output means capable of outputting performance sounds (for example, speakers 8L, 8R and the voice synthesis IC 079SG132, voice data ROM 079SG133, and amplification circuit 079SG134 mounted on the voice control board 13), A display means capable of displaying a performance video (for example, an image display device 5), A means for granting a bonus (for example, a jackpot game state) (for example, CPU 103), An effect execution means (effect control CPU 120) capable of executing a predetermined effect (e.g., a reach effect) that displays a character effect video on the display means and outputs an effect sound from the sound output means in conjunction with the display of the character effect video, thereby suggesting that a bonus will be awarded, and an effect execution means (e.g., a jackpot notification effect and a miss notification effect) that notifies whether or not a bonus will be awarded after the execution of the predetermined effect, Equipped with, The aforementioned predetermined performance includes a first section (for example, the first reach performance and the third reach performance) and a second section that follows the first section (for example, the second reach performance and the fourth reach performance), The aforementioned first section and the aforementioned second section each include a first period (for example, the period during which the first half of the first reach animation is executed, the period during which the first half of the second reach animation is executed, the period during which the first half of the third reach animation is executed, and the period during which the first half of the fourth reach animation is executed) and a second period that follows the first period (for example, the period during which the second half of the first reach animation is executed, the period during which the second half of the second reach animation is executed, the period during which the second half of the third reach animation is executed, and the period during which the second half of the fourth reach animation is executed), The aforementioned performance execution means is During the first period, the animation video with a first speed of progression can be displayed on the display means (for example, as shown in Figures 10-19 to 10-25, the video of each reach animation is displayed on the image display device 5 at a progression speed V1 during the execution period of the first half of each reach animation, the second reach animation, the third reach animation, and the fourth reach animation). During the second period, the display means can display a video of the performance at a second speed, which is slower than the first speed (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V2 during the execution period of the latter half of each of the first reach performance, second reach performance, third reach performance, and fourth reach performance). With respect to the sound effects corresponding to the predetermined effects, the sound output means can output the sound effects at the same speed during both the first and second periods (for example, as shown in Figures 10-19 to 10-25, during the first and second execution periods of the first, second, third, and fourth reach effects, BGM and sound effects are output from speakers 8L and 8R at the normal playback speed of V4). The predetermined performance can be executed in two ways: a first pattern in which the program transitions to the second section after the execution of the first section (for example, the variable display of Super Reach α3 shown in Figures 10-20 and 10-21, or the variable display of Super Reach β3 shown in Figures 10-24 and 10-25); and a second pattern in which the program terminates without transitioning to the second section after the execution of the first section (for example, the variable display of Super Reach α1 and Super Reach α2 shown in Figures 10-18 and 10-19, or the variable display of Super Reach β1 and Super Reach β2 shown in Figures 10-22 and 10-23). It is characterized by the following. According to this feature, the playback speed of the animation video for a predetermined animation changes between the first and second periods, but the speed of the sound effects corresponding to the predetermined animation does not change between the first and second periods. This prevents players from feeling any discomfort, and furthermore, it allows players to focus their attention on whether the predetermined animation is executed at the second speed in the first section and moves to the second section, or whether the predetermined animation ends without moving to the second section, or whether a bonus is awarded when the predetermined animation is executed at the second speed in the second section, thereby improving the enjoyment of the game.

[0033] Form 22 is a gaming machine as described in Form 21, The aforementioned performance execution means is It is possible to execute an ending indication sequence that suggests the predetermined sequence will end in the first sequence without transitioning to the second sequence (for example, an sequence in which an ally character is defeated by an enemy character during the execution period of the latter half of the first reach sequence or the execution period of the latter half of the third reach sequence), The aforementioned termination indication effect and the predetermined effect when transitioning from the first section to the second section can be executed at the same speed (for example, as shown in Figures 10-19, 10-20, 10-21, 10-23, 10-24, and 10-25, the effect in which an ally character is defeated by an enemy character during the execution period of the latter half of the first reach effect or the execution period of the latter half of the third reach effect and the execution period of the latter half of the first reach effect or the execution period of the latter half of the third reach effect are executed at speed V1). When the notification performance announces that a bonus will be awarded, the display means can display a performance video at the third speed during the first notification period of the notification performance, and can also display a performance video at a fourth speed, which is slower than the third speed, during the second notification period following the first notification period (for example, as shown in Figures 10-18, 10-20, 10-22, 10-24, 10-25, and 10-26(E) to 10-26(G), 10-29(C) to 10-29(E), 10-30(B) to 10-30(D), 10-31(E) to 10-31(G), and 10-35(A) to 10-35(C), the part in which the video of an enemy character being defeated by an attack from an ally character is displayed at speed V2). When the notification animation announces that no reward will be granted, the animation video at the third speed can be displayed on the display means during the second notification period without displaying the animation video at the fourth speed (for example, as shown in Figures 10-19, 10-21, 10-23, 10-25, and 10-27(E) to 10-27(G), 10-30(F) to 10-30(H), 10-32(E) to 10-32(G), and 10-35(D) to 10-35(F), the animation video showing an ally character falling is displayed at speed V1). It is characterized by the following. According to this feature, the progression speed of the predetermined animation when transitioning to the second section is the same as the progression speed of the ending indication animation. Therefore, it is possible to prevent excessively heightened expectations of receiving a bonus due to the progression speed when transitioning to the second section being different from the progression speed of the ending indication animation. Furthermore, when it is announced that a bonus will not be granted, the animation video for the fourth speed is not displayed, which prevents excessive dissatisfaction among players and thus improves the enjoyment of the game.

[0034] The gaming machine of form 23 is a gaming machine described in any of forms 1 to 22, A gaming machine capable of playing games (for example, a pachinko gaming machine 1), Sound output means capable of outputting performance sounds (for example, speakers 8L, 8R and the voice synthesis IC 079SG132, voice data ROM 079SG133, and amplification circuit 079SG134 mounted on the voice control board 13), A display means capable of displaying a performance video (for example, an image display device 5), A means for granting a bonus (for example, a jackpot game state) (for example, CPU 103), A motion detection means (for example, a push button 31B) capable of detecting the player's actions, An effect execution means (e.g., an effect control CPU 120) capable of executing a predetermined effect (e.g., a reach effect) that displays a character effect video on the display means and outputs an effect sound from the sound output means in conjunction with the display of the character effect video to suggest that a bonus will be awarded; an action promotion effect (e.g., an operation promotion effect) that prompts the player to take action; and a notification effect (e.g., a jackpot notification effect and a miss notification effect) that notifies whether or not a bonus will be awarded based on the detection of the player's actions by the action detection means. Equipped with, The aforementioned performance execution means is During the first period of the predetermined performance, the performance video, whose performance speed is set to a first speed, can be displayed on the display means (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V1 during the execution period of the first half of each reach performance, the second reach performance, the third reach performance, and the fourth reach performance). In the second period of the predetermined performance, which is after the first period, the performance video can be displayed on the display means at a second speed, which is slower than the first speed (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V2 during the execution period of the latter half of each of the first reach performance, second reach performance, third reach performance, and fourth reach performance). With respect to the sound effects corresponding to the predetermined effects, the sound output means can output the sound effects at the same speed during both the first and second periods (for example, as shown in Figures 10-19 to 10-25, during the first and second execution periods of the first, second, third, and fourth reach effects, BGM and sound effects are output from speakers 8L and 8R at the normal playback speed of V4). During the second period, when the animation video of the predetermined animation is being displayed at the second speed, the action acceleration animation can be executed (for example, as shown in Figures 10-24 and 10-25, the action acceleration animation is executed when the animation video of the reach animation is being displayed at speed V2 during the execution period of the latter half of the fourth reach animation). A gaming machine characterized by the following features. According to this feature, the playback speed of the animation video for the predetermined animation changes between the first and second periods, but the speed of the sound effects corresponding to the predetermined animation does not change between the first and second periods. This prevents the player from feeling any discomfort, and furthermore, since the predetermined animation progresses at the second speed while the action acceleration animation is being executed in the second period, the effect of the predetermined animation can be enhanced.

[0035] The gaming machine of form 24 is the gaming machine described in form 23, The aforementioned action acceleration effect includes an effective detection period notification effect that notifies the effective detection period during which the action detection means accepts the detection of the player's actions (for example, the display of the meter 079SG005M which indicates the operation succession period of the push button 31B), The aforementioned performance execution means can, when the effective detection period ends, execute the same notification performance as when the player's actions were detected by the action detection means within the effective detection period, starting from a timing after the effective detection period ends (for example, as shown in Figures 10-33(E), 10-34(E), and 10-35(A) to 10-35(F), the same jackpot notification performance or loss notification performance is executed based on the end of the operation acceptance period for the push button 31B, or when the player operates the push button 31B). A gaming machine characterized by the following features. This feature prevents the notification animation from being executed before the valid detection period expires if the motion detection means does not detect the player's actions. Therefore, it prevents the player from becoming aware of whether or not a bonus will be awarded during the valid detection period due to the motion detection means failing to detect the player's actions.

[0036] The gaming machine of form 25 is a gaming machine described in any of forms 1 to 24, A gaming machine capable of playing games (for example, a pachinko gaming machine 1), Sound output means capable of outputting performance sounds (for example, speakers 8L, 8R and the voice synthesis IC 079SG132, voice data ROM 079SG133, and amplification circuit 079SG134 mounted on the voice control board 13), A display means capable of displaying a performance video (for example, an image display device 5), A means for granting a bonus (for example, a jackpot game state) (for example, CPU 103), The display means displays a character animation video and outputs a sound from the sound output means in conjunction with the display of the character animation video, thereby indicating that a bonus will be awarded. The performance execution means (e.g., a CPU 120 for performance control) is capable of executing a notification performance (e.g., a jackpot notification performance and a miss notification performance) that notifies whether or not a bonus will be awarded after the predetermined performance has finished. Equipped with, The aforementioned performance execution means is During the first period of the predetermined performance, the performance video, whose performance speed is set to a first speed, can be displayed on the display means (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V1 during the execution period of the first half of each reach performance, the second reach performance, the third reach performance, and the fourth reach performance). In the second period of the predetermined performance, which is after the first period, the performance video can be displayed on the display means at a second speed, which is slower than the first speed (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V2 during the execution period of the latter half of each of the first reach performance, second reach performance, third reach performance, and fourth reach performance). With respect to the sound effects corresponding to the predetermined effects, the sound output means can output the sound effects at the same speed during both the first and second periods (for example, as shown in Figures 10-19 to 10-25, during the first and second execution periods of the first, second, third, and fourth reach effects, BGM and sound effects are output from speakers 8L and 8R at the normal playback speed of V4). When the notification performance announces that a special benefit will be granted, the display means can display a video of the performance at a third speed during the first notification period of the notification performance, and can also display a video of the performance at a fourth speed, which is slower than the third speed, during the second notification period, which is after the first notification period (for example, Figures 10-18, 10-20, 10-22, 10-24 and 10-26 (E As shown in Figures 10-26(G), 10-29(C), 10-29(E), 10-30(B), 10-30(D), 10-31(E), 10-31(G), and 10-35(A) to 10-35C), in the jackpot notification animation, the video of the part where the ally character's attack hits the enemy character is displayed at a progression speed of V1, while the video of the part where the enemy character falls is displayed at a progression speed of V2. When the notification sequence indicates that no reward will be awarded, the display means can display the video at the third speed during the second notification period without displaying the video at the fourth speed (for example, as shown in Figures 10-19, 10-21, 10-23, 10-25, and 10-27(E) to 10-27(G), 10-30(F) to 10-30(H), 10-32(E) to 10-32(G), and 10-35(D) to 10-35(F), the video of the losing notification sequence is displayed at speed V1). A gaming machine characterized by the following features. According to this feature, the playback speed of the animation video for a predetermined effect changes between the first and second periods, but the speed of the sound effect corresponding to the predetermined effect does not change between the first and second periods. This prevents the player from feeling any discomfort. Furthermore, when a bonus is awarded as a notification effect, an animation video with a playback speed of the fourth speed is displayed, so the animation video of the notification effect can impress upon the player that a bonus has been awarded.

[0037] The gaming machine of form 26 is the gaming machine described in form 25, The aforementioned performance execution means can execute a special performance (for example, a still image display performance in which the colors of a still image are inverted, as shown in Figure 10-16 (still image display performance of pattern SG-2)) during the second period only when a special benefit is granted. A gaming machine characterized by the following features. This feature allows viewers to focus on whether or not special effects are performed.

[0038] The gaming machine of form 27 is the gaming machine described in form 26, The aforementioned bonus-granting means can grant a first bonus (for example, a jackpot game state without probability variation) and a second bonus that is more advantageous to the player than the first bonus (for example, a jackpot game state with probability variation), The aforementioned performance execution means is capable of performing a special performance (for example, the revival performance shown in modified example 079SG-4) that, after initially notifying that no special performance will be granted in the notification performance, notifies that a special performance will be granted. When the special effect is performed during the second period and the notification effect announces that a bonus will be granted, the second bonus is granted (for example, as shown in modified example 079SG-4, when the still image display effect is performed in pattern SS-2 and the jackpot notification effect is performed, the game is controlled to a jackpot game state of a probability variation jackpot), If the special performance is executed during the second period and the notification performance indicates that no bonus will be awarded, then the first or second bonus will be awarded (for example, as shown in modified example 079SG-4, if the still image display performance is executed in pattern SS-2 and a loss notification performance is executed before the revival performance is executed, there are cases where the game is controlled to a non-probability-increasing jackpot state and cases where the game is controlled to a probability-increasing jackpot state). A gaming machine characterized by the following features. This feature allows players to focus their attention on whether or not a bonus is awarded in a notification after a special effect has been performed, thereby enhancing the enjoyment of the game.

[0039] The gaming machine of form 28 is a gaming machine described in any of forms 1 to 27, A gaming machine capable of playing games (for example, a pachinko gaming machine 1), Sound output means capable of outputting performance sounds (for example, speakers 8L, 8R and the voice synthesis IC 079SG132, voice data ROM 079SG133, and amplification circuit 079SG134 mounted on the voice control board 13), A display means capable of displaying a performance video (for example, an image display device 5), A means for granting a bonus (for example, a jackpot game state) (for example, CPU 103), A motion detection means (for example, a push button 31B) capable of detecting the player's actions, A predetermined performance (e.g., a reach performance) that suggests that a bonus will be awarded by displaying a character performance video on the display means and outputting a performance sound from the sound output means in conjunction with the display of the character performance video; an action promotion performance (e.g., an operation promotion performance) that prompts the player to take action by displaying one of a plurality of action promotion images on the display means, including a first action promotion image (e.g., an operation promotion image 079SG005Ba) and a second action promotion image different from the first action promotion image (e.g., an operation promotion image 079SG005Bb); and a performance execution means (e.g., a performance control CPU 120) that can execute a notification performance (e.g., a jackpot notification performance and a miss notification performance) that notifies whether or not a bonus will be awarded based on the detection of the player's action by the action detection means. Equipped with, The aforementioned performance execution means is During the first period of the predetermined performance, the performance video, whose performance speed is set to a first speed, can be displayed on the display means (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V1 during the execution period of the first half of each reach performance, the second reach performance, the third reach performance, and the fourth reach performance). In the second period of the predetermined performance, which is after the first period, the performance video can be displayed on the display means at a second speed, which is slower than the first speed (for example, as shown in Figures 10-19 to 10-25, the video of each reach performance is displayed on the image display device 5 at a speed V2 during the execution period of the latter half of each of the first reach performance, second reach performance, third reach performance, and fourth reach performance). With respect to the sound effects corresponding to the predetermined effects, the sound output means can output the sound effects at the same speed during both the first and second periods (for example, as shown in Figures 10-19 to 10-25, during the first and second execution periods of the first, second, third, and fourth reach effects, BGM and sound effects are output from speakers 8L and 8R at the normal playback speed of V4). The action-promoting effect can be executed after the start of the second period (for example, as shown in Figures 10-24 and 10-25, the action-promoting effect is executed during the latter half of the fourth reach effect execution period), When the action-promoting effect is performed using the first action-promoting image, the first action-promoting image is displayed on the display means while the animation video of the predetermined effect is displayed in a visible manner (for example, as shown in Figure 10-33, when the operation-promoting image 079SG005Ba is displayed, the effect image 079SG005E having transparency is displayed together, so the player can see the battle animation through the effect image 079SG005E), When the action-promoting effect is performed using the second action-promoting image, the display means displays the animation video of the predetermined effect in a manner that makes it more difficult to see than when the first action-promoting image is displayed, while displaying the second action-promoting image in a wider display area than the display area of ​​the first action-promoting image (for example, as shown in Figure 10-34, when displaying an operation-promoting image 079SG005Bb which is larger in size than the operation-promoting image 079SG005Ba, the visibility of the battle effect is reduced compared to when the operation-promoting image 079SG005Ba is displayed due to the transparency of the operation-promoting image 079SG005Bb being 0%). The percentage of times a reward is awarded when the second action prompt image is displayed is higher than when the first action prompt image is displayed (for example, as shown in Figure 10-17, the percentage of times the variable display result is a jackpot when the action prompt image 079SG005Bb is displayed is lower than the percentage of times the variable display result is a jackpot when the action prompt image 079SG005Ba is displayed). A gaming machine characterized by the following features. According to this feature, the playback speed of the animation video for a predetermined effect changes between the first and second periods, but the speed of the sound effect corresponding to the predetermined effect does not change between the first and second periods. This prevents the player from feeling any discomfort, and furthermore, it allows the player to focus on whether the first or second action-promoting image is displayed as an action-promoting effect, thereby improving the enjoyment of the game.

