Gaming machine
The gaming machine enhances player engagement by executing diverse effects based on the selection of operation units, addressing the need for dynamic gameplay in existing machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-09
- Publication Date
- 2026-04-14
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and interest through varied and dynamic effects based on player operations.
The gaming machine incorporates an effect execution means that executes different effects based on the selection of first and second operation units during specific periods, allowing for enhanced gameplay dynamics.
This approach helps maintain and enhance player enjoyment by providing varied and engaging gameplay experiences.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Conventionally, in a pachinko machine, when acquisition conditions such as a game ball winning in a start area are satisfied, predetermined determination information is acquired, and based on the determination information, it is determined whether or not to execute a specific game advantageous to the player (see Patent Document 1).
[0003] By the way, the gaming machine described in Patent Document 1 is provided with operable operation means, and a predetermined effect may be executed according to an operation on the operation means.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, there is still room for improvement in a gaming machine provided with operation means capable of performing an operation related to an effect in order to improve the gaming interest.
Means for Solving the Problems
[0006] The gaming machine according to the present invention includes an effect execution means capable of executing an effect, a first operation unit, and a second operation unit, wherein the effect execution means executes a first effect when the first operation unit is selected and a second effect when the second operation unit is selected during a specific period in which the first operation unit and the second operation unit can be selected. The selection of the first operating unit during the specified period is to operate the first operating unit. The selection of the second operating unit during the specified period is characterized by operating the second operating unit. [Effects of the Invention]
[0007] According to the present invention, it is possible to suppress the decline in the enjoyment of playing games. [Brief explanation of the drawing]
[0008] [Figure 1] This is a perspective view of a pachinko game machine according to a basic embodiment of the present invention. [Figure 2] This is a front view of the game board unit. [Figure 3] (A) is a front view illustrating the standby state of the movable panel, (B) is a front view illustrating the movement state of the movable panel, and (C) is a front view illustrating the rotation state of the movable panel. [Figure 4] This is a front view of the display units. [Figure 5] This is a rear view of a pachinko game machine according to a basic embodiment of the present invention. [Figure 6] This block diagram shows the electrical configuration of the game control board. [Figure 7] This block diagram shows the electrical configuration of the performance control board. [Figure 8] (A) is a table showing judgment information related to general drawings, and (B) is a table showing judgment information related to special drawings. [Figure 9] (A) is an example of the configuration of the hit detection table, (B) is an example of the configuration of the normal pattern variation detection table, and (C) is an example of the configuration of the auxiliary game control table. [Figure 10] (A) is an example of the configuration of the jackpot determination table, (B) is an example of the configuration of the jackpot symbol type determination table, and (C) is an example of the configuration of the reach determination table. [Figure 11] Figure 1 shows an example of the configuration of the variation pattern determination table. [Figure 12]It is a configuration example of a special figure variation pattern determination table. [Figure 13] It is a configuration example of a first pre-reading determination table. [Figure 14] It is a configuration example of a second pre-reading determination table. [Figure 15] (A) is a configuration example of a jackpot game control table, and (B) is a configuration example of a game state setting table. [Figure 16] (A) is a diagram showing an example of a demo video, and (B) is a diagram showing an example of a setting screen. [Figure 17] (A) is a diagram showing an example of a first normal background image, (B) is a diagram showing an example of a second normal background image, (C) is a diagram showing an example of a third normal background image, (D) is a diagram showing an example of a probability change background image, and (E) is a diagram showing an example of a time reduction background image. [Figure 18] (A) is a diagram showing an example of a jackpot opening effect, (B) is a diagram showing an example of a round effect, and (C) is a diagram showing an example of a jackpot ending effect. [Figure 19] (A) is a diagram showing an example of an effect symbol, and (B) is a diagram showing an example of an effect symbol display area. [Figure 20] It is a diagram representing an example of a special figure variation effect for a non-reach loss. [Figure 21] It is a diagram representing an example from the start of the special figure variation effect until a reach occurs. [Figure 22] It is a diagram representing an example of N-reach. [Figure 23] It is a diagram representing an example of L-reach. [Figure 24] It is a diagram representing an example of L-reach and is a continuation of Figure 23. [Figure 25] It is a diagram representing an example of SP-reach. [Figure 26] It is a diagram representing an example of SP-reach and is a continuation of Figure 25. [Figure 27] It is a diagram representing an example of SP-reach and is a continuation of Figure 26. [Figure 28] It is a diagram representing an example of a movable body effect. [Figure 29] This is a diagram illustrating an example of an operation / performance animation. [Figure 30] This is a diagram illustrating an example of a hold animation. [Figure 31] This diagram illustrates an example of a pending change notification. [Figure 32] This diagram illustrates an example of a pending change notification. [Figure 33] This is a flowchart of the main game control process. [Figure 34] This is a flowchart of the timer interrupt processing on the game control side. [Figure 35] This is a flowchart of the sensor detection process. [Figure 36] This is a flowchart of the sensor detection process, and it is a continuation of Figure 35. [Figure 37] This is a flowchart of the normal operation process. [Figure 38] This is a flowchart for special operation processing. [Figure 39] This is a flowchart for the special symbol waiting process. [Figure 40] This is a flowchart of the variable pattern determination process shown in Figure 1. [Figure 41] This is a flowchart for the special symbol variation process. [Figure 42] This is a flowchart for the process of determining special symbols. [Figure 43] This is a flowchart of the main processing for controlling the visual effects. [Figure 44] This is a flowchart for handling a 1ms timer interrupt. [Figure 45] This is a flowchart for handling a 10ms timer interrupt. [Figure 46] This is a flowchart of the received command parsing process. [Figure 47] This is a flowchart of the received command parsing process, and it is a continuation of Figure 46. [Figure 48] This is a front view of a pachinko game machine according to the first embodiment. [Figure 49](A) is a perspective view near the upper tray when the frame movable body is in the standby state, and (B) is a perspective view near the upper tray when the operation of the frame movable body is completed (operation completed state). [Figure 50] It is a block diagram showing the electrical configuration on the production control board side according to the first embodiment. [Figure 51] (A) is a diagram showing a specific example of the first operation promotion production image, (B) is a diagram showing a specific example of the second operation promotion production image, and (C) is a diagram showing a specific example of the third operation promotion production image. [Figure 52] (A) is a diagram showing a specific example of the fourth operation promotion production image, and (B) is a diagram showing a specific example of the fifth operation promotion production image. [Figure 53] It is an explanatory diagram for explaining a specific example of the first operation notice production. [Figure 54] It is an explanatory diagram for explaining a specific example of the second operation notice production. [Figure 55] It is an explanatory diagram for explaining a specific example of the third operation notice production. [Figure 56] It is an explanatory diagram for explaining a specific example of the third operation notice production. [Figure 57] It is a configuration example of the first operation notice production execution determination table. [Figure 58] (A) is a configuration example of the second operation notice production execution determination table, (B) is a configuration example of the second operation notice production type determination table, and (C) is a configuration example of the second operation notice production operation type determination table. [Figure 59] (A) is a configuration example of the third operation notice production execution determination table, (B) is a configuration example of the third operation notice production type determination table, and (C) is a configuration example of the third operation notice production operation type determination table. [Figure 60] It is an explanatory diagram for explaining a specific example of the operation unit selection production. [Figure 61] It is an explanatory diagram for explaining a specific example of the operation unit selection production. [Figure 62] It is an explanatory diagram for explaining a specific example of the logo lever challenge production. [Figure 63] It is an explanatory diagram for explaining a specific example of the logo lever challenge production. [Figure 64] This is an explanatory diagram illustrating a specific example of the Logo Lever Challenge animation. [Figure 65] This is an explanatory diagram illustrating a specific example of the Logo Lever Challenge animation. [Figure 66] This is an explanatory diagram illustrating a specific example of the Logo Lever Challenge animation. [Figure 67] This is an explanatory diagram illustrating a specific example of the Logo Lever Challenge animation. [Figure 68] This is an explanatory diagram illustrating specific examples of blessing effects and frame movement warning effects. [Figure 69] This is an explanatory diagram illustrating specific examples of blessing effects and frame movement warning effects. [Figure 70] This is an explanatory diagram illustrating specific examples of special effects. [Figure 71] This is an explanatory diagram illustrating specific examples of special effects. [Figure 72] This is an explanatory diagram illustrating specific examples of special effects. [Figure 73] This is an explanatory diagram illustrating specific examples of special effects. [Modes for carrying out the invention]
[0009] <Basic Implementation> First, the basic embodiments of the present invention, which form the basis for the characteristic features of the gaming machine of the present invention, will be specifically described with reference to the drawings. In each of the referenced drawings, the same parts are denoted by the same reference numerals, and redundant explanations of the same parts will be omitted as a general rule. In the following, for the sake of simplification of the description, symbols or numerals that refer to information, signals, physical quantities, or components may be written, and the names of the information, signals, physical quantities, or components corresponding to such symbols or numerals may be omitted or abbreviated.