[0040] The gaming machine of form 29 is the gaming machine described in form 28, The aforementioned performance execution means can display a performance video of the predetermined performance, with a progress speed of the second speed, on the display means while the first action acceleration image is being displayed (for example, as shown in Figures 10-24, 10-25 and 10-33(C) to 10-33(E), when the operation acceleration image 079SG005Ba is displayed as an operation acceleration performance, the performance video of the battle performance is displayed at progress speed V2 during the display of the operation acceleration image 079SG005Ba). A gaming machine characterized by the following features. According to this feature, the animation video of a predetermined animation is displayed at a second speed while the first animation promotion image is displayed, thereby improving the enjoyment of the game.

[0041] The gaming machine of form 30 is a gaming machine described in any of forms 1 to 29, The aforementioned performance execution means is The aforementioned predetermined performances can include a first predetermined performance (for example, a first reach performance and a third reach performance) and a second predetermined performance (for example, a second reach performance and a fourth reach performance), and after the execution of a first specific section in the first predetermined performance (for example, the execution period of the first half of the first reach performance and the execution period of the first half of the third reach performance), it is possible to transition to a second specific section that is later than the first specific section (for example, the execution period of the second half of the first reach performance and the execution period of the second half of the third reach performance). The predetermined performance can be performed in the following ways: a first specific pattern that notifies the granting of a bonus after the execution of the first specific section of the first predetermined performance without transitioning to the second specific section (for example, the variable display of Super Reach α1 shown in Figure 10-18 or Super Reach β1 shown in Figure 10-22); a second specific pattern that transitions to the second predetermined performance after the execution of the first and second specific sections of the first predetermined performance (for example, the variable display of Super Reach α3 shown in Figures 10-20 and 10-21 or Super Reach β3 shown in Figures 10-24 and 10-25); and a third specific pattern that terminates the predetermined performance after the execution of the first and second specific sections of the first predetermined performance (for example, the variable display of Super Reach α2 shown in Figure 10-19 or the variable display of Super Reach β2 shown in Figure 10-23). When transitioning from the first specific section to the second specific section of the first predetermined performance, and when transitioning from the second specific section to the second predetermined performance, the performance video at the second speed is displayed on the display means (for example, as shown in Figures 10-18 to 10-25, when transitioning from the first half execution period of the first reach performance to the second half execution period of the first reach performance, when transitioning from the second half execution period of the first reach performance to the first half execution period of the second reach performance, when transitioning from the first half execution period of the third reach performance to the second half execution period of the third reach performance, and when transitioning from the second half execution period of the third reach performance to the first half execution period of the fourth reach performance, the performance video for each reach performance is executed at speed V2). Regarding the sound effects corresponding to the predetermined effects, the speed of the sound effects is output at the same speed in both the first specific section and the second specific section of the first predetermined effect and the second predetermined effect (for example, as shown in Figures 10-18 to 10-25, when transitioning from the first half execution period of the first reach effect to the second half execution period of the first reach effect, when transitioning from the second half execution period of the first reach effect to the first half execution period of the second reach effect, when transitioning from the first half execution period of the third reach effect to the second half execution period of the third reach effect, and when transitioning from the second half execution period of the third reach effect to the first half execution period of the fourth reach effect, the BGM and sound effects are output from speakers 8L and 8R at the same playback speed V4 as in other periods). A gaming machine characterized by the following features. According to this feature, the playback speed of the animation video for a predetermined animation changes when transitioning from the first specific section to the second specific section of the first predetermined animation, and when transitioning from the second specific section to the second predetermined animation. However, the output speed of the sound effect corresponding to the predetermined animation does not change when transitioning from the first specific section to the second specific section of the first predetermined animation, and when transitioning from the second specific section to the second predetermined animation. This prevents the player from feeling any discomfort, and furthermore, the change in the playback speed of the animation video for the predetermined animation to the second speed makes it easier for the player to recognize the branching of the predetermined animation.

[0042] (Basic explanation) First, we will explain the basic configuration and control of Pachinko Gaming Machine 1 (which is also the configuration and control of a typical Pachinko Gaming Machine).

[0043] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.

[0044] The "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Variations also include the display of a symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derived or derived display, etc.) as the display result (the same applies to the variable display of other symbols described later). Variable display may also be expressed as variable display or simply variable.

[0045] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.

[0046] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5.

[0047] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the synchronous execution of the special symbol game and the variable display of decorative symbols are collectively referred to simply as variable display.

[0048] The screen of the image display device 5 may include display areas for displaying pending displays corresponding to variable displays whose execution is currently suspended, and active displays corresponding to variable displays that are currently running. The pending displays and active displays are collectively referred to as variable display-compatible displays corresponding to variable displays.

[0049] The number of variable displays that are being held in reserve is also called the reserved memory count. The reserved memory count corresponding to the first special feature game is also called the first reserved memory count, and the reserved memory count corresponding to the second special feature game is also called the second reserved memory count. The sum of the first reserved memory count and the second reserved memory count is also called the total reserved memory count.

[0050] A first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at a predetermined position on the game board 2. The first reserve indicator 25A displays the first reserve memory count by the number of LEDs lit. The second reserve indicator 25B displays the second reserve memory count by the number of LEDs lit.

[0051] A prize ball device 6A is provided below the image display device 5, and a variable prize ball device 6B is provided to the right of the prize ball device 6A.

[0052] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number of prize balls (for example, 3) are dispensed, and the first special game may be started.

[0053] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 3). The variable prize ball device 6B includes, for example, an electric tulip-type mechanism having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in a vertical position, so the tips of the movable wing pieces are close to the prize ball device 6A, resulting in a closed state where game balls cannot enter the second starting prize opening (also said to be the second starting prize opening being in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable wing pieces of the variable prize ball device 6B are in a tilted position, resulting in an open state where game balls can enter the second starting prize opening (also said to be the second starting prize opening being in the open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B does not need to be one that changes between a closed state and an open state, and is not limited to one equipped with an electric tulip-shaped mechanism.

[0054] General prize slots 10 are provided at predetermined locations on the game board 2 (in the example shown in Figure 1, three locations in the lower left of the game area and one location above the variable prize ball device 6B) and are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.

[0055] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a big winning opening is provided. The special variable winning ball device 7 includes a big winning opening door that is driven to open and close by a solenoid 82 (see FIG. 3), and forms a big winning opening as a specific area that changes between an open state and a closed state by the big winning opening door.

[0056] As an example, in the special variable winning ball device 7, when the solenoid 82 for the big winning opening door (for a special electric accessory) is in an off state, the big winning opening door closes the big winning opening, and game balls cannot enter (pass through) the big winning opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the big winning opening door is in an on state, the big winning opening door opens the big winning opening, and game balls can easily enter the big winning opening.

[0057] When a game ball enters the big winning opening, a predetermined number (for example, 14) of game balls are paid out as prize balls. When a game ball enters the big winning opening, more prize balls are paid out than when a game ball enters, for example, the first start winning opening, the second start winning opening, or the general winning opening 10.

[0058] When a game ball enters each winning opening including the general winning opening 10, it is also referred to as "winning". In particular, winning at the start openings (the first start winning opening, the second start winning opening) is also referred to as a start winning.

[0059] A normal symbol display 20 is provided at a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left of the game area). As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and performs variable display of normal symbols as a plurality of types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all the LEDs are turned off. Such variable display of normal symbols is also referred to as a normal symbol game.

[0060] To the right of the image display device 5, a passing gate 41 through which game balls can pass is provided. Based on the fact that a game ball has passed through the passing gate 41, a normal symbol game is executed.

[0061] Below the normal symbol display 20, a normal symbol hold display 25C is provided. The normal symbol hold display 25C is composed of, for example, four LEDs, and displays the number of normal symbol games on hold, which is the number of normal symbol hold memories, by the number of lit LEDs.

[0062] On the surface of the game board 2, in addition to the above configuration, there are a windmill for changing the flow direction and speed of the game balls and a number of obstacle pins. At the bottom of the game area, an out port for taking in game balls that have not entered any winning ports is provided.

[0063] At the upper left and right positions of the game machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided. Above the image display device 5 in the game machine frame 3, a main lamp 9a is provided, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the game area. Further, an attacker lamp 9c is provided in the vicinity of the special variable winning ball device 7 on the game board 2.

[0064] At a predetermined position of the game board 2 (the upper position of the image display device 5 in FIG. 1), a movable body 32 that operates according to the effect is provided. Further, a movable body lamp 9d is provided on the movable body 32. The movable body lamp 9d, the main lamp 9a, the frame lamp 9b, and the attacker lamp 9c described above may be collectively referred to as the game effect lamp 9. Incidentally, these main lamp 9a, frame lamp 9b, attacker lamp 9c, and movable body lamp 9d are composed of LEDs.

[0065] At the lower right position of the game machine frame 3, a hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by a hitting and launching device is provided.

[0066] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the game area, which holds (stores) game balls dispensed as prize balls or game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. In addition, the gaming machine frame 3 may also be provided with a dispensing section (ball supply tray) separate from the upper tray, from which prize balls are dispensed when the upper tray is full.

[0067] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 3).

[0068] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 3).

[0069] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.

[0070] Figure 2 is a rear perspective view of the pachinko game machine 1. The main board 11, housed in a circuit board case 201, is mounted on the rear of the pachinko game machine 1. The main board 11 is equipped with a setting key 51 and a setting change switch 52. The setting key 51 functions as a lock switch for switching between the setting change state and the setting confirmation state. The setting change switch 52 functions as a setting switch for changing setting values ​​such as the probability of winning a jackpot and the payout rate when in the setting change state. The setting key 51 and the setting change switch 52 may be mounted outside the main board 11, for example, at a predetermined location on the power supply board 17.

[0071] A display monitor 29 is located in the center of the back of the main board 11, and a display switching switch 31 is located to the side of the display monitor 29. The display monitor 29 can be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display switching switch 31 are located in front of the main board 11 when the back of the game board 2 is viewed with the game machine frame 3 open.

[0072] The display monitor 29 can display winning information such as the consecutive win ratio, the payout ratio, and the base. The consecutive win ratio is the proportion of the total number of winning balls that are awarded for winning in the large prize winning area (attacker). The payout ratio is the proportion of the total number of winning balls that are awarded for winning in the second starting prize winning area (electric chute) and the proportion of the total number of winning balls that are awarded for winning in the large prize winning area (attacker). The base is the proportion of the total number of winning balls to the number of game balls launched. When the settings are changed or the settings are being checked, the display monitor 29 can display the setting values ​​in the pachinko game machine 1. The display monitor 29 only needs to be able to display the setting values ​​that are being changed or checked when the settings are being changed or checked.

[0073] The setting key 51 and setting switch 52 cannot be operated from the front of the pachinko machine 1 when the gaming machine frame 3 is closed. The gaming machine frame 3 is rotatably provided with a glass door frame 3a having a glass window, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.

[0074] In the pachinko game machine 1, a security cover 500A is attached to the right end of the outer frame 1a, which is formed in the shape of a vertically elongated rectangular frame. When the game machine frame 3 is closed, the security cover 500A covers the right side of the circuit board case 201, which includes the setting key 51 and the setting change switch 52, from the rear side. The security cover 500A is a substantially L-shaped member including a short piece 500Aa and a long piece 500Ab, and may be made of a transparent synthetic resin.

[0075] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be immediately executed), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).

[0076] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).

[0077] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.

[0078] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.

[0079] Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game, or during the period when the game is controlled to be in a jackpot game state or a minor jackpot game state as described later (i.e., a starting entry occurs, but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined upper limit (for example, 4) is reached.

[0080] In the special symbol game, if a specific special symbol (big win symbol, for example, "7", the actual symbol varies according to the big win type described later) is stopped and displayed as the determined special symbol, it is a "big win". If a predetermined special symbol different from the big win symbol (small win symbol, for example, "2") is stopped and displayed, it is a "small win". Also, if a special symbol different from the big win symbol and the small win symbol (losing symbol, for example, "-") is stopped and displayed, it is a "loss".

[0081] After the display result in the special symbol game becomes a "big win", it is controlled to the big win game state as an advantageous state favorable to the player. After the display result in the special symbol game becomes a "small win", it is controlled to the small win game state.

[0082] In the big win game state, the big winning opening formed by the special variable winning ball device 7 becomes open in a predetermined manner. The open state continues until the earlier timing of the elapse of a predetermined period (for example, 29 seconds or 1.8 seconds) and the timing when the number of game balls entering the big winning opening reaches a predetermined number (for example, 9). The predetermined period is the upper limit period during which the big winning opening can be opened in one round, and hereinafter is also referred to as the opening upper limit period. One cycle in which the big winning opening becomes open like this is called a round (round game). In the big win game state, the round can be repeatedly executed until it reaches a predetermined upper limit number of times (15 times or 2 times).

[0083] In the big win game state, the player can obtain prize balls by making the game balls enter the big winning opening. Therefore, the big win game state is an advantageous state for the player. The more the number of rounds in the big win game state and the longer the opening upper limit period, the more advantageous it is for the player.

[0084] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot entry point (number of rounds and maximum opening period) and game states after a jackpot (normal state, time-saving state, probability-changing state, etc.), and the jackpot type may be set according to these. There may also be jackpot types that award many prize balls, jackpot types that award few prize balls, or jackpot types that award almost no prize balls.

[0085] In the minor win state, the large prize slot formed by the special variable prize ball entry device 7 opens in a predetermined opening pattern. For example, in the minor win state, the large prize slot opens in the same opening pattern as in the jackpot state for some jackpot types (the number of times the large prize slot opens is the same as the number of rounds, and the closing timing of the large prize slot is also the same, etc.). In addition, similar to the jackpot types, there may also be minor win types.

[0086] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.

[0087] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).

[0088] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur.

[0089] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).

[0090] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).

[0091] The state in which probability variation control is being performed is also called a high probability state, and the state in which probability variation control is not being performed is also called a low probability state. The state in which time reduction control is being performed is also called a high base state, and the state in which time reduction control is not being performed is also called a low base state. Combining these, the time reduction state is also called a low probability high base state, the probability variation state is also called a high probability high base state, and the normal state is also called a low probability low base state. The state that is both a high probability state and a low base state is also called a high probability low base state.

[0092] After the minor win game state ends, the game state is not changed, and the game continues to be controlled to the state before the special symbol game display result became "minor win" (however, if the special symbol game at the time of the "minor win" is the special symbol game of the predetermined number in the above count cut, the game state will naturally be changed). Note that the special symbol game display result does not have to be "minor win".

[0093] Furthermore, the game state may change based on the fact that the game ball passes through a specific area (for example, a specific area within the jackpot entry point) during a jackpot game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variation state after the jackpot game state. (Regarding the progress of the performance, etc.)

[0094] In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of such displays, they may also be performed using sound output from speakers 8L and 8R, the lighting and extinguishing of game effect lamps 9, the operation of movable parts 32, or any effect device that includes some or all of these.

[0095] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived).

[0096] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.

[0097] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.

[0098] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R.

[0099] In the case of a "probability-increasing jackpot," where the game state is controlled to a probability-increasing state after the jackpot state ends, odd-numbered decorative symbols (for example, "7") may be displayed when the symbols line up. In the case of a "non-probability-increasing jackpot (normal jackpot)," where the game state is not controlled to a probability-increasing state after the jackpot state ends, even-numbered decorative symbols (for example, "6") may be displayed when the symbols line up. In this case, odd-numbered decorative symbols are also called probability-increasing symbols, and even-numbered decorative symbols are also called non-probability-increasing symbols (normal symbols). After a reach-out sequence with non-probability-increasing symbols, an upgrade sequence that ultimately results in a "probability-increasing jackpot" may be performed.

[0100] When the display result of the special feature game is a "minor win," a predetermined combination of confirmed decorative symbols (for example, "1 3 5") is derived as the display result of the variable display of decorative symbols on the screen of the image display device 5 (the display result of the variable display of decorative symbols is a "minor win"). As an example, decorative symbols that constitute a chance combination are stopped and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. In addition, a common confirmed decorative symbol may be derived and displayed when the display result of the special feature game is a "jackpot" of a certain type of jackpot (a type of jackpot game state that is similar in nature to a minor win game state) and when it is a "minor win."

[0101] If the display result of the special game is "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called "non-reach miss") (the display result of the variable display of the decorative symbols will be "non-reach miss"). In addition, if the display result is "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a jackpot combination (also called "reach miss") (the display result of the variable display of the decorative symbols will be "reach miss").

[0102] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.

[0103] Furthermore, the image display device 5 may perform a pseudo-consecutive display effect by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.

[0104] Even during a big win, a special animation is performed to inform the player of the big win state. This animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the big win state. Similarly, during a minor win, a special animation is performed to inform the player of the minor win state. It is also possible to perform the same animation during a minor win and during certain types of big wins (types of big wins that have a similar nature to the minor win state, for example, a type of big win that makes the subsequent game state a high probability state) so that the player does not know whether they are currently in a minor win state or a big win state. In such cases, it is also possible to perform the same animation at the end of both the minor win state and the big win state so that the player cannot distinguish between a high probability state and a low probability state.

[0105] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).

[0106] (Circuit board configuration) The pachinko game 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 other components, as shown in Figure 3. In addition, various other boards, such as a payout control board, an information terminal board, and a launch control board, are located on the back of the pachinko game machine 1. Furthermore, a power supply board 17 is also installed. The term "various control boards" is a concept that includes not only electronic circuit boards such as printed wiring boards on which conductive patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on an electronic circuit board.

[0107] In the pachinko game machine 1, power from an AC power source such as AC100V from an external power source such as a commercial power supply can be supplied to electrical components, including the main board 11 and various control boards such as the performance control board 12, via the power supply board 17. 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).

[0108] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), big win game state, small win game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0109] 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, and an I / O (Input / Output port) 105.

[0110] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped, in part or in whole. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.

[0111] The random number circuit 104 keeps an updatable count of numerical data representing various random values ​​(game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0112] The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals).

[0113] The switch circuit 110 receives 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 switch (first start switch 22A and second start switch 22B), count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.

[0114] The switch circuit 110 receives the reset signal, power-off signal, and 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 used to stop the operation of control circuits such as the game control microcomputer 100, and can be output using any of the following: a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and turns on when the period during which the predetermined power supply voltage is below the predetermined value continues for a period longer than the power-off reference time. The clear signal is turned on in response to, for example, a press operation on the clear switch provided on the power supply board 17.

[0115] The solenoid circuit 111 transmits solenoid drive signals from the game control microcomputer 100 (for example, signals to turn on solenoid 81 and solenoid 82) to solenoid 81 for the regular electric mechanism and solenoid 82 for the large prize door.

[0116] The main board 11 is connected to a display monitor 29, a display switching switch 31, a setting key 51, a setting switching switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3, including the glass door frame 3a.

[0117] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error.

[0118] 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 corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands.

[0119] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.

[0120] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.

[0121] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).

[0122] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.

[0123] The display control unit 123, based on the performance control CPU 120's instructions to execute a performance, supplies a video signal corresponding to the performance to be executed to the image display device 5, thereby displaying the performance image on the image display device 5. The display control unit 123 further supplies a sound specification signal (a signal that specifies the sound to be output) to the sound control board 13 and a lamp signal (a signal that specifies the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn the game effect lamp 9 on / off. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or the drive circuit that drives the movable body 32.

[0124] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R.

[0125] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp.

[0126] Furthermore, the control of audio output, lamp on / off (supply of sound specification signals and lamp signals, etc.), and control of the movable body 32 (supply of signals to operate the movable body 32, etc.) may be performed by the performance control CPU 120.

[0127] The random number circuit 124 keeps an updatable count of numerical data representing various random values ​​(random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).

[0128] The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, lamp signals).

[0129] Other boards besides 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. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of machine 1 may be configured to have multiple functions.

[0130] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.

[0131] (Main operations of the main board 11) First, the main operations of the main board 11 will be explained. When power is supplied to the pachinko game machine 1, the game control microcomputer 100 starts up, and the main game control processing is executed by the CPU 103. Figure 4 is a flowchart showing the main game control processing executed by the CPU 103 on the main board 11.

[0132] In the main game control process shown in Figure 4, the CPU 103 first sets interrupts to disabled (step S1). Next, it performs the necessary initial settings (step S2). These initial settings include setting the stack pointer, setting the registers of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting RAM 102 to an accessible state.

[0133] Next, it is determined whether the recovery conditions have been met (step S3). The recovery conditions can be met if the clear signal is in the off state, backup data exists, and the backup RAM is functioning correctly. When power supply to the pachinko machine 1 is started, for example, if the clear switch provided on the power supply board 17 is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is sufficient to determine in step S3 that the recovery conditions have not been met. The backup data only needs to be able to be stored in the RAM 102, which serves as the backup RAM for game control. In step S3, it is sufficient to check or inspect whether there is backup data and whether there are any data errors, and then determine whether the recovery conditions can be met.

[0134] If the recovery conditions are met (Step S3; Yes), the recovery process (Step S4) is executed, followed by the setting confirmation process (Step S5). The recovery process in Step S4 sets the working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state is restored to what it was when the power supply was interrupted. For example, if the special symbols were changing, it is sufficient that the special symbols can be resumed from the state before the interruption.

[0135] If the recovery conditions are not met (Step S3; No), the initialization process (Step S6) is performed, followed by the configuration change process (Step S7). The initialization process in Step S6 includes a clear process that clears the flags, counters, and buffers stored in RAM 102, and the execution of the clear process sets initial values ​​in the work area.

[0136] In step S5, the setting confirmation process determines whether a predetermined setting confirmation condition has been met. The setting confirmation condition is met, for example, when the power supply is started, the detection signal from the door open sensor 90 is ON and the setting key 51 is ON. The setting confirmation process in step S5 is executed if the recovery conditions, including the clear signal being OFF, are met in step S3. Therefore, the setting confirmation condition can only be met when the clear signal is OFF, so the clear signal being OFF can also be included as a setting confirmation condition.

[0137] If the setting confirmation conditions are met during the setting confirmation process in step S5, the pachinko machine 1 enters a setting confirmation state where the set values ​​can be checked, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, the set values ​​set in the pachinko machine 1 can be checked by the display on the display monitor 29. When ending the setting confirmation state, a setting confirmation end command is sent from the main board 11 to the performance control board 12.

[0138] When the pachinko machine 1 is in the setting confirmation state, it may be set to a game stop state, which halts the progress of the game on the pachinko machine 1. When the game stop state is in place, the launching of game balls by operating the ball-shooting handle and the detection of game balls by various switches are stopped. Furthermore, the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to stop displaying losing symbols or to display symbols corresponding to a different game stop state than losing symbols. When the setting confirmation state ends, the associated game stop state should also end.

[0139] In the setting change process of step S7, it is determined whether or not a predetermined setting change condition has been met. The setting change condition is met, for example, when the power supply is started, the detection signal from the door open sensor 90 is ON and the setting key 51 is turned ON. The setting change condition may also include the clear signal being ON.

[0140] If the setting change conditions are met during the setting change process in step S7, the pachinko game machine 1 enters a setting change state where the set value can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the set value is displayed on the display monitor 29, and each time the setting switch 52 is operated, the value displayed on the display monitor 29 is sequentially updated and displayed. Subsequently, based on the setting key 51 being turned off by an employee of the game hall or the like, the set value displayed on the display monitor 29 is stored (updated and stored) in the backup area of ​​the RAM 102, and the display monitor 29 is turned off. When the setting change state is to end, a setting change end command is sent from the main board 11 to the performance control board 12.

[0141] When pachinko machine 1 is in the setting change state, it may be put into the game stop state, just as it is in the setting confirmation state. When the setting change state ends, the associated game stop state should also end.

[0142] On the performance control board 12 side, upon receiving a setting confirmation start command or a setting change start command, control may be performed to notify that the setting is being confirmed or changed. For example, the image display device 5 may display a predetermined image, the speakers 8L and 8R may output a predetermined sound, or light-emitting elements such as the game effect lamp 9 may be illuminated in a predetermined manner.

[0143] The clear signal is turned ON, for example, by pressing the clear switch provided on the power supply board 17. Therefore, when power supply is started, if the detection signal from the door open sensor 90 is ON and the setting key 51 is ON, if the clear switch is ON, the initialization process in step S6 and the setting change process in step S7 are executed, and the system can be controlled to the setting change state. If the clear switch is OFF, the recovery process in step S4 and the setting confirmation process in step S5 are executed, and the system can be controlled to the setting confirmation state. When power supply is started, if the detection signal from the door open sensor 90 is OFF, or if the setting key 51 is OFF, if the clear switch is ON, the initialization process in step S6 is executed, but the system is not controlled to the setting change state. If the clear switch is OFF, the recovery process in step S4 is executed, but the system is not controlled to the setting confirmation state.

[0144] After performing a setting confirmation process or a setting change process, the CPU 103 performs a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, it sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt is triggered periodically at predetermined intervals (e.g., 2ms) (step S9), and enables the interrupt (step S10). After that, it enters a loop process. From then on, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2ms), and the CPU 103 can periodically execute timer interrupt processing.

[0145] The CPU 103, which has executed the main game control processing, receives an interrupt request signal from the CTC and accepts the interrupt request, then executes the game control timer interrupt processing shown in the flowchart of Figure 5. When the game control timer interrupt processing shown in Figure 5 is started, the CPU 103 first executes a predetermined switch processing to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start switch 22A, the second start switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, it performs a predetermined main-side error processing to diagnose an abnormality in the pachinko game machine 1, and if necessary, makes it possible to generate a warning based on the diagnosis result (step S22). After this, it executes a predetermined information output processing to output data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start information (information indicating the number of start wins, etc.), and probability variation information (information indicating the number of times the game entered a probability variation state, etc.) which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0146] Following the information output processing, the main board 11 performs a game random number update process to update at least a portion of the game random numbers used by the software (step S24). After this, the CPU 103 performs a special symbol process (step S25). By the CPU 103 performing the special symbol process for each timer interrupt, the execution and holding of special symbol games, control of jackpot game states and minor jackpot game states, and control of the game state are realized.

[0147] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process each time a timer interrupt occurs, enabling the execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), as well as the opening control of the variable prize ball device 6B based on a "normal symbol win". The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting up the normal symbol hold display 25C.

[0148] After the normal pattern processing is executed, the following may be performed as part of the game control timer interrupt processing: processing when a power outage occurs, processing to pay out prize balls, etc. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set to send performance control commands in each of the above processes. In the command control processing of step S27, the process of transmitting the set performance control commands to a sub-control board such as the performance control board 12 is performed. After executing the command control processing, interrupts are enabled and then the game control timer interrupt processing is terminated.

[0149] Figure 6 is a flowchart showing an example of the process performed in step S25 shown in Figure 5 as part of the special symbol process. In this special symbol process, the CPU 103 first performs the start prize determination process (step S101).

[0150] In the start-up prize determination process, the occurrence of a start-up prize is detected, and a process is executed to store the reserved information in a predetermined area of ​​RAM 102 and update the number of reserved items. When a start-up prize occurs, a random value is extracted to determine the display result (including the type of jackpot) and the variation pattern, and this is stored as reserved information. Alternatively, a process may be executed to predict the display result and variation pattern based on the extracted random value. After storing the reserved information and the number of reserved items, a transmission setting is made to send a performance control command to the performance control board 12 to specify the occurrence of a start-up prize, the number of reserved items, the number of reserved items, and the prediction judgment. The performance control command for a start-up prize, which has been set for transmission, is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process in step S27 shown in Figure 4.

[0151] After executing the start-up prize determination process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special symbol process flag set in RAM 102. In each of the special symbol process processes (steps S110 to S120), transmission settings are made to send the corresponding performance control command to the performance control board 12.

[0152] Step S110, the normal special symbol processing, is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a decision is made on whether to start the first special symbol game or the second special symbol game based on the presence or absence of pending information. In addition, in the normal special symbol processing, based on a random value for determining the display result, it is determined (pre-determined) whether the display result of the special symbol or decorative symbol will be a "jackpot" or a "minor win," and if it is a "jackpot," the type of jackpot. Furthermore, in the normal special symbol processing, a confirmed special symbol (either a jackpot symbol, a minor win symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority processing). Alternatively, the system may store the order in which the game balls enter the first and second starting prize slots, and set the conditions for starting the special feature game to be met in that order (also known as "sequential execution").

[0153] When making various decisions based on random values, the various tables stored in ROM 101 (tables in which the decision values ​​compared with the random values ​​are assigned to the decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. On the performance control board 12, the various tables are stored in ROM 121.

[0154] The variable pattern setting process in step S111 is executed when the value of the special feature process flag is "1". This variable pattern setting process includes determining one of several variable patterns using a random value for variable pattern determination, based on a prior decision result such as whether the display result should be "big win" or "small win". When a variable pattern is determined in the variable pattern setting process, the value of the special feature process flag is updated to "2", and the variable pattern setting process ends.

[0155] The variation pattern specifies the execution time of the special feature game (special feature variation time) (which is also the execution time of the variable display of the decorative symbols), the manner of the variable display of the decorative symbols (whether or not there is a reach, etc.), and the content of the performance during the variable display of the decorative symbols (type of reach performance, etc.), and is also called the variation display pattern.

[0156] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbols, and measuring the elapsed time since the special symbols started to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbols started to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.

[0157] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes setting the first special symbol display device 4A and the second special symbol display device 4B to stop the variation of the special symbols and to stop displaying (derive) the confirmed special symbol that will be the display result of the special symbols. If the display result is "Big Win", the value of the special symbol process flag is updated to "4". On the other hand, if the Big Win flag is off and the display result is "Small Win", the value of the special symbol process flag is updated to "8". If the display result is "Miss", the value of the special symbol process flag is updated to "0". If the display result is "Small Win" or "Miss", and the game is controlled to be in a time-saving state or a probability change state, and the end of the number of spins is established, the game state is also updated. Once the value of the special symbol process flag is updated, the special symbol stop process ends.

[0158] Step S114, the pre-jackpot opening process, is executed when the value of the special feature process flag is "4". This pre-jackpot opening process includes settings to start the round execution and open the jackpot opening in the jackpot game state, based on the display result being "jackpot". When opening the jackpot opening, a solenoid drive signal is supplied to the solenoid 82 for the jackpot opening door. At this time, for example, the maximum period for keeping the jackpot opening open and the maximum number of rounds to be executed are set, corresponding to the type of jackpot. Once these settings are completed, the value of the special feature process flag is updated to "5", and the pre-jackpot opening process ends.

[0159] Step S115, the jackpot opening process, is executed when the value of the special feature process flag is "5". This jackpot opening process includes measuring the elapsed time since the jackpot opening was opened, and determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When returning the jackpot opening to the closed state, the process includes stopping the supply of a solenoid drive signal to the solenoid 82 for the jackpot opening door, then updating the value of the special feature process flag to "6", and ending the jackpot opening process.

[0160] Step S116, the post-jackpot opening processing, is executed when the value of the special symbol process flag is "6". This post-jackpot opening processing includes processes to determine whether the number of rounds in which the jackpot opening is kept open has reached the set upper limit, and processes to set the jackpot game state to end if the upper limit has been reached. If the number of rounds has not reached the upper limit, the value of the special symbol process flag is updated to "5", while if the number of rounds has reached the upper limit, the value of the special symbol process flag is updated to "7". Once the value of the special symbol process flag is updated, the post-jackpot opening processing ends.

[0161] The jackpot termination process in step S117 is executed when the value of the special feature process flag is "7". This jackpot termination process includes waiting until a waiting period corresponding to the duration of the ending sequence, which is a performance action that signals the end of the jackpot game state, has elapsed, and various settings to start probability variation control or time reduction control in response to the end of the jackpot game state. When these settings are made, the value of the special feature process flag is updated to "0", and the jackpot termination process ends.

[0162] Step S118, the pre-opening of the minor win, is executed when the value of the special symbol process flag is "8". This pre-opening of the minor win includes processing to set the major prize opening to an open state in the minor win game state, based on the display result being "minor win". At this time, the value of the special symbol process flag is updated to "9", and the pre-opening of the minor win ends.

[0163] The minor win opening process in step S119 is executed when the value of the special symbol process flag is "9". This minor win opening process includes measuring the elapsed time since the large prize slot was opened, and determining whether it is time to return the large prize slot from the open state to the closed state based on the measured elapsed time. When the large prize slot is returned to the closed state and it is time to end the minor win game state, the value of the special symbol process flag is updated to "10", and the minor win opening process ends.

[0164] The minor win termination process in step S120 is executed when the value of the special feature process flag is "10". This minor win termination process includes a process that waits until a waiting time corresponding to the period during which a performance action that notifies the end of the minor win game state is executed has elapsed. Here, when the minor win game state ends, the game state of the pachinko machine 1 that was in place before the minor win game state began is continued. When the waiting time at the end of the minor win game state has elapsed, the value of the special feature process flag is updated to "0", and the minor win termination process ends.