[0010] 1. Mechanical configuration of a gaming machine This section describes the basic embodiment of the present invention, the pachinko game machine PY. First, the mechanical configuration of the pachinko game machine PY will be explained using Figures 1 to 4. In the following explanation, the left, right, up, and down directions of each part of the pachinko game machine PY refer to the left, right, up, and down directions (from the perspective of a player facing the pachinko game machine PY). Furthermore, "front" refers to the direction from the pachinko game machine PY towards the player facing the pachinko game machine PY, and "rear" refers to the direction from the player facing the pachinko game machine PY towards the pachinko game machine PY.
[0011] As shown in Figure 1, the pachinko game machine PY comprises a game board unit YU including a game board 1, and a game machine frame 2 that houses the game board unit YU inside. The game machine frame 2 comprises a frame-shaped outer frame 21 fixed to the game parlor, an inner frame 22 attached to the outer frame 21 to which the game board unit YU is mounted, and a front door 23 rotatably supported by the inner frame 22.
[0012] The outer frame 21, inner frame 22, and front door 23 have roughly the same outer perimeter shape when viewed from the front. The inner frame 22 is attached to the front of the outer frame 21.
[0013] The front door 23 can be opened and closed relative to the inner frame 22. The front door 23 comprises a frame-shaped front frame 23m with a large, roughly vertically elongated rectangular opening formed roughly in the center, and a transparent plate 23t fitted into the opening. When the front door 23 is closed, the game board 1 included in the game board unit YU and the transparent plate 23t face each other. The transparent plate 23t is made of a transparent synthetic resin plate and is molded into a roughly vertically elongated rectangular shape. Therefore, when the pachinko game machine PY is installed in a game parlor, players in front of the pachinko game machine PY can see the game area 6 formed on the front of the game board 1 through the transparent plate 23t. Note that a transparent glass plate may be used instead of a transparent synthetic resin plate as the transparent plate 23t. It is sufficient that the game area 6 can be seen from the front of the pachinko game machine PY through the transparent plate 23t.
[0014] A handle 72k is provided on the lower right front of the 23m front frame, which allows for rotational operation to launch the game balls. The amount of rotation of the handle 72k corresponds to the magnitude of the force applied to the game balls to launch them (launching force). Therefore, the game balls are launched with a launching force corresponding to the rotational operation of the handle 72k.
[0015] Furthermore, at the lower front of the front frame 23m, there is an upper tray 34 that protrudes significantly forward, and a lower tray 35 positioned directly below the upper tray 34. A first performance button 41k, which can be pressed downwards, is provided in the center of the front side of the upper tray 34. The operating part of the first performance button 41k that protrudes visible from the top surface of the upper tray 34 is shaped like a hemisphere. In addition, a supply ball storage hole 34A for storing game balls supplied to the handle 72k is formed on the rear side of the top surface of the upper tray 34. Furthermore, an excess ball storage hole 35A is provided on the top surface of the lower tray 35 for storing excess game balls that cannot be accommodated in the supply ball storage hole 34A.
[0016] Furthermore, the upper, right, and left sides of the transparent panel 23t on the front of the front frame 23m are provided with an upper decorative body 31, a right decorative body 32, and a left decorative body 33 that protrude forward. On the bottom surface of the upper decorative body 31 are a pair of two speakers 52 capable of outputting sound, specifically a speaker 52L on the left and a speaker 52R on the right, which are arranged side by side facing downwards at a predetermined distance from each other in the left-right direction. In addition, a second performance button 42k that can be pressed downwards is provided at the bottom of the right decorative body 32. The operating part of the second performance button 42k is molded into a rod shape. Furthermore, a frame lamp 53 that can emit light is provided extending from the right decorative body 32 to the front right part of the upper tray 34, and from the left decorative body 33 to the front left part of the upper tray 34.
[0017] Furthermore, the position and number of components and devices installed in the gaming machine frame 2 can be changed as appropriate, as long as it does not interfere with gameplay.
[0018] Next, the game board unit YU will be explained using Figure 2 in addition to Figure 1. The game board unit YU comprises a game board 1 and a game board display unit EU attached to the back of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. A roughly circular opening 1A is formed approximately in the center of the game board 1 when viewed from the front.
[0019] On the front of the game board 1, a roughly ring-shaped center ornament 61 is formed, protruding forward along the opening 1A. On the outside of the center ornament 61, an outer rail 62 is formed in a roughly ring shape to largely surround the center ornament 61, and a curved inner rail 63 is formed between the left portion of the outer rail 62 and the center ornament 61, and is roughly parallel to the outer rail 62 and the center ornament 61.
[0020] Furthermore, on the front of the game board 1, the area enclosed by the center decorative element 61, the outer rail 62, and the inner rail 63 forms the game area 6. In other words, the front of the game board 1 is divided into the game area 6 and the surrounding area by the center decorative element 61, the outer rail 62, and the inner rail 63. In addition, the area enclosed by the outer rail 62 and the inner rail 63 forms the launch area 7 through which the launched game balls can pass in order to reach the game area 6.
[0021] The game area 6 is an area through which game balls launched by the operation of the handle 72k can flow, and is provided for playing the pachinko game machine PY. Numerous game pins (not shown) are installed protruding from the game area 6. The game pins form paths that appropriately guide game balls entering and flowing down the game area 6 to the general prize entry opening 10, the first start opening 11, the second start opening 12, the gate 13, and the large prize entry opening 14.
[0022] A general prize-winning device 10D is provided at a predetermined location in the game area 6. The general prize-winning device 10D has a general prize-winning opening 10 into which game balls can be entered. When a game ball enters the general prize-winning opening 10, a predetermined number of game balls (for example, 3 balls) are dispensed as prize balls. The game balls that enter the general prize-winning opening 10 are then discharged to the outside of the game area 6.
[0023] Furthermore, a first start prize device 11D is provided directly below the center of the central decorative element 61 in the game area 6. The first start prize device 11D has a first start opening 11 formed to allow game balls to enter. The first start prize device 11D has a non-operating structure. Therefore, the ease with which game balls can enter the first start opening 11 remains constant (unchangeable). When a game ball enters the first start opening 11, a predetermined number of game balls (for example, 4 balls) are dispensed as prize balls. The game balls that enter the first start opening 11 are then discharged to the outside of the game area 6.
[0024] Furthermore, a warp section 61w is formed from the left side to the lower end of the center decorative body 61, through which the game ball passes. The entrance to the warp section 61w is formed on the left side of the center decorative body 61. The game ball that enters the warp section 61w passes through the inside of the warp section 61w and exits through the exit. Near the exit of the warp section 61w, on the upper surface of the lower end of the center decorative body 61, a stage 61s on which the game ball can roll is provided. At the tip of the stage 61s, a downward guide section 61y is provided to guide the game ball downward. Directly below this downward guide section 61y, a first starting opening 11 is provided.
[0025] A second starting prize device (so-called "electric chute") 12D is provided directly below the first starting opening 11 in the game area 6. The electric chute 12D has a second starting opening 12 that can change between a closed state in which game balls cannot enter and an open state in which game balls can enter. The second starting opening 12 takes the closed state and the open state by an electric chute opening / closing member 12k provided in the electric chute 12D. That is, the second starting opening 12 opens and closes by the operation of the electric chute opening / closing member 12k.