[0165] Pachinko game machine 1 is configured such that the probability of winning a jackpot and the payout rate change according to the set value. For example, in the special symbol normal processing of the special symbol process processing, the probability of winning a jackpot and the payout rate change by using a display result judgment table (winning probability) according to the set value. For example, the set value consists of 6 levels from 1 to 6, with 6 having the highest probability of winning a jackpot, and the probability of winning a jackpot decreasing as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, when the set value is 6, it is the most advantageous for the player, and the advantage decreases in the order of 6, 5, 4, 3, 2, and 1 as the value decreases. If the probability of winning a jackpot changes according to the set value, the payout rate may also change according to the set value. The probability of winning a jackpot is constant regardless of the set value, while the number of rounds in the jackpot game state may change according to the set value. Pachinko game machine 1 only needs to be configured so that any of multiple set values ​​with different levels of advantage for the player can be set. The setting values ​​in the pachinko game machine 1 are notified by a setting value specification command being sent from the main board 11 to the performance control board 12.

[0166] Figure 7 shows an example of the configuration of the display result determination table. Figure 7(A) shows an example of the configuration of the display result determination table for the first special symbol, which is used when the variable special symbol is the first special symbol, and Figure 7(B) shows an example of the configuration of the display result determination table for the second special symbol, which is used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, the winning determination value, which is compared with the random value MR1 according to the set value, is assigned to the special symbol display result, which is the variable display result of the special symbol. The random value MR1 is a random value used to determine the display result, and its value is updated randomly within the range of 0 to 65535. A common display result determination table may be used for both the first and second special symbols.

[0167] In the display result determination table, when the game state is a probability variation state (high probability state), more determination values ​​are assigned to the special symbol display result of "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, when the game state is a high probability state such as a probability variation state in which probability variation control is performed in the pachinko game machine 1, the probability of it being controlled to a jackpot game state is higher than when it is a low probability state such as a normal state or a time-saving state.

[0168] In the first special symbol display result determination table, determination values ​​are assigned such that the probability of determining the special symbol display result as a "minor win" and controlling the game to a minor win state is the same regardless of the game state or setting value. In the second special symbol display result determination table, determination values ​​are assigned such that the probability of determining the special symbol display result as a "minor win" and controlling the game to a minor win state is the same but different from the value in the first special symbol display result determination table. Note that the probability of determining the special symbol display result as a "minor win" and controlling the game to a minor win state may be different depending on the setting value. The probability of determining the special symbol display result as a "minor win" and controlling the game to a minor win state may be the same regardless of the fluctuating special symbol.

[0169] In the first special display result determination table and the second special display result determination table, when the game state is normal or time-saving state, the range of 1020 to 1237 among the win determination values ​​is set as a common numerical range for determining a win, regardless of the setting value. When the setting value is 1, 1020 to 1237 is assigned to "win," and only the common numerical range for determining a win is set. On the other hand, when the setting value is 2 to 6, the numerical range from 1238 according to each setting value is set as a non-common numerical range for determining a win, so as to be continuous with the common numerical range for determining a win.

[0170] In the first special display result determination table and the second special display result determination table, when the game state is in a probability variation state, the range of 1020 to 1346 among the win determination values ​​is set as a common numerical range for determining a jackpot, regardless of the setting value. When the setting value is 1, 1020 to 1346 is assigned to "jackpot," and only the common numerical range for determining a jackpot is set. On the other hand, when the setting value is 2 to 6, the numerical range from 1346 according to each setting value is set as a non-common numerical range for determining a jackpot, so as to be continuous with the common numerical range for determining a jackpot.

[0171] In the first special display result determination table, when the game state is normal or time-saving state, the range of 32767 to 33094 among the win determination values ​​is set as a common numerical range for determining minor wins, regardless of the setting value. The minor win determination values ​​are set to a different numerical range from the common and non-common numerical ranges for big win determination values, regardless of whether the setting value is 1 to 6. This prevents the numerical range of the minor win determination values ​​from overlapping with the range of the big win determination values, which changes according to each setting value.

[0172] In the first special display result determination table, when the game state is in a probability variation state, the range of 32767 to 33094 among the win determination values ​​is set as a common numerical range for determining minor wins, regardless of the setting value, just as when the game state is in a normal state or a time reduction state. The minor win determination values ​​are set to a different numerical range from the common numerical range and non-common numerical range for the big win determination values, regardless of whether the setting value is 1 to 6. This prevents the numerical range of the minor win determination values ​​from overlapping with the range of the big win determination values, which changes according to each setting value.

[0173] In the second special display result determination table, when the game state is normal or time-saving state, the range of 32767 to 33421 among the win determination values ​​is set as the common numerical range for determining minor wins, regardless of the setting value. The minor win determination values ​​are set to a different numerical range from the common and non-common numerical ranges for big win determination values, regardless of whether the setting value is 1 to 6. This prevents the numerical range of the minor win determination values ​​from overlapping with the range of the big win determination values, which changes according to each setting value.

[0174] In the second special display result determination table, when the game state is in a probability variation state, the range of 32767 to 33421 among the win determination values ​​is set as a common numerical range for determining minor wins, regardless of the setting value, just as when the game state is in a normal state or a time reduction state. The minor win determination values ​​are set to a different numerical range from the common numerical range and non-common numerical range for the big win determination values, regardless of whether the setting value is 1 to 6. This prevents the numerical range of the minor win determination values ​​from overlapping with the range of the big win determination values, which changes according to each setting value.

[0175] The number of settings that can be set in the pachinko game machine 1 may be five or fewer, or seven or more. The smaller the setting value set in the pachinko game machine 1, the more advantageous it may be for the player. The gameplay may change depending on the setting value set in the pachinko game machine 1. For example, if the setting value set in the pachinko game machine 1 is 1, the probability of hitting a jackpot in the normal state is 1 / 320, and the gameplay loops in the probability variation state at a rate of 65% (a so-called probability variation loop type). If the setting value set in the pachinko game machine 1 is 2, the probability of hitting a jackpot in the normal state is 1 / 200, and the game state after the jackpot game ends is controlled to be the probability variation state based on whether the game balls pass through a predetermined switch provided inside the special variable prize ball entry device 7 during the jackpot game. On the other hand, the gameplay may be such that the rate at which game balls pass through predetermined switches during a jackpot game differs depending on the variable special symbol (a so-called V-probability variation type), and if the setting value set in the pachinko game machine 1 is 3, the jackpot probability is 1 / 320 and the small win probability is 1 / 50, and the gameplay may be such that the state of a jackpot game is controlled based on whether the game balls pass through predetermined switches provided inside the special variable prize ball device 7 during high base (time reduction control) (a so-called type 1 and type 2 mixed type). The gameplay is the same when the setting value set in the pachinko game machine 1 is any of 1 to 3, but a setting may be provided in which the jackpot probability and small win probability are higher than when the setting value is any of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is smaller (for example, when the setting value set in the pachinko game machine 1 is any of 4 to 6). When the gameplay is changed according to the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a predetermined switch provided in the special variable prize ball device 7 is used as a performance switch (a switch for executing a predetermined performance each time a game ball passes through a predetermined area), and when the setting value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to a probability variation state or a jackpot game state based on whether a game ball has passed through a predetermined switch).

[0176] The type of jackpot may be determined at different rates depending on the setting value, based on the assignment of judgment values ​​in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The variation pattern may be determined at different rates depending on the setting value, based on the assignment of judgment values ​​in the variation pattern determination table. Alternatively, the variation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, and the frequency at which normal reaches and super reaches are executed may suggest the setting value. Alternatively, the execution rate of normal reaches and super reaches may be the same regardless of the setting value. In addition, it may be possible to execute arbitrary setting suggestion effects at different rates depending on the setting value.

[0177] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the main performance control process as shown in the flowchart of Figure 8. When the main performance control process shown in Figure 8 starts, the performance control CPU 120 first performs a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, controls are executed to perform the initial operations of the movable body 32, such as controls to drive the movable body 32 back to its initial position and controls to perform predetermined operation checks.

[0178] Next, it is determined whether the timer interrupt flag is on or off (step S73). The timer interrupt flag is set to the on state every predetermined time (e.g., 2 milliseconds) based on the register settings of the CTC, for example. If the timer interrupt flag is off at this time (step S73; No), the process in step S73 is repeatedly executed and the system waits.

[0179] Furthermore, on the performance control board 12, in addition to the timer interrupt that occurs at predetermined intervals, an interrupt occurs to receive performance control commands from the main board 11. This interrupt occurs, for example, when the performance control INT signal from the main board 11 turns ON. When an interrupt occurs due to the performance control INT signal turning ON, the performance control CPU 120 automatically sets the interrupt to disabled. However, if a CPU that does not automatically set the interrupt to disabled is used, it is desirable to issue an interrupt disable instruction (DI instruction). In response to the interrupt caused by the performance control INT signal turning ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is received from a predetermined input port among the input ports included in I / O 125 that receives control signals transmitted from the main board 11 via the relay board 15. The performance control command received at this time is stored, for example, in a performance control command reception buffer provided in RAM 122. After that, the performance control CPU 120 sets the interrupt to enabled and then terminates the command reception interrupt process.

[0180] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and the command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command reception buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, to allow the performance control process to confirm which performance control command was received and what the performance control command identifies, the read performance control command is stored in a predetermined area of ​​RAM 122, or a reception flag provided in RAM 122 is turned on. Also, if the performance control command identifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.

[0181] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, various performance devices are controlled, such as the display operation of performance images in the display area of ​​the image display device 5, the sound output operation from speakers 8L and 8R, the lighting operation of decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the driving operation of the movable body 32. In addition, judgments, decisions, and settings are made regarding the control content of performance operations using various performance devices, according to performance control commands transmitted from the main board 11.

[0182] Following the performance control process in step S76, the random number update process for performances is executed (step S77), and at least a portion of the random numbers used for performances on the performance control board 12 are updated by software. Then, the process returns to step S73. Other processes may be executed before returning to step S73.

[0183] Figure 9 is a flowchart showing an example of the process executed in step S76 of Figure 8 as part of the performance control process. In the performance control process shown in Figure 9, the performance control CPU 120 first executes a pre-read notification setting process (step S161). In the pre-read notification setting process, for example, judgments, decisions, and settings are made to execute a pre-read notification performance based on the performance control command transmitted from the main board 11 at the time of starting and winning. In addition, a process is executed to display the hold indicator based on the number of hold memories identified from the performance control command.

[0184] After executing the process in step S161, the CPU 120 for performance control selects and executes one of the following processes in steps S170 to S177, depending on the value of the performance process flag provided in, for example, RAM 122.

[0185] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for designating the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process ends.

[0186] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, the mode thereof, the execution start timing, etc. are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result, etc. is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.

[0187] The variable display effect processing in step S172 is executed when the value of the effect process flag is "2". In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (lighting signal) to the lamp control board 14, and performs various effect controls during the variable display of decorative symbols. After performing these effect controls, the CPU 120 stops displaying the confirmed decorative symbols, which are the display result of the decorative symbols, in response to, for example, when an exit code indicating the end of the variable display of decorative symbols is read from the effect control pattern, or when a command is received from the main board 11 specifying that the confirmed decorative symbols should be stopped displaying. When the confirmed decorative symbols are displayed in a stopped state, the value of the performance process flag is updated to "3", and the variable display performance processing ends.

[0188] The special feature win waiting process in step S173 is executed when the value of the performance process flag is "3". In this special feature win waiting process, the performance control CPU 120 determines whether or not it has received a performance control command from the main board 11 that specifies the start of a big win game state or a small win game state. When it receives a performance control command that specifies the start of a big win game state, if the command specifies the start of a big win game state, it updates the value of the performance process flag to "6". On the other hand, if the command specifies the start of a small win game state, it updates the value of the performance process flag to "4", which is the value corresponding to the performance processing during a small win. Furthermore, if the waiting time for receiving a command that specifies the start of a big win game state or a small win game state has elapsed without such a command being received, it is determined that the display result in the special feature game was "miss", and the value of the performance process flag is updated to its initial value of "0". Updating the value of the production process flag terminates the special feature win waiting process.

[0189] The mini-bonus animation processing in step S174 is executed when the value of the animation process flag is "4". In this mini-bonus animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the mini-bonus game state, and executes various animation controls in the mini-bonus game state based on that setting. Also, in the mini-bonus animation processing, in response to receiving, for example, a command from the main board 11 specifying the termination of the mini-bonus game state, the value of the animation process flag is updated to "5", which is the value corresponding to the mini-bonus termination animation, and the mini-bonus animation processing is terminated.

[0190] The minor win termination animation process in step S175 is executed when the value of the animation process flag is "5". In this minor win termination animation process, the animation control CPU 120 sets an animation control pattern corresponding to, for example, the end of the minor win game state, and executes various animation controls at the end of the minor win game state based on that setting. After that, the value of the animation process flag is updated to the initial value of "0", and the minor win termination animation process ends.

[0191] The jackpot animation processing in step S176 is executed when the value of the animation process flag is "6". In this jackpot animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the jackpot game state, and executes various animation controls in the jackpot game state based on that setting. Also, in the jackpot animation processing, in response to receiving, for example, a command from the main board 11 specifying the termination of the jackpot game state, the value of the animation process flag is updated to "7", which is the value corresponding to the ending animation processing, and the jackpot animation processing is terminated.

[0192] The ending sequence processing in step S177 is executed when the value of the sequence process flag is "7". In this ending sequence processing, the sequence control CPU 120 sets sequence control patterns corresponding to, for example, the end of a jackpot game state, and executes various sequence controls for the ending sequence at the end of the jackpot game state based on these settings. After that, the value of the sequence process flag is updated to its initial value of "0", and the ending sequence processing ends.

[0193] (A variation of the basic explanation) This invention is not limited to the pachinko game machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.

[0194] The pachinko game machine 1 described above was a payout-type game machine that dispensed a predetermined number of game media as prizes based on the occurrence of winnings. However, it may also be a sealed-type game machine that encloses game media and awards points based on the occurrence of winnings.

[0195] During the variable display of special symbols, only one type of symbol (for example, a symbol representing "-") may be displayed, and the variable display may be achieved by repeatedly displaying and extinguishing that symbol. Furthermore, even if the symbol is displayed during the variable display, it does not have to be displayed when the variable display stops (the display result does not have to be the "-" symbol).

[0196] In the basic description above, a pachinko game machine 1 was shown as the game machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of the following: Big Bonus, Regular Bonus, RT, AT, ART, CZ (hereinafter referred to as Bonus, etc.)) that can execute a game in which a medal is inserted, a predetermined number of bets is set, multiple types of symbols are rotated in response to the operation of the lever by the player, and when the symbols are stopped in response to the operation of the stop button by the player, a predetermined number of medals are paid out to the player if the combination of stopped symbols is a specific combination of symbols.

[0197] The program and data for realizing the present invention are not limited to being distributed and provided to a computer device included in the pachinko game machine 1 via a removable recording medium, but may also be distributed by being pre-installed on a storage device of the computer device. Furthermore, the program and data for realizing the present invention may also be distributed by being downloaded from other devices on a network connected via a communication line, etc., by providing a communication processing unit.

[0198] Furthermore, the execution method of the game is not limited to execution by attaching a removable recording medium. It may also be a form in which programs and data downloaded via a communication line are temporarily stored in internal memory and then made executable, or a form in which the game is executed directly using the hardware resources of other devices on a network connected via a communication line. Moreover, it is also possible to execute the game by exchanging data with other computer devices via a network.

[0199] In this specification, expressions comparing various percentages, such as the percentage of performance execution (expressions such as "high," "low," and "different") may include cases where one of the percentages is "0%." For example, this includes cases where one is "0%" and the other is "100%" or less than "100%."

[0200] (Explanation of feature section 079SG) Next, the feature section 079SG in the embodiment of the present invention (hereinafter abbreviated as "feature section 079SG") will be described. Figure 10-1 is a configuration diagram showing various control boards and the like mounted on the pachinko game machine 1 in feature section 079SG. As shown in Figure 10-1, the sound control board 13 in feature section 079SG is equipped with a sound synthesis IC 079SG132 that works in cooperation with the performance control CPU 120 to generate sounds (performance sounds) output from speakers 8L and 8R, an amplification circuit (amplifier) ​​079SG134 that amplifies the output sound of the sound generated by the sound synthesis IC 079SG132, and a sound data ROM 079SG133. The performance control CPU 120 outputs sound number data to the sound synthesis IC 079SG132 based on performance control commands from the main board 11, causing the sound synthesis IC 079SG132 to generate a sound corresponding to the sound number data.

[0201] When the speech synthesis IC 079SG132 receives sound number data from the performance control CPU 120, it individually generates voice and sound effects corresponding to the input sound number data for each speaker 8L and 8R and outputs them to the amplification circuit 079SG134. The amplification circuit 079SG134 amplifies the voice and sound effects output from the speech synthesis IC 079SG132 and outputs them to each speaker 8L and 8R.

[0202] The audio data ROM079SG133 stores control data for each speaker 8L and 8R, which is associated with the sound number data and outputs sound corresponding to the effect performed by the effect command corresponding to the sound number data. In other words, this control data is a collection of data that includes audio data describing the output characteristics (frequency characteristics, timing (delay), etc.) of sound effects and BGM (music) output from each speaker 8L and 8R during the effect period (for example, the period when the decorative pattern is displayed in a variable way).

[0203] Figure 10-2(A) is an explanatory diagram showing the image display device 5 in the feature section 079. The display area of ​​the image display device 5 in the feature section 079SG is formed in a rectangular shape with height L and width L when viewed from the front. The majority of this display area constitutes a first display area 079SG005F for displaying effects such as variable display of decorative patterns, reach effects, operation promotion effects and still image display effects described later. The lower end of the image display device 5 constitutes a second display area 079SG005Sa which includes a first reserve memory display area 079SG005D that can display the number of first special symbol reserves by the number of white circular reserve displays, a second reserve memory display area 079SG005U that can display the number of second special symbol reserves by the number of white circular reserve displays, and a teleprompter display area 079SG005T that can display teleprompter text indicating the game status.

[0204] In other words, the first display area 079SG005F is the portion of the entire display area of ​​the image display device 5 that excludes the second display area 079SG005Sa and the third display area 079SG005Sb.

[0205] Furthermore, the second display area 079SG005Sa and the third display area 079SG005Sb are display areas located at the periphery of the display area of ​​the image display device 5, rather than the first display area 079SG005F, and display information related to the game (hold display, text display, display of the fourth symbol, display of the number of held memories). In other words, the second display area 079SG005Sa and the third display area 079SG005Sb in this feature section 079SG are also UI (user interface) display areas in the pachinko game machine 1.

[0206] Furthermore, the upper right corner of the image display device 5 comprises a fourth symbol 079SG005J indicating that a special symbol is being displayed in variable form, and a third display area 079SG005Sb which includes the display of the first special symbol retention count and the display of the second special symbol retention count.

[0207] Of these, the second display area 079SG005Sa is formed in a rectangular shape when viewed from the front, with a height that is less than half the total height H of the display area of ​​the image display device 5, and a width that is the same as the total width L of the display area of ​​the image display device 5. The third display area 079SG005Sb is also formed in a rectangular shape when viewed from the front, but its height and width are made to be significantly shorter than the total height H and width L of the display area of ​​the image display device 5.

[0208] Therefore, in this feature section 079SG, the area of ​​the first display area 079SG005F within the entire display area of ​​the image display device 5 is larger than the combined area of ​​the second display area 079SG005Sa and the third display area 079SG005Sb.

[0209] As shown in Figure 10-2(B), in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U, the performance control CPU 120 executes the hold display operation process described later (see Figure 8-13), enabling each hold display to be rotated and displayed around the vertical axis at a constant speed (for example, rotation speed V3).

[0210] As shown in Figure 10-2(C), in the telop display area 079SG005T, the performance control CPU 120 executes the telop operation processing described later (see Figure 10-13), enabling the display of messages corresponding to the game state and the performance being performed (for example, messages corresponding to the performance state, such as "XX Mode in progress!" during a specific reach performance), while moving from left to right at a constant speed (for example, movement speed V3).

[0211] Furthermore, the characters included in the message corresponding to the game state reach the right edge of the text display area 079SG005T and, as soon as the display ends, are displayed again at the left edge of the text display area 079SG005T and move from left to right again. Therefore, when the message corresponding to the game state is moving and being displayed in the text display area 079SG005T, the entire message corresponding to the game state is always displayed in the text display area 079SG005T, making it easier for the player to recognize the current game state.

[0212] In this feature section 079SG, an example is shown in which the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U and the message in the ticker display area 079SG005T are rotated and moved at a common constant speed (V3). However, the present invention is not limited to this, and the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U and the message in the ticker display area 079SG005T may each be rotated and moved at different constant speeds.

[0213] As shown in Figure 10-2(D), the fourth symbol 079SG005J has an upper symbol 079SG005Ja and a lower symbol 079SG005Jb, and these upper and lower symbols flash alternately at a fixed interval to indicate that a special symbol is being displayed in a variable display. Furthermore, if the variable display result is a loss, both the upper and lower symbols 079SG005Ja and 079SG005Jb are turned off at the end of the variable display, while if the variable display result is a win or a loss, both are turned on at the end of the variable display.

[0214] Furthermore, the display of the number of reserved special symbols in the third display area 079SG005Sb, and the display of the number of reserved special symbols in the first and second special symbols, are displays whose numbers change only when a new reserved memory is generated and when a new variable display is started. In other words, unlike the fourth symbol 079SG005J, the first reserved memory display area 079SG005D, the second reserved memory display area 079SG005U, and the telop display area 079SG005T, the display of the number of reserved special symbols in the third display area 079SG005Sb does not change except at the start timing of the variable display.

[0215] Next, the display control unit 123 in the feature unit 079SG will be described. The CGROM in the display control unit 123 stores multiple types of image data for displaying images on the image display device 5. The display control unit 123 can display a predetermined image on the image display device 5 based on one image data stored in the CGROM, based on instructions from the performance control CPU 120. By arranging multiple types of image data and displaying images on the image display device 5, it is possible to display a predetermined performance screen. In order to prevent a predetermined image from being displayed on the image display device 5, depending on the situation, the display control unit may either control the display of an image based on the predetermined image data by arranging other image data with a transparency of 0% in front of the image data of the predetermined image, or it may control the display of an image on the image display device 5 by displaying an image on the image display device 5 that has created display data without the image data of the predetermined image.

[0216] As shown in Figures 10-3(A) to 10-3(D), for example, when displaying an image on the image display device 5, the image is displayed on the image display device 5 based on display data created by arranging multiple image data, including image data 1 to 3.

[0217] As shown in Figure 10-3(A), Image data 1 is data drawn to display the first hold memory display area 079SG005D, the second hold memory display area 079SG005U, and the telop display area 079SG005T in the second display area 079SG005Sa, and the fourth symbol 079SG005J in the third display area 079SG005Sb. It is also data drawn to display the small symbols of the decorative symbols in Image data 1 in the first display area 079SG005F (to the left of the third display area 079SG005Sb).

[0218] As shown in Figure 10-3(B), image data 2 is data drawn to display images for the chance-up effect, still image display effect, and operation-prompting effect, which will be described later, in the first display area 079SG005F.

[0219] As shown in Figure 10-3(C), image data 3 is data drawn to display variable decorative patterns and reach effects in the first display area 079SG005F.

[0220] As shown in Figures 10-3(A) to 10-3(C), each of the image data 1, image data 2, and image data 3 has a display priority set for displaying them on the image display device 5. Image data 1 has the highest display priority, and image data 3 has the lowest (display priority of images on the image display device 5: image data 1 > image data 2 > image data 3). In other words, on the image display device 5, the image based on image data 1 is displayed as the uppermost image, the image based on image data 2 is displayed as a lower image than the image based on image data 1, and the image based on image data 3 is displayed as a lower (bottommost) image than the images based on image data 1 and image data 2. Therefore, as shown in Figure 10-3(D), on the image display device 5, the image based on image data 2 is displayed with priority over the image based on image data 3, and the image based on image data 1 is displayed with priority over the images based on image data 2 and image data 3.

[0221] Furthermore, as shown in Figure 10-3(D), when an image based on image data 1, an image based on image data 2, and an image based on image data 3 are displayed simultaneously on the image display device 5, the image based on image data 3 is displayed as the lowest-level image. Therefore, at least a portion of the image based on image data 3 may be difficult or impossible to see due to the image based on the first data and the image based on image data 2.

[0222] Furthermore, in this feature unit 079SG, although details will be described later, images based on image data 1 and image data 2 are always displayed on the image display device 5 as a video with a constant progression speed, while images based on image data 3 are displayed on the image display device 5 as videos or still images with multiple progression speeds based on data stored in the CGROM beforehand.

[0223] In particular, as will be described in detail later, the feature section 079SG allows the display of the reach animation video during the reach animation of a super reach to be performed at a normal speed V1 and at a slower speed V2 (slow motion). This is because data for the animation video to be displayed at speed V1 and data for the animation video to be displayed at speed V2 are pre-stored in the CGROM. However, the present invention is not limited to this, and it is also possible to pre-store only the data for the animation video to be displayed at speed V1 in the CGROM and perform predetermined processing on this data to enable the display of a part of the reach animation video at speed V2.

[0224] Thus, in this feature unit 079SG, the video progression speed, which is the speed at which the animation changes, is set to V1, resulting in a first speed where the player perceives the progress of the reach animation as fast, which is a non-slow-motion period. The video progression speed is set to V2, which is slower than V1, resulting in a second speed where the player perceives the progress of the reach animation as slow, which is a slow-motion period. In other words, a slow-motion video in this feature unit 079SG, which is an animation video with a slow progression speed, is simply a video that is displayed before the slow-motion video and has a slower progression speed compared to a non-slow-motion video with a video progression speed of V1.

[0225] In addition, while the feature section 079SG illustrates a configuration in which a slow-motion period is provided in all super reach sequences (see Figures 10-18 to 10-25), the present invention is not limited to this. For example, the content of the animation video displayed on the image display device 5 as a super reach sequence may be the same as that of the super reach sequences shown in Figures 10-18 to 10-25, but the video progression speed may not change from V1 to V2, that is, a super reach sequence may be executed in which there is no slow-motion period. This makes it easier for the player to recognize that a slow-motion period has occurred in the super reach sequences shown in Figures 10-18 to 10-25.

[0226] In other words, when executing a super reach sequence in which the content of the animation video is the same but the video progression speed does not change to V2, the animation video that is slower than the first speed in this invention refers to an animation video with the same content that is displayed at a video progression speed V2 that is slower than the video progression speed V1 in a non-slow-motion super reach sequence, and is displayed for a longer period of time than a non-slow-motion super reach sequence.

[0227] Furthermore, in this feature section 079SG, as described above, the progression speed of the animation video is slowed down to create a slow-motion effect that makes the player perceive the progress of the reach animation as slow, and the output of sound from speakers 8L and 8R does not change from playback speed V3. However, the present invention is not limited to this, and a pseudo-slow motion effect that makes the player perceive the progress of the reach animation as slower may be created by keeping the progression speed of the animation video unchanged (remaining at V1) and instead speeding up the playback speed of the sound output from speakers 8L and 8R and the flashing cycle of the game effect lamp 9.

[0228] In other words, the pachinko game machine 1 in this feature section 079SG is equipped with multiple performance output means, including display means capable of displaying performance videos, and by making the progress speed of the performance by at least one of these performance output means different between the slow-motion period and the non-slow-motion period, it is sufficient that the player can recognize that the performance being performed is in slow motion during the slow-motion period.

[0229] In addition, while the feature section 079SG illustrates a configuration in which the animation video of the reach animation is always displayed at a speed V2 during the slow-motion period, the present invention is not limited to this, and the speed at which the animation video of the reach animation is displayed can be changed during the slow-motion period (for example, the speed may gradually decrease over time, or the speed may increase or decrease within a predetermined range).

[0230] Figure 10-4(A) is an explanatory diagram showing an example of the content of a performance control command used in this feature unit 079SG. A performance control command is, for example, a 2-byte structure, where the first byte indicates MODE (command classification) and the second byte represents EXT (command type). The first bit (bit 7) of the MODE data is always "1", and the first bit of the EXT data is "0". Note that the command form shown in Figure 10-4(A) is just an example, and other command forms may be used. In this example, the control command consists of two control signals, but the number of control signals constituting the control command may be one or three or more.

[0231] In the example shown in Figure 10-4(A), command 8001H is a first variable display start command that specifies the start of variable display in a special 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 game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variation pattern specification command that specifies the variation pattern (variation time (variable display time)) of decorative symbols (also called performance symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5, corresponding to the variable display of special symbols in a special game. Here, XXH indicates an unspecified hexadecimal number, and it can be any value that is set arbitrarily according to the instructions given by the performance control command. Note that different EXT data is set depending on the variation pattern specified in the variation pattern specification command.

[0232] Command 8CXXH is a variable display result specification command, and is a performance control command that specifies variable display results such as special symbols and decorative symbols. With the variable display result specification command, different EXT data is set depending on the determination result (pre-determined result) of whether the variable display result (also called the variable display result) is a "miss", a "jackpot", or a "minor win", and the determination result (jackpot type determination result) of which of the multiple types of jackpots to be used when the variable display result is a "jackpot".

[0233] In the variable display result specification command, for example, as shown in Figure 10-4(B), command 8C00H is the first variable display result specification command that indicates a pre-determined result that the variable display result will be "miss". Command 8C01H is the second variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "probability variation jackpot A", as well as the jackpot type determination result. Command 8C02H is the third variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "probability variation jackpot B", as well as the jackpot type determination result. Command 8C03H is the fourth variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "probability variation jackpot C", as well as the jackpot type determination result. Command 8C04H is the fifth variable display result specification command, which notifies the pre-determined result that the variable display result will be "Big Win" and the big win type will be "Non-Probability Big Win," as well as the big win type determination result. Command 8C05H is the sixth variable display result specification command, which notifies the pre-determined result that the variable display result will be "Small Win."

[0234] Command 8F00H is a symbol confirmation command that specifies the stopping (confirmation) 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 95XXH is a game state specification command that specifies the current game state of the pachinko game machine 1. Different EXT data is set depending on the current game state of the pachinko game machine 1, for example, when a game state is specified. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state in which neither time-saving control nor probability variation control is performed (low probability low base state, normal state), and command 9501H is set as the second game state specification command corresponding to a game state in which time-saving control is performed but probability variation control is not performed (low probability high base state, time-saving state). Furthermore, command 9502H is designated as a third game state specification command corresponding to a game state in which probability variation control is performed but time reduction control is not performed (high probability low base state, probability variation state without time reduction), and command 9503H is designated as a fourth game state specification command corresponding to a game state in which both time reduction control and probability variation control are performed (high probability high base state, probability variation state with time reduction).

[0235] Command A0XXH is a win start command (also called a "fanfare command") that specifies the display of a visual effect indicating the start of a big win or small win game. Command A1XXH is a big win opening notification command that indicates the period during which the big win opening is open during a big win game. Command A2XXH is a big win opening after opening notification command that indicates the period during which the big win opening has changed from an open state to a closed state during a big win game. Command A3XXH is a win end command that specifies the display of a visual effect at the end of a big win or small win game.

[0236] In the win start specification command and win end specification command, different EXT data may be set depending on the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result specification command. Alternatively, in the win start specification command and win end specification 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 specification command. In the big prize slot open notification command and big prize slot after opening notification command, for example, different EXT data may be set corresponding to the number of rounds executed in the jackpot state described later (for example, "1" to "10").

[0237] Command B100H is a first start-out entry designation command that notifies that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A has been met, based on the fact that a game ball that has passed through (entered) the first start-out entry point formed by the prize ball entry device 6A has been detected by the first start-out switch 22A and a start-up entry (first start-up entry) has occurred. Command B200H is a second start-out entry designation command that notifies that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B has been met, based on the fact that a game ball that has passed through (entered) the second start-out entry point formed by the variable prize ball entry device 6B has been detected by the second start-out switch 22B and a start-up entry (second start-up entry) has occurred.

[0238] Command C1XXH is a first reserved memory count notification command that notifies the first reserved memory count in order to identify the number of reserved special symbols. Command C2XXH is a second reserved memory count notification command that notifies the second reserved memory count in order to identify the number of reserved special symbols. The first reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a first start entry designation command is sent based on the first start entry condition being met, for example, when a game ball passes through (enters) the first start entry point. The second reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a second start entry designation command is sent based on the second start entry condition being met, for example, when a game ball passes through (enters) the second start entry point. Furthermore, the first reserved memory count notification command and the second reserved memory count notification command may be sent in response to the start of execution of the special feature game when either the first start condition or the second start condition is met (when the number of reserved memories decreases).

[0239] Instead of the first and second pending memory count notification commands, a total pending memory count notification command may be sent to notify the total number of pending memories. In other words, a total pending memory count notification command may be used to notify of an increase (or decrease) in the total number of pending memories.

[0240] Note that the commands shown in Figure 10-4(A) are just examples, and the system may not have some of these commands, may use different commands in place of these commands, or may add commands different from these. For example, a prize ball count notification command may be provided to specify the number of prize balls that will be paid out based on the number of game balls that have entered each prize slot, a gate passage notification command may be provided to notify when a game ball has passed through the passage gate 41, and a notification command may be provided to notify the number of remaining times that the probability variation control or time reduction control will be executed.

[0241] Figure 10-5 is an explanatory diagram illustrating the random numbers counted on the main board 11. As shown in Figure 10-5, in this feature unit 079SG, numerical data representing the random numbers MR1 ​​for determining the special display result, MR2 for determining the type of jackpot, MR3 for determining the variation pattern, and MR4 for determining the normal display result are controlled to be countable on the main board 11. In addition, other random numbers may be used to enhance the game effect. Random numbers used to control the progress of the game are also called game random numbers.