[0026] The electric tuner opening / closing member 12k is approximately L-shaped in front view and normally closes the second start opening 12. The electric tuner opening / closing member 12k can protrude forward from a retracted state in which its front end surface is flush with the game area 6. When the electric tuner opening / closing member 12k protrudes forward, it comes into a state where it protrudes perpendicularly to the game area 6, and the second start opening 12 opens to allow balls to enter. Specifically, the vertical portion erected at the left end of the horizontal part of the electric tuner opening / closing member 12k receives the game ball and guides it from the horizontal part to the second start opening 12.
[0027] Thus, game balls can only enter the second starting port 12 when the electric chute opening / closing member 12k is in the open state. When game balls enter the second starting port 12, a predetermined number of game balls (for example, 2) are dispensed as prize balls. Game balls that enter the second starting port 12 are then discharged to the outside of the game area 6.
[0028] Furthermore, a gate 13 is provided to the right of the central decorative element 61. The gate 13 is configured to allow game balls to pass through. No prize balls are dispensed when a game ball passes through the gate 13. The game balls that pass through the gate 13 continue to flow down the game area 6.
[0029] To the right of the first starting prize-winning device 11D in the game area 6, downstream of the gate 13, is a large prize-winning device 14D. The large prize-winning device 14D has a large prize-winning opening 14 that can change between a closed state in which game balls cannot enter and an open state in which game balls can enter. The large prize-winning opening 14 takes the closed state and the open state by an AT opening / closing member 14k provided in the large prize-winning device 14D. That is, the large prize-winning opening 14 opens and closes by the operation of the AT opening / closing member 14k.
[0030] The AT opening / closing member 14k is a movable member consisting of a flat plate that is roughly rectangular in shape when viewed from the front, and normally closes the large prize opening 14. A horizontal pivot axis is provided at the lower end of the AT opening / closing member 14k. The AT opening / closing member 14k can rotate approximately 90 degrees around this pivot axis so that its upper end tilts forward. When the AT opening / closing member 14k rotates, it protrudes vertically into the game area 6, and the large prize opening 14 opens to allow balls to enter.
[0031] Thus, game balls can only enter the large prize opening 14 when the AT opening / closing member 14k is in the open state. When game balls enter the large prize opening 14, a predetermined number of game balls (1 in the basic embodiment) are dispensed as prize balls. Game balls that enter the large prize opening 14 are then discharged to the outside of the game area 6.
[0032] Furthermore, below the large prize device 14D in the game area 6, a guide path 64 is provided, with its upper surface formed diagonally downward to the left, projecting forward from the game area 6 (the front of the game board 1) to guide the game ball to the second starting opening 12. Although the game ball rolling along the upper surface of the guide path 64 can flow down toward the second starting opening 12, it is basically not possible for it to enter the first starting opening 11.
[0033] Furthermore, the entry of game balls into the first starting gate 11, the second starting gate 12, the grand prize gate 14, and the general prize gate 10, as well as the passage of game balls through the gate 13, are collectively referred to as "winning" in the first starting gate 11, the second starting gate 12, the grand prize gate 14, the general prize gate 10, and the gate 13.
[0034] By the way, the game area 6 in which the game balls can flow can be divided into the left game area 6A, which is to the left of the center in the left-right direction, and the right game area 6B, which is to the right. The operation of the handle 72k to launch the game balls so that they flow down the left game area 6A is called "left-handed shooting". On the other hand, the operation of the handle 72k to launch the game balls so that they flow down the right game area 6B is called "right-handed shooting".
[0035] In the game area 6, the channel through which the game ball can flow when launched with a left-handed shot is called the first channel R1, and the channel through which the game ball can flow when launched with a right-handed shot is called the second channel R2. The first channel R1 and the second channel R2 are also composed of numerous game pins (not shown).
[0036] The first flow path R1 is provided with a first starting opening 11 and two general prize winning openings 10. Therefore, players can aim to win by hitting the game ball with their left hand to make it flow down the first flow path R1, either into the first starting opening 11 or into the general prize winning openings 10. On the other hand, the second flow path R2 is provided with a second starting opening 12, a gate 13, and a large prize winning opening 14. Therefore, players can aim to win by hitting the game ball with their right hand to make it flow down the second flow path R2, either into the gate 13, the second starting opening 12, or into the large prize winning opening 14.
[0037] Furthermore, at the very bottom of the game area 6, there are two outlets 19 that discharge game balls that were played into the game area 6 but did not enter any of the winning slots to the outside of the game area 6. In addition, the number of prize balls awarded for entering each winning slot can be set as appropriate.
[0038] Next, the game board display unit EU, which is attached to the back of the game board 1, will be described. The game board display unit EU is a unitized collection of multiple devices that primarily perform effects. The game board display unit EU is equipped with an image display device 50 and a game board movable device 55.
[0039] The image display device 50 consists of a 20-inch 3D liquid crystal display and includes a display unit 50a capable of displaying 3D images. The image display device 50 is positioned a few centimeters behind the game board 1.
[0040] The game board movable device 55 comprises a movable game board body 55k. The movable game board body 55k has a horizontally elongated, plate-shaped lifting member 55k2 that maintains a horizontal position, and a substantially elliptical rotating member 55k1 provided at the left-right center of the lifting member 55k2. The movable game board body 55k is positioned between the game board 1 and the image display device 50. In its initial standby position, the movable game board body 55k has its lower end portion, specifically the lower end portion of the rotating member 55k1, positioned slightly below the upper end of the opening 1A of the game board 1. That is, in the standby position, the movable game board body 55k is positioned so that only a portion of the lower end portion of the rotating member 55k1 is visible to the player, and most of it is not visible (see Figure 3(A)).
[0041] The movable panel 55k can then descend from its initial position to a predetermined operating position, and then rise back up to its initial position (see Figure 3(B)). The predetermined operating position is the position where the movable panel 55k is approximately in the center of the opening 1A when viewed from the front. Here, the predetermined working position can be set as appropriate, and the movable panel 55k may be positioned either above or below the approximate center of the opening 1A when viewed from the front.
[0042] Furthermore, the rotating member 55k1 can rotate clockwise and counterclockwise when viewed from the front, around a rotation axis formed in the front-rear direction at its center (see Figure 3(C)). The rotational movement of the rotating member 55k1 is possible when the movable panel 55k moves from the standby position to the operating position, when it is held in the operating position, and when it moves from the operating position to the standby position.
[0043] Furthermore, the position and number of components and devices installed in the YU game board unit can be changed as appropriate, as long as it does not interfere with gameplay.
[0044] Next, we will describe the display units 8 located to the right of the approximate vertical center of the game area 6 formed on the front of the game board 1 (in the area other than the game area 6). As shown in Figure 4, the display units 8 include a special symbol 1 display unit 81a that variably displays the first special symbol (hereinafter referred to as "special symbol 1"), a special symbol 2 display unit 81b that variably displays the second special symbol (hereinafter referred to as "special symbol 2"), and a regular symbol display unit 82 that variably displays regular symbols (hereinafter referred to as "regular symbols"). In addition, the display units 8 include a special symbol 1 reserve display unit 83a that displays the number of special symbol 1 reserved, which will be described later, and a special symbol 2 reserve display unit 83b that displays the number of special symbol 2 reserved, which will be described later.
[0045] The variable display of Special Feature 1 is executed when a Special Feature 1 lottery is held triggered by the entry of a game ball into the first starting opening 11. Similarly, the variable display of Special Feature 2 is executed when a Special Feature 2 lottery is held triggered by the entry of a game ball into the second starting opening 12. The Special Feature 1 lottery and the Special Feature 2 lottery will be described later. In the following explanation, Special Feature 1 and Special Feature 2 will be collectively referred to as "Special Feature," and the Special Feature 1 lottery and the Special Feature 2 lottery will be collectively referred to as "Special Feature lottery." Furthermore, the Special Feature 1 indicator 81a and the Special Feature 2 indicator 81b will be collectively referred to as "Special Feature indicator 81." In addition, the Special Feature 1 reserve indicator 83a and the Special Feature 2 reserve indicator 83b will be collectively referred to as "Special Feature reserve indicator 83."