[0242] The random number circuit 104 only needs to count numerical data that represents some or all of these random values ​​MR1 ​​to MR4. The CPU 103 may use a random counter different from the random number circuit 104, such as the random counter provided in the game control counter setting unit 079SG154 shown in Figure 10-10, and update various numerical data by software to count numerical data that represents some of the random values ​​MR1 ​​to MR4.

[0243] The random value MR1 for determining the special symbol display result is a random value used to determine whether or not to control the game state to a jackpot by treating the variable display result, such as a special symbol, in the special symbol game as a "jackpot," and takes values ​​in the range of "1" to "65536." The random value MR2 for determining the jackpot type is a random value used to determine the jackpot type to be one of "probability variation jackpot A," "probability variation jackpot B," "probability variation jackpot C," or "non-probability variation jackpot" when the variable display result is a "jackpot," and takes values ​​in the range of "1" to "100."

[0244] The random value MR3 used for determining the variation pattern is a random value used to determine the variation pattern in the variable display of special symbols and decorative symbols to one of several pre-prepared types, and can take values ​​in the range of "1" to "997".

[0245] The random value MR4 used for determining the result of the regular symbol display is a random value used to determine whether the variable display result in the regular symbol game using the regular symbol display unit 20 is a "regular symbol win" or a "regular symbol loss," and takes values ​​in the range of "3" to "13".

[0246] Figure 10-6(A) shows an example of the configuration of the special feature display result determination table 1 stored in ROM 101. In this feature section 079SG, a common special feature display result determination table is used for both the first and second special features, but the present invention is not limited to this, and separate special feature display result determination tables may be used for the first and second special features.

[0247] The Special Symbol Display Result Determination Table 1 is a table referenced in special symbol games using the first special symbol by the first special symbol display device 4A or the second special symbol by the second special symbol display device 4B to determine, based on the random value MR1 for special symbol display result determination, whether or not to control the game state as a "jackpot" with the variable display result before the confirmed special symbol that will be a variable display result is derived and displayed.

[0248] In the special feature section 079SG, the special symbol display result determination table 1 assigns a numerical value (determination value) to be compared with the random value MR1 for determining the special symbol display result, depending on whether the game state of the pachinko game machine 1 is a normal state, a time-saving state (low probability state), or a probability variation state (high probability state), to the special symbol display result of "jackpot" or "miss".

[0249] In the special symbol display result determination table 1, the table data showing the determination value compared with the random value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the special symbol display result to a jackpot game state as a "jackpot". In the special symbol display result determination table 1 of this feature unit 079SG, when the game state is a probability variation state (high probability state), more determination values ​​are assigned to the special symbol display result of "jackpot" than when it is a normal state or a time-saving state (low probability state). As a result, in the probability variation state (high probability state) in which probability variation control is performed in the pachinko game machine 1, the probability of determining to control the special symbol display result to a jackpot game state as a "jackpot" is higher (approximately 1 / 30 in this feature unit 079SG) compared to the probability of determining to control the special symbol display result to a jackpot game state as a "jackpot" when it is a normal state or a time-saving state (low probability state) (approximately 1 / 300 in this feature unit 079SG). In other words, in the special display result determination table 1, the determination data is assigned to the decision result of whether or not to control the game to a jackpot state, such that when the game state of the pachinko game machine 1 is a probability variation state (high probability state), the probability of deciding to control it to a jackpot game state is higher compared to when it is in a normal state or a time-saving state.

[0250] Figure 10-6(B) also shows an example of the configuration of the special symbol display result determination table 2 stored in ROM 101. The special symbol display result determination table 2 is a table that is referenced to determine, based on the random value MR1 for special symbol display result determination, whether or not to control the game state as a "minor win" with a variable display result before the confirmed special symbol, which will be a variable display result, is derived and displayed in a special symbol game using the first special symbol by the first special symbol display device 4A or the second special symbol by the second special symbol display device 4B.

[0251] In the special feature section 079SG, the special symbol display result determination table 2 is assigned to the "minor win" special symbol display result, regardless of whether the game state of the pachinko machine 1 is the normal state, the time-saving state (low probability state), or the probability variation state (high probability state).

[0252] In the Special Symbol Display Result Determination Table 2, the table data showing the determination value compared with the random value MR1 for determining the Special Symbol Display Result is determination data assigned to the decision result of whether or not to control the game state to a minor win as a "minor win" based on the Special Symbol Display Result Determination Table 2 in this feature unit 079SG, the number of determination values ​​assigned to "minor win" differs depending on whether it is a Special Symbol game of the first Special Symbol or a Special Symbol game of the second Special Symbol. Specifically, if it is a Special Symbol game of the first Special Symbol, a determination value is assigned to "minor win," but if it is a Special Symbol game of the second Special Symbol, no determination value is assigned to "minor win." Therefore, as will be described later, the variable display of the second special symbol is executed with priority over the variable display of the first special symbol, and time-saving control is executed, resulting in balls entering the second starting prize slot formed by the variable prize ball device 6B, and in a high base state where the variable display of the second special symbol is executed many times, "minor wins" are almost never performed. In a high base state where game balls can easily enter the second starting prize slot formed by the variable prize ball device 6B, the occurrence of minor wins that do not yield many game balls is avoided, thereby preventing a decrease in the enjoyment of the game.

[0253] Figure 10-7(A) shows an example of the configuration of the jackpot type determination table stored in ROM 101. The jackpot type determination table in this feature unit 079SG is a table that is referenced to determine the jackpot type from among several types based on the random value MR2 for jackpot type determination when it is decided to control the game state to a jackpot as a "jackpot" based on the special symbol display result. In the jackpot type determination table, the numerical value (determination value) compared with the random value MR2 for jackpot type determination is assigned to one of several types of jackpots, such as "non-probability variation jackpot", "probability variation jackpot A", "probability variation jackpot B", and "probability variation jackpot C", depending on whether the special symbol that was displayed variably (variable display) 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).

[0254] To explain the types of jackpots in the feature unit 079SG using Figure 10-7(B), the feature unit 079SG has the following types of jackpots: "Probability variation jackpot A," "Probability variation jackpot B," and "Probability variation jackpot C," in which high probability control and time reduction control are executed after the jackpot game state ends, transitioning to a high probability high base state; and "Non-probability variation jackpot," in which only time reduction control is executed after the jackpot game state ends, transitioning to a low probability high base state.

[0255] The winning state of "Probability-changing Big Win A" is a big win in which the special variable ball entry device 7 is changed to the first state which is advantageous to the player, and this is repeated 10 times (so-called 10 rounds). The winning state of "Probability-changing Big Win B" is a big win in which the special variable ball entry device 7 is changed to the first state which is advantageous to the player, and this is repeated 5 times (so-called 5 rounds). The winning state of "Probability-changing Big Win C" is a big win in which the special variable ball entry device 7 is changed to the first state which is advantageous to the player, and this is repeated 2 times (so-called 2 rounds). In addition, the winning state of "Non-Probability-changing Big Win" is a big win in which the special variable ball entry device 7 is changed to the first state which is advantageous to the player, and this is repeated 2 times (so-called 2 rounds). Therefore, "Probability-increasing jackpot A" may be referred to as a 10-round (10R) probability-increasing jackpot, "Probability-increasing jackpot B" as a 5-round (5R) probability-increasing jackpot, "Probability-increasing jackpot C" as a 2-round (2R) probability-increasing jackpot, and "Non-probability-increasing jackpot" as a 2-round (2R) non-probability-increasing jackpot.

[0256] Furthermore, although not specifically illustrated, the minor win game state in this feature section 079SG changes the special variable prize ball device 7 to a first state that is advantageous to the player twice, and the opening time is the same as the opening period for the probability variation jackpot C (0.1 seconds in this feature section 079SG). After the minor win game ends, the game state immediately before the minor win game is carried over.

[0257] The high probability control and time-saving control implemented after the end of the jackpot game state of Jackpot A, Jackpot B, and Jackpot C will continue to be implemented until another jackpot occurs after the end of the jackpot game state. Therefore, if the next jackpot is Jackpot A or Jackpot B, the high probability control and time-saving control will be implemented again after the end of the jackpot game state, resulting in a so-called continuous jackpot state where jackpot game states occur consecutively without going through the normal state.

[0258] On the other hand, the time-saving control performed after the end of a jackpot game state due to a "non-probability-changing jackpot" ends when a predetermined number of special symbol games (100 times in this feature section 079SG) are played, or when the jackpot game state is reached before the predetermined number of special symbol games are played.

[0259] In the example setting of the jackpot type determination table shown in Figure 10-7(A), the assignment of determination values ​​to the jackpot types "Probability Variation Jackpot A," "Probability Variation Jackpot B," "Probability Variation Jackpot C," and "Non-Probability Variation Jackpot" differs depending on whether the variable-display special symbol is the first special symbol or the second special symbol. Specifically, when the variable-display special symbol is the first special symbol, a predetermined range of determination values ​​(values ​​in the range of "81" to "100") are assigned to the jackpot types "Probability Variation Jackpot B" and "Probability Variation Jackpot C," which have fewer rounds. On the other hand, when the variable-display special symbol is the second special symbol, no determination values ​​are assigned to the jackpot types "Probability Variation Jackpot B" and "Probability Variation Jackpot C." With this setting, the proportion of times the jackpot type is determined to be a "probability variation jackpot B" or "probability variation jackpot C" with a small number of rounds can be made different depending on whether the jackpot type is determined to be one of several types based on whether the first start condition for starting a special symbol game using the first special symbol by the first special symbol display device 4A is met, or whether the jackpot type is determined to be one of several types based on whether the second start condition for starting a special symbol game using the second special symbol by the second special symbol display device 4B is met. In particular, in special symbol games using the second special symbol, the jackpot type is never determined to be a "probability variation jackpot B" or "probability variation jackpot C" with a small number of rounds. For example, in game states where game balls are more likely to enter the second starting prize entry point formed by the variable prize entry device 6B due to high opening control associated with time reduction control, it is possible to avoid frequent occurrences of jackpot states with small prize balls and prevent a decrease in the enjoyment of the game.

[0260] Furthermore, in the example setting of the jackpot type determination table shown in Figure 10-7(A), the assignment of determination values ​​for the "non-probability variation" jackpot type is the same regardless of whether it is the first special symbol game or the second special symbol game. Therefore, the probability of a non-probability variation jackpot and the probability of a probability variation jackpot are the same regardless of whether it is the first special symbol game or the second special symbol game.

[0261] Therefore, as mentioned above, just as the assignment of judgment values ​​for "Probability Variation Jackpot B" and "Probability Variation Jackpot C" differs depending on whether it is a special game of the first special symbol or the second special symbol, the assignment of judgment values ​​for "Probability Variation Jackpot A" also differs depending on whether it is a special game of the first special symbol or the second special symbol, and for "Probability Variation Jackpot A," which has a large number of rounds, it is set to be easier to determine when it is a special game of the second special symbol than when it is a special game of the first special symbol.

[0262] Furthermore, even in the case of a special feature game using the second special feature, a different range of predetermined judgment values ​​than those used in the case of a special feature game using the first special feature may be assigned to the jackpot types "probability variation jackpot B" and "probability variation jackpot C". For example, in the case of a special feature game using the second special feature, a smaller judgment value than that used in the case of a special feature game using the first special feature may be assigned to the jackpot types "probability variation jackpot B" and "probability variation jackpot C". Alternatively, regardless of whether it is a special feature game using the first or second special feature, the jackpot type may be determined by referring to common table data.

[0263] Figure 10-8 shows the variation patterns in the feature unit 079SG. In the feature unit 079SG, multiple variation patterns are pre-prepared to correspond to cases where the variable display result is a "miss," specifically when the variable display mode of the decorative symbols is "not a reach" and when it is "a reach," as well as when the variable display result is a "jackpot" or "minor win." The variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbols is "not a reach" is called the non-reach variation pattern (also called the "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbols is "a reach" is called the reach variation pattern (also called the "reach miss variation pattern"). Furthermore, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern that corresponds to the case where the variable display result is a "miss." The variation pattern corresponding to the case where the variable display result is "jackpot" is called the jackpot variation pattern.

[0264] The jackpot variation patterns and reach variation patterns include normal reach variation patterns, in which the reach animation of a normal reach is executed, and super reach variation patterns, in which the reach animation of a super reach is executed. In this feature section 079SG, only one type of normal reach variation pattern is provided, but the present invention is not limited to this, and multiple normal reach variation patterns may be provided, such as normal reach α, normal reach β, ... Similarly, multiple super reach variation patterns may be provided, such as super reach α, super reach β, ...

[0265] Furthermore, the variation patterns in this feature section 079SG also include a special win variation pattern (PC1-1) that corresponds to the case where the variable display result is a "minor win".

[0266] As shown in Figure 10-8, the special symbol variable display time for the normal reach variation pattern in this feature section 079SG, during which the reach animation for a normal reach is performed, is set to be shorter than that for the super reach variation pattern.

[0267] Furthermore, in the feature section 079SG, as will be described later, instead of first determining the type of variation pattern, such as the type of non-reach, the type of normal reach, or the type of super reach, and then determining the variation pattern to be executed from the variation patterns belonging to the determined type, the variation pattern is determined using only the random value MR3 for variation pattern determination without determining these types. However, the present invention is not limited to this, and for example, in addition to the random value MR3 for variation pattern determination, a random value for variation pattern type determination may be provided, and the type of variation pattern may be determined first from these random values ​​for variation pattern type determination, and then the variation pattern to be executed may be determined from the variation patterns belonging to the determined type.

[0268] Figure 10-9 is an explanatory diagram of the method for determining the variation pattern in the feature unit 079SG. In the feature unit 079SG, the variation pattern determination table to be selected differs depending on the display result of the variable display to be executed and the number of reserved memories.

[0269] Specifically, as shown in Figure 10-9, if the variable display result is a non-probability-changing jackpot, the jackpot variation pattern determination table A is selected, and the variation pattern is determined using the jackpot variation pattern determination table A from PB1-1 (variation pattern for normal reach jackpot), PB1-2 (variation pattern for super reach α1 jackpot), PB1-3 (variation pattern for super reach α3 jackpot), PB1-4 (variation pattern for super reach β1 jackpot), and PB1-5 (variation pattern for super reach β3 jackpot). Also, if the variable display result is a probability-changing jackpot A or probability-changing jackpot B, the jackpot variation pattern determination table B is selected, and the variation pattern is determined using the jackpot variation pattern determination table A from PB1-1 (variation pattern for normal reach jackpot) and PB1-2 (variation pattern for super reach jackpot).

[0270] As shown in Figure 10-9, the number of judgment values ​​assigned to PB1-2 to PB1-5 differs between the Jackpot Variation Pattern Judgment Table A and the Jackpot Variation Pattern Judgment Table. Specifically, in Jackpot Variation Pattern Judgment Table A, 45 judgment values ​​are assigned to PB1-2, 150 to PB1-3, 300 to PB1-4, and 500 to PB1-5, while in Jackpot Variation Pattern Judgment Table B, 30 judgment values ​​are assigned to PB1-2, 135 to PB1-3, 315 to PB1-4, and 515 to PB1-5. In other words, in this feature unit 079SG, when the variable display result is a probability variation jackpot, the variation patterns PB1-3 and PB1-4, which are Super Reach β type, are determined at a higher rate than when the variable display result is a non-probability variation jackpot, making it possible to draw the player's attention to the variation pattern in the variable display.

[0271] Furthermore, if the variable display result is a minor win, the special win variation pattern determination table is selected, and the variation pattern is determined to be PC1-1 (special win variation pattern) using the special win variation pattern determination table.

[0272] Furthermore, in the normal gameplay state (low base state), if the variable display result is "miss" and the number of reserved variable symbols is 2 or less, the miss variable pattern determination table A is selected, and the variable pattern is determined using the miss variable pattern determination table A from PA1-1 (variation pattern for non-reach miss), PA2-1 (variation pattern for normal reach miss), PA2-2 (variation pattern for super reach α2 miss), PA2-3 (variation pattern for super reach α3 miss), PA2-4 (variation pattern for super reach β2 miss), and PA2-5 (variation pattern for super reach β3 miss).

[0273] Furthermore, in the normal gameplay state (low base state), if the variable display result is "miss" and the number of reserved variable symbols is 3, the miss variable pattern determination table B is selected, and the variable pattern is determined using the miss variable pattern determination table B from PA1-2 (shortened variable pattern for non-reach miss), PA2-1 (variation pattern for normal reach miss), PA2-2 (variation pattern for super reach α2 miss), PA2-3 (variation pattern for super reach α3 miss), PA2-4 (variation pattern for super reach β2 miss), and PA2-5 (variation pattern for super reach β3 miss).