[0046] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed in a variable state and then stopped. The stopped special symbol (stopped special symbol) is identification information that represents the result of the special symbol lottery derived as a result of the variable display. If the stopped special symbol is a specific special symbol predetermined, a jackpot game is played with the opening of the large prize opening 14.
[0047] The special symbol 1 indicator 81a and the special symbol 2 indicator 81b each consist of eight LEDs arranged horizontally. The lighting patterns of the special symbol 1 indicator 81a and the special symbol 2 indicator 81b represent the special symbol corresponding to the result of the special symbol lottery, i.e., the result of the special symbol lottery. For example, if the result of the special symbol lottery is a jackpot, the LEDs in the 1st, 2nd, 5th, and 6th positions from the left will light up, resulting in "□□■■□□■■" (□: lit, ■: off). This lighting pattern represents the jackpot symbol and indicates a jackpot. Conversely, if the result of the special symbol lottery is a loss, only the rightmost LED will light up, resulting in "■■■■■■■□". This lighting pattern represents the losing symbol and indicates a loss. Note that the lighting patterns of the LEDs corresponding to the result of the special symbol lottery are not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to represent a losing symbol.
[0048] Furthermore, in the variable display of the special symbol, the variable display of the special symbol is shown for a predetermined variation time before the special symbol is shown as stopped. The mode of the variable display of the special symbol is, for example, a mode in which each LED lights up so that the light flows repeatedly from left to right. The mode of the variable display is not particularly limited, and as long as each LED is not shown as stopped (lit in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.
[0049] By the way, in the Pachinko game machine PY, even if a game ball enters the first start slot 11 or the second start slot 12, the special symbol lottery and the variable special symbol display may not be performed immediately. Specifically, this occurs when a game ball enters the first start slot 11 or the second start slot 12 while the variable special symbol display is being performed or while a jackpot game is being played. In this case, the special symbol lottery and the variable special symbol display are put on hold based on that entry. This put-on special symbol lottery and variable special symbol display are called "special symbol hold".
[0050] The special symbol reserves include "Special Symbol 1 Reserves," which represent the Special Symbol 1 lottery and the variable display of Special Symbol 1 that are reserved based on winning into the first start gate 11, and "Special Symbol 2 Reserves," which represent the Special Symbol 2 lottery and the variable display of Special Symbol 2 that are reserved based on winning into the second start gate 12. The Special Symbol 1 Reserve Indicator 83a displays the number of Special Symbol 1 Reserves, that is, the number of reserved Special Symbol 1 lotteries and variable displays of Special Symbol 1. On the other hand, the Special Symbol 2 Reserve Indicator 83b displays the number of Special Symbol 2 Reserves, that is, the number of reserved Special Symbol 2 lotteries and variable displays of Special Symbol 2.
[0051] It is possible to set upper limits on the number of reserved figures for Special Feature 1 and Special Feature 2, or not. Furthermore, if upper limits are set on the number of reserved figures for Special Feature 1 and Special Feature 2, the number of reserved figures for Special Feature 1 and Special Feature 2 may be the same or different. In the basic embodiment, the upper limits on the number of reserved figures for Special Feature 1 and Special Feature 2 are set to "4".
[0052] Each of the Special Feature 1 Reserved Display Unit 83a and the Special Feature 2 Reserved Display Unit 83b consists of four LEDs, and the number of Special Feature 1 Reserved and Special Feature 2 Reserved units is displayed by lighting up the corresponding number of LEDs. In the following, the number of Special Feature 1 Reserved units will be referred to as "Special Feature 1 Reserved Unit (U1)", and the number of Special Feature 2 Reserved Units will be referred to as "Special Feature 2 Reserved Unit (U2)". Furthermore, "Special Feature 1 Reserved Unit (U1)" and "Special Feature 2 Reserved Unit (U2)" will be collectively referred to as "Special Feature Reserved Unit (U3)". In addition, "Special Feature 1 Reserved Display Unit 83a" and "Special Feature 2 Reserved Display Unit 83b" will be collectively referred to as "Special Feature Reserved Display Unit 83".
[0053] Furthermore, the variable display of the regular diagram is executed when a regular diagram lottery is held triggered by a game ball entering gate 13. The variable display of the regular diagram then notifies the result of the regular diagram lottery. In the variable display of the regular diagram, the regular diagram is displayed in a variable state and then stopped. The stopped regular diagram (stopped regular diagram) is identification information that represents the result of the regular diagram lottery derived as a result of the variable display. If the stopped regular diagram is a specific regular diagram predetermined in advance, an auxiliary game is performed accompanied by the opening of the second start opening 12.
[0054] The general diagram indicator 82 is composed of, for example, two LEDs. The lighting pattern of the general diagram indicator 82 represents the general diagram corresponding to the result of the general diagram lottery, i.e., the result of the general diagram lottery. If the result of the general diagram lottery is a win, both LEDs will light up in the final form "□□" (□: lit, ■: off). This lighting pattern is the winning pattern and indicates a win. If the result of the general diagram lottery is a loss, only the right LED will light up in the final form "■□". This lighting pattern is the losing pattern and indicates a loss. Note that the lighting pattern of the LEDs corresponding to the result of the general diagram lottery is not limited and can be set as appropriate. For example, a pattern in which all LEDs are turned off may be adopted as a losing pattern.
[0055] Furthermore, before the normal display is shown as stopped, the normal display is shown as fluctuating for a predetermined fluctuating time. In the basic embodiment, the mode of displaying the normal display is such that both LEDs light up alternately. However, the mode of displaying the normal display is not particularly limited, and as long as each LED is not shown as stopped (lit in a specific mode), all LEDs may flash simultaneously or other appropriate settings may be used.
[0056] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY will be explained based on Figures 5 to 7. As shown in Figure 5, the back of the pachinko game machine PY is equipped with a game control board 100 that controls the game (progress of the game) that allows the player to earn a game profit, an effect control board 120 that controls the effects in response to the game control by the game control board 100, an image control board 140 that controls images, a payout control board 170 that controls the payout of game balls, and a power supply board 190 that supplies power to each of the boards 100, 120, 140, and 170.
[0057] A power switch 191 is connected to the power supply board 190. Power can be switched on or off by operating the power switch 191 ON / OFF.
[0058] As shown in Figure 6, the game control board 100 is equipped with a one-chip microcontroller for game control (hereinafter referred to as "game control microcontroller") 101 that controls the progress of the game of the pachinko game machine PY according to a program. Therefore, the game control board 100 can be positioned as a game control unit that controls the game. The games that can be controlled by the game control board 100 and that can yield game profits include special symbol lottery, variable display of special symbols, jackpot games, setting of game states (described later), normal symbol lottery, variable display of normal symbols, and auxiliary games.
[0059] The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0060] The game ROM 103 stores programs for performing the main game control processing and game control timer interrupt processing, which will be described later. The game ROM 103 also stores the following: a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a pre-read determination table, a jackpot game control table, a game state setting table, a win determination table, and an auxiliary game control table. Note that the game ROM 103 may be an external component.
[0061] Furthermore, the gaming RAM 104 is equipped with a special symbol reserve storage unit 105. The special symbol reserve storage unit 105 will now be explained. As mentioned above, a special symbol reserve can be generated when a game ball enters the first start port 11 or the second start port 12. When a special symbol reserve is possible, that is, when the number of special symbol reserves has not reached the upper limit, judgment information consisting of various random numbers for performing a special symbol lottery, etc., is acquired based on this entry. This judgment information is then temporarily stored in the special symbol reserve storage unit 105 as a special symbol reserve. In the following, the judgment information acquired when a game ball enters the first start port 11 will be referred to as "special symbol 1 related judgment information," and the judgment information acquired when a game ball enters the second start port 12 will be referred to as "special symbol 2 related judgment information." Also, the special symbol 1 related judgment information and the special symbol 2 related judgment information are collectively referred to as "special symbol related judgment information."
[0062] The judgment information related to Feature 1 is stored as Feature 1 Reserved in Feature 1 Reserved Storage Unit 105a within the Feature 1 Reserved Storage Unit 105. On the other hand, the judgment information related to Feature 2 is stored as Feature 2 Reserved in Feature 2 Reserved Storage Unit 105b within the Feature 2 Reserved Storage Unit 105. The upper limit of the number of Feature 1 related judgment information that can be stored in Feature 1 Reserved Storage Unit 105a, i.e., the number of Feature 1 Reserved items, is set to "4". Also, the upper limit of the number of Feature 2 related judgment information that can be stored in Feature 2 Reserved Storage Unit 105b, i.e., the number of Feature 2 Reserved items, is set to "4".
[0063] Furthermore, various sensors and solenoids are connected to the game control board 100 via a predetermined relay board (not shown). Therefore, signals output by the various sensors are input to the game control board 100. The game control board 100 also outputs signals to various actuators.
[0064] The various sensors connected to the game control board 100 include a general prize entry sensor 10a, a first start entry sensor 11a, a second start entry sensor 12a, a gate sensor 13a, and a large prize entry sensor 14a.
[0065] The general prize slot sensor 10a detects game balls that have entered the general prize slot 10. The first start slot sensor 11a detects game balls that have entered the first start slot 11. The second start slot sensor 12a detects game balls that have entered the second start slot 12. The gate sensor 13a detects game balls that have passed through the gate 13. The large prize slot sensor 14a detects game balls that have entered the large prize slot 14.
[0066] Furthermore, the various actuators connected to the game control board 100 include an electric tuner solenoid 12s and an automatic transmission (AT) solenoid 14s. The electric tuner solenoid 12s drives the electric tuner opening / closing member 12k of the electric tuner 12D. The AT solenoid 14s drives the AT opening / closing member 14k of the big prize device 14D.
[0067] Furthermore, the type and number of sensors connected to the game control board 100 can be changed as appropriate, within a range that does not interfere with the game. Similarly, the type and number of actuators connected to the game control board 100 can be changed as appropriate, within a range that does not interfere with the game.
[0068] Furthermore, the game control board 100 is connected to a group of displays 8 (a special symbol display 81, a regular symbol display 82, and a special symbol hold display 83). The display control of these displays 8 is performed by a game control microcomputer 101.
[0069] The game control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. The payout control board 170 is connected to a card unit CU and a payout device 73, as well as a launching device 72. The card unit CU is installed adjacent to the pachinko game machine PY and is a device that enables ball dispensing based on information from inserted prepaid cards, etc.
[0070] The payout control board 170 drives the payout motor 73m of the payout device 73 to dispense prize balls and loaned balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The dispensed prize balls and loaned balls are detected by the payout sensor 73a for counting.
[0071] Furthermore, the launching device 72 is a device that launches game balls. The handle 72k constitutes an operation unit or input unit that receives operations to launch game balls into the launching device 72, and is included in the launching device 72. The handle 72k is equipped with a touch switch 72a that can detect contact with the handle 72k by a person such as a player. When the player operates the handle 72k, the touch switch 72a detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170 via the launching control circuit 175.
[0072] Furthermore, a knob 72b of a launch volume control, capable of detecting the rotation angle (amount of operation) of the handle 72k, is connected to the handle 72k. The launching device 72 drives the launching motor 72m so that the game balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume control knob 72b. In the pachinko game machine PY, as long as the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.
[0073] Furthermore, the game control board 100 transmits various commands containing information about the game to the performance control board 120 in accordance with the progress of the game. Based on the various commands sent from the game control board 100, the performance control board 120 can grasp the progress of the game (the content of the game control) by the game control board 100.
[0074] Furthermore, the connection between the game control board 100 and the performance control board 120 is a unidirectional communication connection that allows only the transmission of signals from the game control board 100 to the performance control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the game control board 100 and the performance control board 120 as a means of restricting the direction of communication.
[0075] As shown in Figure 7, the performance control board 120 is equipped with a performance control one-chip microcontroller (hereinafter referred to as "performance control microcontroller") 121 that controls the performance of the pachinko game machine PY according to a program. The performance control board 120, together with the image control board 140, the sound control circuit 161, and the sub-drive board 162, which will be described later, can be positioned as a performance control unit that controls the performance. However, the performance control unit only needs to include at least the performance control board 120 and be able to control game performances, customer waiting performances, and operation promotion performances using performance devices (image display device 50, speaker 52, frame lamp 53, and movable panel 55k, etc.).
[0076] The effects controlled by the effects control board 120 include game effects (special symbol variation effects, hold effects, jackpot game effects, etc.), customer waiting effects, and operation promotion effects that encourage operation during the period when the operation of the first effect button 41k or the second effect button 42k is valid (operation valid period).
[0077] The microcontroller 121 for controlling the game's effects includes a ROM 123 for effects that stores programs for controlling the effects in accordance with the game's progress on the game control board 100, a RAM 124 for effects used as work memory, and a CPU 122 for effects that executes the programs stored in the ROM 123.
[0078] The ROM 123 for effects contains programs for performing the main effect control processing, receive interrupt processing, 1ms timer interrupt processing, and 10ms timer interrupt processing, which will be described later. Note that the ROM 123 for effects may be external.
[0079] The RAM 124 for performance includes a start-winning command storage unit 125 for storing the start-winning command described later, a symbol specification command storage unit 126 for storing the symbol specification command described later, and a special symbol variation start command storage unit 127 for storing the special symbol variation start command described later.
[0080] Furthermore, an image control board 140 is connected to the performance control board 120. The performance control microcontroller 121 of the performance control board 120 causes the image control board 140 to control the display of the image display device 50 based on commands received from the game control board 100, that is, in accordance with the progress of the game by the game control board 100. The connection between the performance control board 120 and the image control board 140 is a bidirectional communication connection that allows both the transmission of signals from the performance control board 120 to the image control board 140 and the transmission of signals from the image control board 140 to the performance control board 120.
[0081] The image control board 140 includes an image ROM 142 that stores programs for image control, an image RAM 143 used as work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM (Character Generator Read Only Memory) 145 that stores image data displayed on the image display device 50, a VRAM (Video Random Access Memory) 146 used for processing image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. All or some of these electronic components may be configured as a single chip.
[0082] CGROM145 stores, for example, image data for displaying images shown on the image display device 50 (still image data and video data, specifically image data such as characters, items, patterns, shapes, characters, numbers and symbols (including animation patterns) and background images).
[0083] The VDP144 reads image data from the CGROM145 and expands it into the expansion area in the VRAM146, according to the display list created by the image CPU141 based on commands from the performance control microcontroller121. Then, it combines the expanded image data as appropriate and draws the image to the frame buffer in the VRAM146. Finally, it outputs the image drawn to the frame buffer as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display unit 50a.
[0084] The display list consists of a set of commands for instructing the execution of drawing on a frame-by-frame basis. The display list contains information on various parameters such as the type of image to be drawn, the position in which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0085] Furthermore, the microcontroller 121 for performance control outputs voice, music, and sound effects from the speaker 52 via the audio control circuit 161 based on commands received from the game control board 100, that is, in accordance with the progress of the game by the game control board 100.
[0086] Audio data, such as the sound output from speaker 52, is stored in the performance ROM 123 of the performance control board 120. Alternatively, the audio control circuit 161 may be implemented on a separate board with a CPU. In this case, the CPU may be used to perform audio control. Furthermore, in this case, a ROM may be implemented on the board, and the audio data may be stored in that ROM. Alternatively, speaker 52 may be connected to image control board 140, and the image CPU 141 of image control board 140 may be used to perform audio control. In this case, the audio data may be stored in the image ROM 142 of image control board 140.
[0087] Furthermore, various sensors that serve as inputs and various actuators that serve as drive sources are connected to the performance control board 120 via a predetermined relay board (not shown). Signals output by the various sensors are input to the performance control board 120. The performance control board 120 also outputs signals to the various actuators.
[0088] The various switches connected to the performance control board 120 include a first performance button sensor 41a and a second performance button sensor 42a. The first performance button sensor 41a detects when the first performance button 41k is pressed. The second performance button sensor 42a detects when the second performance button 42k is pressed. When the first performance button sensor 41a and the second performance button sensor 42a detect that they have been operated, they output a signal to the performance control board 120 corresponding to the detected operation.