[0274] Furthermore, in the normal gameplay state (low base state), if the variable display result is "miss" and the number of reserved variable symbols is 4, the miss variable pattern determination table C is selected, and the variable pattern is determined using the miss variable pattern determination table C from PA1-3 (shortened variable pattern for non-reach miss), PA2-1 (variation pattern for normal reach miss), PA2-2 (variation pattern for super reach α2 miss), PA2-3 (variation pattern for super reach α3 miss), PA2-4 (variation pattern for super reach β2 miss), and PA2-5 (variation pattern for super reach β3 miss).

[0275] Furthermore, if the variable display result is "miss" in the time-saving state (high base state), the miss variation pattern determination table D is selected, and the variation pattern is determined using the miss variation pattern determination table D from PA1-4 (time-saving shortened variation pattern for non-reach misses), PA2-1 (variation pattern for normal reach misses), PA2-2 (variation pattern for super reach α2 misses), PA2-3 (variation pattern for super reach α3 misses), PA2-4 (variation pattern for super reach β2 misses), and PA2-5 (variation pattern for super reach β3 misses).

[0276] In other words, in this feature unit 079SG, if the variable display result is a "miss," the probability of the variable display being executed by a shortened variable pattern (PA1-2, PA1-3, PA1-4), which has a shorter variable display time than the normal non-reach miss variable pattern (PA1-1), is higher, based on the fact that the number of reserved variable symbols is 3 or 4, or that it is in a time-saving state. This prevents the game from becoming drawn out and makes it possible to shorten the time until the next variable display result is a jackpot.

[0277] As shown in Figure 10-8, the reach animation for Super Reach α1 (a reach animation performed with the variable display of variation pattern PB1-2) is a reach animation in which the variable display result is a jackpot after the first half of the first reach animation described later is performed. The reach animation for Super Reach α2 (a reach animation performed with the variable display of variation pattern PA2-2) is a reach animation in which the variable display result is a miss after the first half and second half of the first reach animation described later is performed. The reach animation for Super Reach α3 (a reach animation performed with the variable display of variation pattern PA2-3 or PB1-3) is a reach animation in which the variable display result is either a jackpot or a miss after the first half and second half of the first reach animation described later is performed and the second reach animation described later is performed.

[0278] Furthermore, as shown in Figures 10-8 and 10-9, the variable display of these variation patterns PA2-2, PA2-3, PB1-2, and PB1-3 is set so that the longer the special variable display time, the higher the probability (expected probability of winning a jackpot) that the variable display result will be. In other words, for the variable display of these variation patterns PA2-2, PA2-3, PB1-2, and PB1-3, the probability that the variable display result will be a jackpot after the second reach animation is executed is set higher than the probability that the variable display result will be a jackpot after the first reach animation is executed.

[0279] Furthermore, the Super Reach β1 reach animation (a reach animation performed with variable display of variation pattern PB1-4) is a reach animation in which the variable display result is a jackpot after the first half of the third reach animation described later is performed, the Super Reach β2 reach animation (a reach animation performed with variable display of variation pattern PA2-4) is a reach animation in which the variable display result is a miss after the first and second halves of the third reach animation described later is performed, and the Super Reach β3 reach animation (a reach animation performed with variable display of variation pattern PA2-5 or PB1-5) is a reach animation in which the variable display result is either a jackpot or a miss after the first and second halves of the third reach animation described later are performed and the fourth reach animation described later is performed.

[0280] Furthermore, as shown in Figures 10-8 and 10-9, the variable display of these variation patterns PA2-4, PA2-5, PB1-4, and PB1-5 is set so that the longer the special variable display time, the higher the probability (expected probability of winning) that the variable display result will be a jackpot. In other words, for the variable display of these variation patterns PA2-4, PA2-5, PB1-4, and PB1-5, the probability that the variable display result will be a jackpot after the 4th reach animation is executed is set higher than the probability that the variable display result will be a jackpot after the 3rd reach animation is executed.

[0281] In this feature section 079SG, the second reach animation is always performed after the first reach animation, and the fourth reach animation is always performed after the third reach animation. However, the present invention is not limited to this, and there may be cases where the second reach animation or the fourth reach animation is performed independently.

[0282] Furthermore, while the feature section 079SG exemplified a configuration in which each reach animation can be executed in combination with the first reach animation and the second reach animation, as well as in combination with the third reach animation and the fourth reach animation, the present invention is not limited thereto, and the reach animation may also be executed in combinations other than these (for example, combinations of the first reach animation and the fourth reach animation, the second reach animation and the third reach animation, etc.).

[0283] Furthermore, in this feature section 069SG, as shown in Figure 10-9, the variation patterns of the Super Reach β series (variation patterns PA2-4, PA2-5, PB1-4, PB1-5) are generally set to have a higher proportion of variable display results resulting in a jackpot (jackpot expectation rate) than the variation patterns of the Super Reach α series (variation patterns PA2-2, PA2-3, PB1-2, PB1-3). However, the present invention is not limited to this, and some of the variation patterns of the Super Reach β series (variation patterns PA2-4, PA2-5, PB1-4, PB1-5) may have a lower jackpot expectation rate than any of the variation patterns of the Super Reach α series (variation patterns PA2-2, PA2-3, PB1-2, PB1-3).

[0284] In the RAM 102 of this feature unit 079SG, a game control data storage area 079SG150 is provided, for example, as shown in Figure 10-10, as a region for storing various data used to control the progress of the game in the pachinko game machine 1. The game control data storage area 079SG150 shown in Figure 10-10 includes a first special symbol hold storage unit 079SG151A, a second special symbol hold storage unit 079SG151B, a regular symbol hold storage unit 079SG151C, a game control flag setting unit 079SG152, a game control timer setting unit 079SG153, a game control counter setting unit 079SG154, and a game control buffer setting unit 079SG155.

[0285] The first special symbol hold memory unit 079SG151A stores hold data for special symbol games (special symbol games using the first special symbol in the first special symbol display device 4A) that have not yet started, but where a game ball has passed through (entered) the first starting entry opening formed by the prize ball entry device 6A and a starting entry (first starting entry) has occurred. As an example, the first special symbol hold memory unit 079SG151A associates the hold number with the order in which the game balls enter the first starting entry opening (the order in which the game balls are detected), and stores numerical data such as random values ​​MR1 ​​for determining the special symbol display result, random values ​​MR2 for determining the type of jackpot, and random values ​​MR3 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104 etc. based on the fulfillment of the first starting condition in the passage (entry) of the game ball, as hold data until the number of stored data reaches a predetermined upper limit (for example, "4"). The reserved data stored in the first special symbol reserved memory unit 079SG151A indicates that the execution of the special symbol game using the first special symbol is on hold, and the reserved information makes it possible to determine whether or not a jackpot will occur based on the variable display result (special symbol display result) in this special symbol game.

[0286] The second special symbol hold memory unit 079SG151B stores hold data for special symbol games (special symbol games using the second special symbol in the second special symbol display device 4B) that have not yet started, but where a game ball has passed through (entered) the second starting entry opening formed by the variable prize ball device 6B and a starting entry (second starting entry) has occurred. As an example, the second special symbol hold memory unit 079SG151B associates the hold number with the order in which the game balls enter the second starting entry opening (the order in which the game balls are detected), and stores numerical data such as random values ​​MR1 ​​for determining the special symbol display result, random values ​​MR2 for determining the type of jackpot, and random values ​​MR3 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104 etc. based on the fulfillment of the second starting condition in the passage (entry) of the game ball, as hold data until the number reaches a predetermined upper limit (for example, "4"). The reserved data stored in the second special symbol reserved memory unit 079SG151B indicates that the execution of the special symbol game using the second special symbol is on hold, and the reserved information makes it possible to determine whether or not a jackpot will be won based on the variable display result (special symbol display result) in this special symbol game.

[0287] Furthermore, it is also possible to store the reserved information (first reserved information) based on the fulfillment of the first start condition when the game ball passes through (enters) the first start prize entry point, and the reserved information (second reserved information) based on the fulfillment of the second start prize when the game ball passes through (enters) the second start prize entry point, in a common reserved information storage unit, associated with the reserved number. In this case, the start entry point data indicating whether the game ball passed through (entered) the first or second start prize entry point should be included in the reserved information and stored in association with the reserved number.

[0288] The regular symbol hold memory unit 079SG151C stores hold information for regular symbol games that have not yet been started by the regular symbol display unit 20, even though the game balls that have passed through the passage gate 41 have been detected by the gate switch 21. For example, the regular symbol hold memory unit 079SG151C associates the hold number with the order in which the game balls pass through the passage gate 41, and stores numerical data such as a random value MR4 for determining the regular symbol display result, which is extracted by the CPU 103 from the random number circuit 104 etc. based on the passage of the game balls, as hold data until the number reaches a predetermined upper limit value (for example, "4").

[0289] The game control flag setting unit 079SG152 is equipped with multiple types of flags whose state can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 079SG152 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether it is on or off.

[0290] The game control timer setting unit 079SG153 is equipped with various timers used to control the progress of the game in the pachinko game machine 1. For example, the game control timer setting unit 079SG153 stores data indicating the timer values ​​for each of several types of timers.

[0291] The game control counter setting unit 079SG154 is equipped with multiple types of counters for counting count values ​​used to control the progress of the game in the pachinko game machine 1. For example, the game control counter setting unit 079SG154 stores data indicating the count value for each of the multiple types of counters. The game control counter setting unit 079SG154 may also be equipped with a random counter for counting some or all of the random numbers for the game so that the CPU 103 can update them by software.

[0292] The random counter in the game control counter setting unit 079SG154 stores numerical data representing random values ​​not generated by the random number circuit 104, such as random values ​​MR2 to MR4, as random count values, and the numerical data representing each random value is updated periodically or irregularly in response to the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count values ​​may be for updating the random count values ​​separately from the numerical data update operation in the random number circuit 104, or it may be for updating the random count values ​​by applying predetermined processing such as scrambling or arithmetic processing to all or part of the numerical data extracted from the random number circuit 104.

[0293] The game control buffer setting unit 079SG155 is equipped with various buffers for temporarily storing data used to control the progress of the game in the pachinko game machine 1. For example, the game control buffer setting unit 079SG155 stores data indicating the buffer values ​​for each of several types of buffers.

[0294] The RAM 122 mounted on the performance control board 12 shown in Figure 3 is provided with a performance control data holding area 079SG190, for example, as shown in Figure 10-11(A), which is a region for holding various data used to control performance operations. The performance control data holding area 079SG190 shown in Figure 10-11(A) includes a performance control flag setting unit 079SG191, a performance control timer setting unit 079SG192, a performance control counter setting unit 079SG193, and a performance control buffer setting unit 079SG194.

[0295] The performance control flag setting unit 079SG191 is equipped with multiple types of flags whose status can be updated according to the performance operation status, such as the display status of the performance image on the screen of the image display device 5, or performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 079SG191 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether they are on or off.

[0296] The performance control timer setting unit 079SG192 is equipped with multiple types of timers used to control the progress of various performance operations, such as the display operation of performance images on the screen of the image display device 5. For example, the performance control timer setting unit 079SG192 stores data indicating the timer value for each of the multiple types of timers.

[0297] The performance control counter setting unit 079SG193 is equipped with multiple types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 079SG193 stores data indicating the count value for each of the multiple types of counters.

[0298] The performance control buffer setting unit 079SG194 is equipped with various buffers that temporarily store data used to control the progress of various performance operations. For example, the performance control buffer setting unit 079SG194 stores data indicating the buffer value for each of several types of buffers.

[0299] In this feature unit 079SG, the data constituting the start-up winning command buffer 079SG194A, as shown in Figure 10-11(B), is stored in a predetermined area of ​​the performance control buffer setting unit 079SG194. The start-up winning command buffer 079SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the first special feature reserve memory (for example, "4") (areas corresponding to buffer numbers "1-1" to "1-4") and a storage area corresponding to the first special feature during variable display (area corresponding to buffer number "1-0"). Furthermore, the start-up winning command buffer 079SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the second special feature reserve memory (for example, "4") (areas corresponding to buffer numbers "2-1" to "2-4") and a storage area corresponding to the second special feature during variable display (area corresponding to buffer number "2-0"). When a starting prize is awarded at the first or second starting prize slot, two commands, a starting slot award designation command (either the first starting slot award designation command or the second starting slot award designation command) and a reserved memory count notification command (either the first reserved memory count notification command or the second reserved memory count 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 starting prize award reception command buffer 079SG194A are reserved as storage areas (entries) for storing these starting slot award designation command and reserved memory count notification command separately in the first special symbol reserved memory and the second special symbol reserved memory, respectively.

[0300] The contents of these storage areas (entries) are shifted one by one to the higher level, as described later, when the start condition is met and the variable display of the highest-level reserved memory (buffer number "1-1" or buffer number "2-1") begins. At the same time, the contents of buffer number "1-0" or buffer number "2-0", which store the contents of the reserved memory for which the start condition has been met, are cleared in the special feature winning waiting process that is executed when the variable display ends.

[0301] When a ball enters the first starting entry slot, the CPU 120 for performance control stores the command starting from the beginning (the entry with the lowest buffer number) in the empty entries corresponding to the first special symbol hold memory in the starting entry received command buffer 079SG194A. When a ball enters the second starting entry slot, the CPU 120 stores the command starting from the beginning (the entry with the lowest buffer number) in the empty entries corresponding to the second special symbol hold memory in the starting entry received command buffer 079SG194A. When a ball enters the starting entry slot, the commands from the starting entry slot entry designation command to the hold memory count notification command are transmitted sequentially. Therefore, once a command is received, the starting entry slot entry designation command and the hold memory count notification command are stored in the storage areas corresponding to the last digits "1" to "4" of the buffer numbers corresponding to the first special symbol hold memory or the second special symbol hold memory, in that order.

[0302] As shown in Figure 10-11(B), the commands stored in the start-up prize-receiving command buffer 079SG194A are changed each time a variable display of decorative symbols is started. The commands stored in the entry corresponding to the previously completed variable display hold memory (the entry with buffer number "1-0" or "2-0") are deleted, and the contents of the entries stored in the entry corresponding to the hold memory of the variable display to be started (the entry corresponding to buffer number "1-1" or "2-1") and the contents of the entries after the hold memory of the variable display to be started are shifted. For example, in the storage state shown in Figure 10-11(B), when the variable display of the decorative symbols of the first special symbol hold memory is completed, each command stored in buffer number "0" is deleted, each command stored in buffer number "1" is shifted to buffer number "0", each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "1", and each command stored in the areas corresponding to buffer numbers "3" and "4" are shifted to the areas corresponding to buffer numbers "2" and "3", respectively. Therefore, buffer number "0" becomes an area (entry) for storing each command related to the variable-display pending memory at that time.

[0303] Next, the start-up prize determination process of the feature unit 079SG, which is executed in step S101 of Figure 6, will be explained based on Figure 10-12. In the start-up prize determination process, the CPU 103 first determines whether the first start-up switch 22A is ON or OFF based on the detection signal from the first start-up switch 22A, which is provided corresponding to the first start-up prize opening formed by the prize ball device 6A (step 079SGS101). At this time, if the first start-up switch 22A is ON (step 079SGS101; Y), the CPU 103 determines whether the first special feature reserve memory count, which is the number of reserved memories for a special feature game using the first special feature, is at a predetermined upper limit value (for example, "4" as the upper limit memory count) (step 079SGS102). The CPU 103 only needs to be able to identify the first special feature reserve memory count by, for example, reading the first reserve memory count count value, which is the value stored in the first reserve memory count counter provided in the game control counter setting unit 079SG154. If the number of reserved first special symbols is not at the upper limit in step 079SGS102 (step 079SGS102;N), for example, the value stored in the start port buffer provided in the game control buffer setting unit 079SG155 is set to "1" (step 079SGS103).

[0304] In step 079SGS101, when the first start port switch 22A is off (step 079SGS101; N), or in step 079SGS102, when the number of reserved special symbols has reached its upper limit (step 079SGS102; Y), it is determined whether the second start port switch 22B is on or off based on the detection signal from the second start port switch 22B, which is provided in correspondence with the second start port formed by the variable prize ball device 6B (step 079SGS104). In this case, if the second start port switch 22B is on (step 079SGS104; Y), it is determined whether the number of reserved special symbols, which is the number of reserved special symbols for a special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit number of reserved symbols) (step 079SGS105). The CPU 103 only needs to be able to determine the number of second special symbol reserves by reading the second reserve count value, which is the value stored in the second reserve memory counter provided in the game control counter setting unit 079SG154. If the number of second special symbol reserves in step 079SGS105 is not the upper limit value (step 079SGS105; N), the CPU 103 can determine the number of second special symbol reserves by reading the second reserve memory count value, which is the value stored in the start port buffer provided in the game control buffer setting unit 079SG155, for example, by setting it to "2" (step 079SGS106).