[0089] Furthermore, the types and number of switches connected to the performance control board 120 can be changed as appropriate, within a range that does not interfere with gameplay. In addition, the types and number of actuators connected to the performance control board 120 can be changed as appropriate, within a range that does not interfere with gameplay.
[0090] The various actuators connected to the performance control board 120 include a motor 55m1 for rotating the movable panel and a motor 55m2 for lifting the movable panel. The motor 55m1 for rotating the movable panel can drive a rotating member 55k1 to rotate it. The motor 55m2 for lifting the movable panel can raise or lower the lifting member 55k2. Specifically, the performance control microcontroller 121 creates operation pattern data that determines the operation of the rotating member 55k1 and the lifting member 55k2, and controls the operation of the rotating member 55k1 and the lifting member 55k2 via the sub-drive board 162.
[0091] In the following, the operation of the "rotating member 55k1 and the lifting member 55k2" may be collectively referred to as the "operation of the movable panel 55k." Also, rotating the rotating member 55k1 or lowering or raising the lifting member 55k2 may be referred to as "rotating, lowering, or raising the movable panel 55k."
[0092] Furthermore, the performance control microcontroller 121 controls the lighting of frame lamps 53 and other elements via the sub-drive board 162 based on commands received from the game control board 100. Specifically, the performance control microcontroller 121 creates light emission pattern data (data that determines the lighting / exit state, light color, etc., also called lamp data) that determines the light emission pattern of the frame lamps 53, and controls the lighting of the frame lamps 53 according to the light emission pattern data. The data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.
[0093] Alternatively, the sub-drive board 162 may be constructed as a separate board with a CPU mounted on it. In this case, the CPU may be used to control the lighting of the frame lamps 53 and the operation of the movable panel 55k. Furthermore, in this case, a ROM may be mounted on the board, and data related to the light emission pattern and operation pattern may be stored in the ROM.
[0094] 3. Main types of games played using amusement machines Next, we will explain the main games played using the Pachinko game machine PY, using Figures 8 to 15.
[0095] 3-1. Games related to general diagrams First, let's explain the gameplay involving the regular symbols. In the pachinko game machine PY, once a launched game ball passes through gate 13, a regular symbol lottery can be performed. When a regular symbol lottery is performed, the regular symbol display unit 82 displays a variable regular symbol (a variable display followed by a stop display). Here, the regular symbols that are displayed as stops include winning symbols and losing symbols. The losing regular symbols are also called "losing regular symbols" to distinguish them from the losing special symbols which will be described later.
[0096] When a winning symbol is displayed, an auxiliary game is executed, and the game related to passing through gate 13 ends. On the other hand, when a losing symbol is displayed, no auxiliary game is performed, and the game related to passing through gate 13 ends. Furthermore, in the following, when a game ball passes through gate 13 while the variable display of the normal symbol or the auxiliary game is not being performed, this is referred to as "the condition for initiating a variable normal symbol being met."
[0097] The Pachinko game machine PY can perform a series of gameplay actions, including variable display of the normal symbols and auxiliary gameplay, based on the fulfillment of the normal symbol variation start condition, acquisition of normal symbol-related judgment information, and normal symbol lottery. The acquired normal symbol-related judgment information includes normal symbol random numbers, as shown in Figure 8(A). Normal symbol random numbers are random numbers (judgment information) used to determine a win. Each random number has an appropriate range.
[0098] 3-1-1. Hit detection The hit determination is a determination made to decide whether or not a hit is achieved (whether or not to perform an auxiliary game) using a hit determination table, for example, as shown in Figure 9(A). The hit determination table can be associated with the game state, which will be described later. When associated with the game state, there are two types of hit determination tables: one used in the non-time-saving state (non-time-saving hit determination table) and one used in the time-saving state (time-saving hit determination table).
[0099] In each hit determination table, the normal symbol random number determination value (normal symbol random number determination value) is appropriately assigned to the hit or miss result of the hit determination. Therefore, the pachinko game machine PY compares the acquired normal symbol random number with the hit determination table to determine whether it is a hit or a miss. If the result of the hit determination is a hit, the winning symbol is displayed in the variable display of normal symbols. On the other hand, if the result of the hit determination is a miss, the losing normal symbol is displayed in the variable display of normal symbols. Note that the probability of winning can be changed as appropriate.
[0100] 3-1-2. Determination of Normal Figure Fluctuation Pattern and Display of Normal Figure Variables The general display variation pattern determination is a determination to determine the general display variation pattern using a general display variation pattern determination table, for example, as shown in Figure 9(B). The general display variation pattern is identification information relating to predetermined items concerning the variable display of the general display, such as the general display variation time.
[0101] The regular figure variation pattern determination table can be associated with the game state (non-time-saving state / time-saving state). When associated with the game state (non-time-saving state / time-saving state), the regular figure variation pattern determination table has two versions: one used when the game is in a non-time-saving state (non-time-saving regular figure variation pattern determination table) and another used when the game is in a time-saving state (time-saving regular figure variation pattern determination table).
[0102] Each regular figure variation pattern determination table stores one regular figure variation pattern for each regular figure that is stopped, which is the result of the regular figure variation pattern determination. In other words, the pachinko game machine PY can have different regular figure variation times in non-time-saving mode and time-saving mode. For example, in non-time-saving mode, when a losing regular figure (losing regular figure) is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of 30 seconds, and when a winning symbol is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of 30 seconds. In time-saving mode, when a losing regular figure is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of 5 seconds, and when a winning symbol is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of 5 seconds. These regular figure variation times can be changed as appropriate.
[0103] Then, the variable display of the regular figure for the regular figure variation time, which is associated with the regular figure variation pattern determined by the regular figure variation pattern determination, is performed on the regular figure display 82. In this way, the variable display of the regular figure is performed on the regular figure display 82 by performing the hit detection and the regular figure variation pattern determination.
[0104] 3-1-3. Auxiliary Games The auxiliary game is executed when a winning symbol is displayed (derived) as the result of the variable display of the regular diagram (result of the regular diagram lottery). During the auxiliary game, the electric reel 12D opens.
[0105] The elements that constitute the auxiliary game (auxiliary game components) include various elements such as the number of times the electric tuner 12D opens and the opening time for each opening. The pachinko game machine PY controls the auxiliary game using an auxiliary game control table. The auxiliary game control table stores the auxiliary game components. For example, as shown in Figure 9(C), it is possible to associate the game state (non-time-saving state / time-saving state) with the auxiliary game control table. In other words, it is possible to associate the auxiliary game components with the game state (non-time-saving state / time-saving state). Note that the specific details of each element, such as the number of openings and opening time, can be changed as appropriate.
[0106] The Pachinko game machine PY can vary the opening time of the electric tuner 12D between auxiliary gameplay in a non-time-saving state and auxiliary gameplay in a time-saving state. For example, in auxiliary gameplay in a non-time-saving state, the electric tuner 12D is open only for a first opening time, such as 0.2 seconds, which makes it difficult to get the game ball into the electric tuner 12D. On the other hand, in auxiliary gameplay in a time-saving state, the electric tuner 12D is open only for a second opening time, which is longer than the first opening time, such as two 2.5-second openings with a 1.0-second interval (closure), making it easier to get the game ball into the electric tuner 12D.
[0107] In the following, auxiliary games played during non-time-saving states will also be referred to as "short-opening auxiliary games." Conversely, auxiliary games played during time-saving states will also be referred to as "long-opening auxiliary games." Furthermore, the opening time for each auxiliary game is the total time for that auxiliary game, and it is also possible to configure the game to open multiple times within a single auxiliary game, for example, by opening once, then closing it briefly, and then opening it again.
[0108] 3-2. Games related to special symbols Next, we will explain the gameplay related to the special symbols. When a launched game ball enters the first starting opening 11, the pachinko game machine PY can perform a special symbol 1 lottery. When the special symbol 1 lottery is performed, the special symbol 1 display 81a displays a variable special symbol 1 (a variable display followed by a stop display) to notify the result of the special symbol 1 lottery. Here, the special symbol 1 that is displayed as a stop can be a jackpot symbol or a losing symbol. In other words, the result of the special symbol 1 lottery can be a jackpot or a loss.