[0305] After either step 079SGS103 or step 079SGS106 is executed, the number of reserved special symbols, corresponding to the value stored in the start-up buffer, is updated by adding 1 (step 079SGS107). For example, when the start-up buffer value is "1", the first reserved symbol count value is added by 1, while when the start-up buffer value is "2", the second reserved symbol count value is added by 1. In this way, the first reserved symbol count value is updated to increase by 1 when a game ball passes through (enters) the first start-up entry-level slot and the first start condition corresponding to the special symbol game using the first special symbol is met. The second reserved symbol count value is also updated to increase by 1 when a game ball passes through (enters) the second start-up entry-level slot and the second start condition corresponding to the special symbol game using the second special symbol is met. At this time, the total reserved symbol count is also updated by adding 1 (step 079SGS108). For example, the total number of reserved balls count value, which is the value stored in the total number of reserved balls counter provided in the game control counter setting unit 079SG154, can be updated to increment by 1.

[0306] After executing the process in step 079SGS108, the CPU 103 extracts numerical data from the numerical data updated by the random number circuit 104 and the random counter of the game control counter setting unit 079SG154 that represent the random value MR1 for determining the special symbol display result, the random value MR2 for determining the type of jackpot, and the random value MR3 for determining the variation pattern (step 079SGS109). The numerical data representing each of these extracted random values ​​is stored as hold information at the beginning of an empty entry in the special symbol hold storage unit corresponding to the start gate buffer value (step 079SGS110). For example, when the start gate buffer value is "1", the numerical data representing the random values ​​MR1 ​​to MR3 is stored in the first special symbol hold storage unit 079SG151A, while when the start gate buffer value is "2", the numerical data representing the random values ​​MR1 ​​to MR3 is stored in the second special symbol hold storage unit 079SG151B.

[0307] The numerical data representing the random values ​​MR1 ​​for determining the special symbol display result and the random values ​​MR2 for determining the type of jackpot are used to determine whether or not the variable display result of the special symbols or decorative symbols is a "jackpot," and further, if the variable display result is a "jackpot," to determine the type of jackpot. The random value MR3 for determining the variation pattern is used to determine the variation pattern, including the variable display time of the special symbols or decorative symbols. By executing the process in step 079SGS109, the CPU 103 extracts numerical data representing all of the random values ​​used to determine the variable display pattern, including the variable display result and variable display time of the special symbols and decorative symbols.

[0308] Following the processing in step 079SGS110, the transmission settings for the start-up prize designation command are configured according to the start-up buffer value (step 079SGS111). For example, when the start-up buffer value is "1", the settings for transmitting the first start-up prize designation command to the performance control board 12 are configured by storing the storage address of the first start-up prize designation command table in ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer. Conversely, when the start-up buffer value is "2", the settings for transmitting the second start-up prize designation command to the performance control board 12 are configured by storing the storage address of the second start-up prize designation command table in ROM 101 in the buffer area of ​​the transmission command buffer. The start-up prize designation command thus configured is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing in step S27 shown in Figure 5.

[0309] Following the processing in step 079SGS111, the settings for sending a reserved memory count notification command to the performance control board 12 are configured, for example, by storing the storage address of the reserved memory count notification command table in ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer (step 079SGS113). The reserved memory count notification command thus configured is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, when the command control processing in step S27 shown in Figure 5 is executed.

[0310] After executing the process in step 079SGS113, it is determined whether the start port buffer value is "1" (step 079SGS114). If the start port buffer value is "1" (step 079SGS114; Y), the start port buffer is cleared and its stored value is initialized to "0" (step 079SGS115), and then the process proceeds to step 079SGS104. On the other hand, if the start port buffer value is "2" (step 079SGS114; N), the start port buffer is cleared and its stored value is initialized to "0" (step 079SGS116), and then the start port entry process is terminated. This ensures that even if both the first start port switch 22A and the second start port switch 22B simultaneously detect a valid start port entry of a game ball, the process based on the detection of valid start ports from both can be reliably completed.

[0311] Figure 10-13 is a part of the flowchart showing the performance control process processing in the feature unit 079SG. In the performance control process processing, the performance control CPU 120 executes a pre-read notification setting process (step S161), then updates the hold display in the first hold memory display area 079SHSG005D and the second hold memory display area 079SG005U, performs a hold display operation process (step 079SG162) to operate (rotate) the hold display shown in the first hold memory display area 079SHSG005D and the second hold memory display area 079SG005U, performs a telop operation process (step 079SGS163) to perform a telop operation display in the telop display area 079SG005T, and performs a fourth symbol display process (step 079SG164) to perform a variable display of the fourth symbol 079SG005J, and then executes one of the processes in steps S170 to S177 according to the value of the performance control process flag.

[0312] Figure 10-14 is a flowchart of the variable display start setting process (step S171) in the performance control process shown in Figure 9. In the variable display start setting process, the performance control CPU 120 first determines whether the first variation start command reception flag is in the ON state (step 079SGS271). If the first variation start command reception flag is in the ON state (step 079SGS271; Y), the various command data and various flags stored in the buffer numbers "1-0" to "1-4" of the first special symbol hold memory in the start-up prize-receiving command buffer 079SG194A are shifted one buffer number higher (step 079SGS272). Note that the contents of buffer number "1-0" cannot be shifted because there is no destination to shift to, so it is erased.

[0313] Specifically, the various command data and flags stored in the buffer number "1-1" of the first special feature hold memory are shifted to be stored in the buffer number "1-0", the various command data and flags stored in the buffer number "1-2" of the first special feature hold memory are shifted to be stored in the buffer number "1-1", the various command data and flags stored in the buffer number "1-3" of the first special feature hold memory are shifted to be stored in the buffer number "1-2", and the various command data and flags stored in the buffer number "1-4" of the first special feature hold memory are shifted to be stored in the buffer number "1-3".

[0314] Furthermore, if the first variation start command reception flag is off in step 079SGS271 (step 079SGS271;N), it is determined whether the second variation start command reception flag is on (step 079SGS273). If the second variation start command reception flag is off (step 079SGS273;N), the variable display start setting process is terminated. If the second variation start command reception flag is on (step 079SGS273;Y), the various command data and flags stored in the buffer numbers "2-0" to "2-4" of the second special symbol hold memory in the start prize reception command buffer 079SG194A are shifted one buffer number higher (step 079SGS274). Note that the contents of buffer number "2-0" cannot be shifted because there is no destination to shift to, so it is erased.

[0315] Specifically, the various command data and flags stored in the buffer number "2-1" of the second special feature hold memory are shifted to be stored in the buffer number "2-0", the various command data and flags stored in the buffer number "2-2" of the second special feature hold memory are shifted to be stored in the buffer number "2-1", the various command data and flags stored in the buffer number "2-3" of the second special feature hold memory are shifted to be stored in the buffer number "2-2", and the various command data and flags stored in the buffer number "2-4" of the second special feature hold memory are shifted to be stored in the buffer number "2-3".

[0316] After step 079SGS272 or step 079SGS274 is executed, the performance control CPU 120 reads the variable pattern specification command from the variable pattern specification command storage area (step 079SGS275).

[0317] Next, the display result (stopping pattern) of the decorative pattern is determined according to the data stored in the display result specification command storage area (i.e., the received display result specification command) (step 079SGS276). In this case, the performance control CPU 120 determines the stopping pattern of the decorative pattern according to the display result specified by the display result specification command, and stores the data indicating the determined stopping pattern of the decorative pattern in the decorative pattern display result storage area.

[0318] Furthermore, in this feature unit 079SG, if the received variable display result specification command is a second variable display result specification command corresponding to a probability variation jackpot A, the performance control CPU 120 determines, for example, a combination of decorative symbols (jackpot symbols) in which three symbols are aligned as "7" as the stopping symbols. Also, if the received variable display result specification command is a third variable display result specification command or a fourth variable display result specification command corresponding to a probability variation jackpot B or a probability variation jackpot C, the performance control CPU 120 determines the stopping symbols from among multiple combinations of odd-numbered symbols other than "7" (for example, combinations of decorative symbols such as "111", "333", "555", "999"). Also, if the received variable display result specification command is a fifth variable display result specification command corresponding to a non-probability variation jackpot, the performance control CPU 120 determines, for example, a combination of decorative symbols (jackpot symbols) in which three symbols are aligned as even-numbered symbols as the stopping symbols. Furthermore, if the received variable display result specification command is the 6th variable display result specification command corresponding to a minor win, the stopping symbols will be determined from among the chance symbols such as "334" and "778". Also, if the received variable display result specification command is the 1st variable display result specification command corresponding to a loss, the stopping symbols will be a decorative symbol with 3 symbols that do not match, and will be a combination other than the chance symbols mentioned above (a losing symbol).

[0319] In determining these stop symbols, the CPU 120 for performance control can, for example, extract a random number to determine the stop symbol and use a stop symbol determination table, in which data indicating combinations of decorative symbols are associated with numerical values, to determine the stop symbol for the decorative symbols. In other words, the stop symbol can be determined by selecting data indicating combinations of decorative symbols that correspond to the numerical value that matches the extracted random number.

[0320] Then, the CPU 120 for performance control determines whether the variation pattern of the variable display is a super reach variation pattern (step 079SGS277). If the variation pattern of the variable display is a non-reach or normal reach variation pattern (step 079SGS277; N), the process proceeds to step 079SGS283. If the variation pattern of the variable display is a super reach variation pattern (step 079SGS277; Y), the chance-up performance determination process (step 079SGS278) is executed to determine whether or not to execute a chance-up performance in the latter half of the first reach performance or the latter half of the third reach performance.

[0321] Specifically, as shown in Figure 10-15, if the variable display result is a miss, there is a 20% chance that the chance-up animation will be executed, and an 80% chance that the chance-up animation will not be executed. Also, if the variable display result is a jackpot, there is an 80% chance that the chance-up animation will be executed, and a 20% chance that the chance-up animation will not be executed. In other words, in the variable display of the reach in this feature section 079SG, the probability of a jackpot is set higher when the chance-up animation is executed than when it is not executed.

[0322] Furthermore, as shown in Figures 10-27 and 10-32, the feature section 079SG provides only one performance pattern for the chance-up performance. However, the present invention is not limited to this, and multiple performance patterns may be provided for the chance-up performance, so that the probability of winning a jackpot differs depending on which performance pattern is used for the chance-up performance.

[0323] Furthermore, in the feature section 079SG, as shown in Figures 10-27 and 10-32, there is only one timing for the start of the chance-up effect. However, the present invention is not limited to this, and multiple timings for the start of the chance-up effect may be provided, so that the probability of winning a jackpot differs depending on which timing the chance-up effect starts from.

[0324] Furthermore, after deciding whether or not to execute the chance-up effect in step 079SGS278, the effect control CPU 120 determines whether or not the variation pattern of the variable display is the variation pattern of Super Reach α3 (PA2-3 or PB1-3) (step 079SGS279). If the variation pattern of the variable display is the variation pattern of Super Reach α3 (PA2-3 or PB1-3) (step 079SGS279; Y), then, during the period from the end of the second reach effect until the start of the notification effect (jackpot notification effect or miss notification effect), the CPU 120 executes a still image display effect determination process (step 079SGS280) to determine the effect pattern of a still image display effect that displays the still image that was displayed at the end of the second reach effect on the image display device 5, and proceeds to step 079SGS283.

[0325] In the still image display animation determination process, as shown in Figure 10-16(A), the animation control CPU 120 determines the animation pattern for the still image display animation to pattern SG-1 with a 100% probability if the variable display result is a miss, and determines the animation pattern for the still image display animation to pattern SG-1 with an 80% probability and to pattern SG-2 with a 20% probability if the variable display result is a jackpot.

[0326] As shown in Figure 10-16(B), still image display pattern SG-1 is a display pattern in which the image displayed in the first display area 079SG005F of the image display device 5 is displayed as a still image at the end of the second reach performance, and still image display pattern SG-2 is a display pattern in which the image displayed in the first display area 079SG005F of the image display device 5 is displayed as a still image at the end of the second reach performance, and then the colors of the still image are changed.

[0327] In particular, pattern SG-2 is an effect pattern that is executed only when the variable display result is a jackpot, so when the second reach effect is executed, it is possible to draw the player's attention to whether or not the still image display effect is executed with pattern SG-2 (whether or not the colors of the still image change).

[0328] Furthermore, if the variation pattern in step 079SGS281 is not that of Super Reach α3 (step 079SGS281;N), it is determined whether the variation pattern of the variable display is that of Super Reach β3 (PA2-5 or PB1-5) (step S079SGS282). If the variation pattern of the variable display is a variation pattern other than Super Reach β3 (step 079SGS282;N), the process proceeds to step 079SGS283. If the variation pattern of the variable display is that of Super Reach β3 (step 079SGS281;Y), an operation prompting effect determination process (step 079SGS282) is executed to determine the effect pattern of the operation prompting effect that prompts the player to operate the push button 31B during the execution of the 4th reach effect, and the process proceeds to step 079SGS283.

[0329] In the process of determining the operation-promoting animation, as shown in Figure 10-17(A), the animation control CPU 120 determines the animation pattern for the operation-promoting animation to be pattern SS-1 with an 80% probability and pattern SS-2 with a 20% probability if the variable display result is a miss. If the variable display result is a jackpot, it determines the animation pattern for the operation-promoting animation to be pattern SS-1 with a 20% probability and pattern SS-2 with an 80% probability.

[0330] As shown in Figure 10-17(B), the operation-promoting effect pattern SS-1 is an effect pattern in which an image of the push button 31B is displayed in the first display area 079SG005F of the image display device 5, and the operation-promoting effect pattern SS-2 is an effect pattern in which an image of the push button 31B is displayed in the first display area 079SG005F of the image display device 5 at a larger size than that of pattern SS-1.

[0331] In other words, as an operation-promoting effect in this feature section 079SG, when a large-sized image of the push button 31B is displayed in the first display area 079SG005F of the image display device 5 (when the operation-promoting effect is executed in pattern SS-2), the variable display result is more likely to result in a jackpot (the jackpot notification effect is executed) than when a normal-sized image of the push button 31B is displayed in the first display area 079SG005F of the image display device 5 (when the operation-promoting effect is executed in pattern SS-1). Therefore, the size of the image of the push button 31B displayed in the image display device 5 when the operation-promoting effect is executed can be used to draw the player's attention, thereby improving the enjoyment of the game.

[0332] In step 079SGS283, the CPU 120 for performance control selects whether or not to execute each of the aforementioned performances, such as the chance-up performance, still image display performance, and operation-prompting performance, and selects a performance control pattern (process table) according to the performance pattern and variation pattern specification command. Then, it starts the process timer in process data 1 of the selected process table (step 079SGS284).

[0333] Furthermore, the process table contains display control execution data for controlling the display of the image display device 5, lamp control execution data for controlling the lighting of each LED, sound control execution data for controlling the sound output from speakers 8L and 8R, and operation unit control execution data for controlling the operation of push buttons 31B and stick controllers 31A, all arranged sequentially in chronological order and associated with each process data n (from 1 to N).

[0334] Next, the CPU 120 for performance control executes control of the performance device (image display device 5 as a performance component, various...

Claims

[Claim 1] A gaming machine that can be controlled to create a favorable state for the player, Sound output means, Display means and Light-emitting means and It comprises a means for executing a performance that can perform a performance, The aforementioned performance execution means is It is possible to perform specific effects that suggest the system is controlled to the aforementioned advantageous state, It is possible to implement action-promoting effects that encourage the player to take action, The aforementioned specific performance is, The performance involves the display means displaying a performance video, the sound output means outputting performance sounds, and the light-emitting means emitting light. It includes a first specific performance and a second specific performance which has a higher expectation of being controlled to the advantageous state than the first specific performance, The system includes a first period, a second period following the first period, and a third period following the second period, during which either a favorable or unfavorable outcome is announced as a result of the performance. The aforementioned performance execution means is During the first period, the performance video in a performance mode progressing at a first speed can be displayed. During the second period, the performance video can be displayed in a performance mode that proceeds at a second speed slower than the first speed. In either the first period or the second period, the emission mode of the light-emitting means can be changed. When the first specific performance is executed, in the second period, it is possible to change the light emission mode of the light emission means at the same interval as the period of change in the light emission mode of the light emission means in the first period. When the second specific performance is performed, it is possible to change the light emission mode of the light emission means at intervals shorter than the period of change in the light emission mode of the light emission means during the first period, During the second period, after the display of the animation video progressing at the second speed, a still image can be displayed by pausing the animation video. When the aforementioned static effect is performed, the aforementioned action acceleration effect is not performed during the static effect. There are multiple ways to perform the aforementioned static animation. Depending on which type of presentation the static presentation is, the expected degree to be controlled to the advantageous state will differ. The aforementioned performance execution means is It is possible to display information related to the game in an operational manner, Even while the aforementioned static animation is being performed, the information display operation will continue. It is possible to perform group effects that display images in which multiple characters progress together as a group. When the group performance is executed based on the first variation pattern, the group performance can be executed such that it starts from a predetermined number of frames. When the group performance is executed based on the second variation pattern, the group performance can be executed such that it starts from a specific frame number different from a predetermined frame number. A gaming machine characterized by the following features.

Citation Information

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