[0109] When a winning symbol is displayed, the jackpot game is executed, a new game state is set, and the game based on that win ends. Conversely, when a losing symbol is displayed, the jackpot game is not executed, and the game based on that win ends.
[0110] Similarly, when a launched game ball enters the second starting port 12, the pachinko game machine PY can perform a special symbol 2 lottery. When the special symbol 2 lottery is performed, the special symbol 2 display 81b displays a variable special symbol 2 (a variable display followed by a stop display) to notify the result of the special symbol 2 lottery. Here, the special symbol 2 that is displayed as a stop can be a jackpot symbol or a losing symbol. In other words, the result of the special symbol 2 lottery can be a jackpot or a loss.
[0111] When the winning symbols stop and are displayed, the jackpot game is executed, a new game state is set, and the game based on that win ends. Furthermore, when the losing symbols stop and are displayed, the jackpot game is not executed, and the game based on that win ends.
[0112] Furthermore, in the following, when a game ball enters the first starting opening 11, it is referred to as "fulfillment of the first starting condition," and when a game ball enters the second starting opening 12, it is referred to as "fulfillment of the second starting condition." Also, "fulfillment of the first starting condition" and "fulfillment of the second starting condition" are collectively referred to as "fulfillment of the starting condition." In addition, the losing special symbols are also called "losing special symbols" to distinguish them from the losing regular symbols mentioned above.
[0113] The pachinko game machine PY performs a series of gameplay actions, including variable display of special symbols and jackpot gameplay, based on the fulfillment of the starting conditions, acquisition of special symbol-related judgment information, and special symbol lottery. In order to perform the variable display of special symbols, various judgments are made regarding the said special symbol-related judgment information. The special symbol-related judgment information to be acquired includes, as shown in Figure 8(B), special symbol random numbers, jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers.
[0114] Special symbol random numbers are random numbers (judgment information) used to determine if a jackpot has been hit. Jackpot symbol type random numbers are random numbers (judgment information) used to determine if a jackpot has been hit. Reach random numbers are random numbers (judgment information) used to determine if a reach has occurred. Special symbol variation pattern random numbers are random numbers (judgment information) used to determine the variation pattern of the special symbols. Each random number has an appropriate range. Next, we will explain each judgment performed using the special symbol-related judgment information.
[0115] 3-2-1. Jackpot Determination The jackpot determination is the process of determining whether or not a jackpot has been hit (whether or not to perform a jackpot game), in other words, whether it is a jackpot or a miss, using a jackpot determination table. The jackpot determination table can be set up in relation to the game state, which will be described later, as shown in Figure 10(A), for example. Specifically, there is a jackpot determination table used in the normal probability state, which will be described later (hereinafter referred to as the "normal probability jackpot determination table"), and a jackpot determination table used in the high probability state, which will be described later (hereinafter referred to as the "high probability jackpot determination table").
[0116] In each jackpot determination table associated with the game state, special symbol random number determination values (special symbol random number determination values) are assigned to the jackpot determination results, namely jackpots and misses. The pachinko game machine PY compares the acquired special symbol random numbers with the jackpot determination table associated with the game state to determine whether it is a jackpot or a miss. As shown in Figure 10(A), the high-probability jackpot determination table has more special symbol random number determination values set to determine a jackpot than the normal-probability jackpot determination table.
[0117] Furthermore, the probability of hitting the jackpot and the method of distributing special symbol random number judgment values to the judgment results of various jackpot judgments can be changed as appropriate.
[0118] 3-2-2. Determination of the type of winning symbol The jackpot symbol type determination is the process of determining the type of jackpot symbol (jackpot symbol type) using a jackpot symbol type determination table, such as the one shown in Figure 10(B), when the result of the jackpot determination is a jackpot. It is possible to associate the type of jackpot symbol with the content of the jackpot, in other words, the components of the jackpot (content advantageous to the player) which consist of game benefits and other things granted to the player.
[0119] The jackpot symbol type determination table is associated with the type of variable-display special symbol (Special Symbol 1 / Special Symbol 2), or in other words, the type of starting gate (First Starting Gate 11 / Second Starting Gate 12) from which the winning combination occurred (causing the jackpot symbol type determination to occur). Specifically, the jackpot symbol type determination table consists of a jackpot symbol type determination table used when displaying the variable Special Symbol 1 (First Jackpot Symbol Type Determination Table) and a jackpot symbol type determination table used when displaying the variable Special Symbol 2 (Second Jackpot Symbol Type Determination Table).
[0120] Multiple types of jackpot symbols can be set. In each jackpot symbol type determination table, a jackpot symbol type random number determination value (jackpot symbol type random number determination value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko game machine PY determines the type of jackpot symbol by comparing the acquired jackpot symbol type random number with the jackpot symbol type determination table. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number determination value is appropriately assigned to each type of jackpot symbol.
[0121] The types of jackpot symbols in Special Feature 1 and Special Feature 2 can be set as appropriate. For example, as shown in the jackpot symbol type determination table in Figure 10(B), three types of jackpot symbols can be provided for Special Feature 1: jackpot symbol A, jackpot symbol B, and jackpot symbol C. Three types of jackpot symbols can also be provided for Special Feature 2: jackpot symbol D, jackpot symbol E, and jackpot symbol F. As shown in the jackpot symbol type determination table in Figure 10(B), the jackpot symbol type random determination values are appropriately distributed to each type of jackpot symbol in the first and second jackpot symbol type determination tables. The distribution rate of jackpot symbol types can be changed as appropriate. In addition, the types of jackpot symbols can be increased or decreased as appropriate.
[0122] 3-2-3. Reach Determination Reach determination is, for example, when the result of the jackpot determination is a miss, the determination of whether or not to generate a reach in the special symbol variation effect described later, using a reach determination table as shown in Figure 10(C).
[0123] The reach determination table can be associated with the game state (non-time-saving state / time-saving state). When associated with the game state, for example, there is a reach determination table used when the game is not in a time-saving state (non-time-saving reach determination table) and a reach determination table used when the game is in a time-saving state (time-saving reach determination table).
[0124] In each reach determination table, the reach random number determination value (reach random number determination value) is assigned to either "reach present (a reach occurs)" or "no reach (a reach does not occur)," which are the results of the reach determination. Therefore, the pachinko game machine PY compares the acquired reach random number with the reach determination table to determine whether there is a reach or not (whether a reach occurs or not).
[0125] As shown in Figure 10(C), it is possible to have different numbers of random number judgment values for reach determination that result in "reach present (generates a reach)" between the reach determination table for non-time-saving and the reach determination table for time-saving. In the following, assuming that the result of the reach determination is "miss," the result of the reach determination that results in "reach present (generates a reach)" will be called "reach present miss," and the result that results in "no reach (does not generate a reach)" will be called "no reach miss." Also, "no reach miss" will be called "complete miss," and "reach miss" will be called "reach miss."
[0126] 3-2-4. Special Symbol Fluctuation Pattern Determination The special symbol variation pattern determination is the process of determining the variation pattern of the variable display of the special symbol (special symbol variation pattern) using a special symbol variation pattern determination table (special symbol variation pattern determination table), such as those shown in Figures 11 and 12, regardless of whether the result of the jackpot determination is a jackpot or a miss.
[0127] A special symbol variation pattern is identification information used to identify predetermined items related to the special symbol variation time, also known as the "length," and the performance flow (performance content) of the special symbol variation performance described later. In addition to the special symbol variation time and the performance flow (performance content) of the special symbol variation performance, the special symbol variation pattern can also include identification information related to the jackpot judgment result and the reach judgment result. The types and number of special symbol variation patterns can be changed as appropriate.
[0128] The special symbol variation pattern determination table can be associated with the type of special symbol that performs the variable display subject to determination (Special Symbol 1 / Special Symbol 2), or in other words, the type of starting gate from which the prize was won due to the determination of the special symbol variation pattern (First Starting Gate 11 / Second Starting Gate 12). Specifically, there is a special symbol variation pattern determination table used when performing the variable display of Special Symbol 1 (Special Symbol 1 Variation Pattern Determination Table: Figure 11) and a special symbol variation pattern determination table used when performing the variable display of Special Symbol 2 (Special Symbol 2 Variation Pattern Determination Table: Figure 12).
[0129] Furthermore, each special symbol variation pattern determination table can be associated with the game state (non-time-saving state / time-saving state). Specifically, the special symbol 1 variation pattern determination table has a special symbol 1 variation pattern determination table used when the game is in a non-time-saving state (special symbol 1 variation pattern determination table for non-time-saving state) and a special symbol 1 variation pattern determination table used when the game is in a time-saving state (special symbol 1 variation pattern determination table for time-saving state). Similarly, the special symbol 2 variation pattern determination table also has a special symbol 2 variation pattern determination table used when the game is in a non-time-saving state (special symbol 2 variation pattern determination table for non-time-saving state) and a special symbol 2 variation pattern determination table used when the game is in a time-saving state (special symbol 2 variation pattern determination table for time-saving state).
[0130] Furthermore, each special symbol variation pattern determination table associated with the game state (non-time-saving state / time-saving state) can also be associated with the jackpot determination result and the reach determination result. That is, the special symbol 1 variation pattern determination table for non-time-saving state and the special symbol 1 variation pattern determination table for time-saving state each have versions for jackpots, reaches with misses, and reaches without misses. Similarly, the special symbol 2 variation pattern determination table for non-time-saving state and the special symbol 2 variation pattern determination table for time-saving state each have versions for jackpots, reaches with misses, and reaches without misses.
[0131] Furthermore, the special symbol 1 variation pattern determination tables for each no-reach miss associated with the game state can also be associated with the number of special symbol 1 reserved balls. For example, there is a special symbol 1 variation pattern determination table for no-reach misses used when the number of special symbol 1 reserved balls (U1) is 0 to 2, and a special symbol 1 variation pattern determination table for no-reach misses used when the number of special symbol 1 reserved balls (U1) is 3 to 4. Similarly, the special symbol 2 variation pattern determination tables for each no-reach miss associated with the game state can also be associated with the number of special symbol 2 reserved balls. Specifically, there is a special symbol 2 variation pattern determination table for no-reach misses used when the number of special symbol 2 reserved balls (U2) is 0 to 2, and a special symbol 2 variation pattern determination table for no-reach misses used when the number of special symbol 2 reserved balls (U2) is 3 to 4.
[0132] Then, the special symbol variation time corresponding to the special symbol variation pattern determined by each special symbol variation pattern judgment is displayed on the special symbol display unit 81. After the special symbol variation display, if a jackpot symbol is displayed as the result of the special symbol variation display (result of the special symbol lottery), the next special symbol variation display is not immediately performed, and the jackpot game is executed immediately thereafter.
[0133] Furthermore, it is possible to associate each special symbol variation pattern with a special symbol variation effect flow, as shown in the third column from the right in the table in Figures 11 and 12. Here, we will explain some representative effects that constitute the special symbol variation effect flow associated with the special symbol variation pattern.
[0134] The special reel spinning sequence consists of the following sequences: normal spin, reach, normal reach (N reach), long reach (L reach), special reach (SP reach), battle reach, false reach, and shortened spin.
[0135] Normal variation is an effect in which the stopped display of the special symbols begins to move, and each of the symbols that make up the special symbols moves so quickly that it is difficult to recognize each individual symbol, indicating that the variable display of the special symbols has begun. Furthermore, the special symbol variation effect related to a non-reach miss (the part from when the display symbols start moving until they stop moving), and the part of the special symbol variation effect in which a reach occurs until the reach is established (confirmed) may consist of normal variation.
[0136] An N-Reach is a special feature where, immediately after a normal spinning sequence has resulted in a reach being established (confirmed), the remaining special feature symbol slows down and moves at a slower speed than a normal spinning sequence. For example, the special feature symbol that makes up the reach temporarily stops in that position and remains there for a predetermined time (e.g., 10 seconds). The probability of a big win suggested by an N-Reach is higher than that of a normal spinning sequence, but lower than that of the L-Reach and SP-Reach, which will be described later. If the special feature spinning sequence ends during an N-Reach, the remaining slow-moving special feature symbol stops. If it is a miss, the remaining special feature symbol stops on a different special feature symbol than the special feature symbol that makes up the reach. If the special feature spinning sequence does not end during an N-Reach, the remaining special feature symbol moves at high speed again, and the reach is maintained while the N-Reach develops (switches) to an L-Reach or SP-Reach. Therefore, an N-Reach can also be positioned as a feature that determines whether the sequence develops further or results in a miss.
[0137] L-Reach can be performed whether the game is on a winning or losing state, and it is an effect that suggests whether or not the game will enter a winning state, and suggests that there is a possibility of entering a winning state. Furthermore, L-Reach is an effect that can be performed after, for example, N-Reach, and it lasts longer than N-Reach, suggesting a higher probability of winning than N-Reach. In L-Reach, the established reach is maintained, but the effect symbols that make up the reach are reduced in size and moved to a predetermined position that does not obstruct the background image compared to N-Reach (for example, the left effect symbol EZ1 described later is in the upper left of the display unit 50a, and the right effect symbol EZ3 is in the upper right of the display unit 50a), and the background image switches to one that is exclusive to L-Reach (an L-Reach exclusive video is played). In L-Reach, 2DCG animated images are mainly displayed on the display unit 50a. The content of L-Reach is an image of a scene different from the match related to SP Reach described later, such as the main character undergoing special training to learn a special move.
[0138] SP Reach can be performed whether the game is on a winning or losing state, and it is an effect that suggests whether or not the game will enter a winning state, and suggests that there is a possibility of entering a winning state. Furthermore, SP Reach is an effect that can be performed after, for example, N Reach, lasts longer than L Reach, and suggests a higher probability of winning than L Reach. In SP Reach, the established reach is maintained, but the effect symbols that make up the reach are reduced in size and moved to a predetermined position that does not obstruct the background image compared to N Reach (for example, the left effect symbol EZ1 described later is in the upper left of the display unit 50a, and the right effect symbol EZ3 is in the upper right of the display unit 50a), and the background image switches to one that is exclusive to SP Reach (an SP Reach exclusive video is played). In SP Reach, 3DCG images are mainly displayed on the display unit 50a. The content of the SP Reach is an image of a match between the team to which the main character belongs and the team to which the main character's rival belongs.
[0139] A battle reach is an effect that can be performed after a reach, for example, in a time-saving state, and is an effect that suggests a higher probability of winning a jackpot than a normal spin. In a battle reach, the established reach is maintained, but the effect symbols that make up the reach are reduced in size and moved to predetermined positions (for example, the left effect symbol EZ1 is in the upper left of the display unit 50a, and the right effect symbol EZ3 is in the upper right of the display unit 50a), and the background image switches to one specifically for the battle effect (a video specifically for the battle effect is played). In addition, 3DCG images are mainly displayed on the display unit 50a during the battle effect.
[0140] A "reach fake" is a type of animation where, immediately after a normal spin, a reach-teasing animation is performed to tease whether or not a reach will be achieved. If the reach does not occur as a result of the reach-teasing animation, the animation symbols EZ1 to EZ3 stop and display in a manner that indicates a miss. For example, in the reach-teasing animation, first, as a normal spin, the left animation symbol EZ1, which was spinning at high speed, temporarily stops and is displayed approximately in the vertical center of the display unit 50a. Then, the right animation symbol EZ3, which is the same animation symbol G10 as the left animation symbol EZ1, slows down and descends from above, and is in a state where it is either or not to temporarily stop and display approximately in the vertical center of the display unit 50a. In other words, it is in a state where it is either or not to be achieved. The behavior of the left animation symbol EZ1 and the right animation symbol EZ3 from the moment the left animation symbol EZ1 temporarily stops and until it is in a state where it is either or not to be achieved constitutes the reach-teasing animation. Ultimately, the right-hand symbol EZ3 does not temporarily stop at approximately the center of the display unit 50a in the vertical direction, but slides down and goes out of frame from the display unit 50a. At the same time, the right-hand symbol EZ3, which is a different symbol G10 from the left-hand symbol EZ1 that is temporarily stopped, temporarily stops at approximately the center of the display unit 50a in the vertical direction. Subsequently, the middle-hand symbol EZ2, which is a different symbol G10 from the left-hand symbol EZ1 and the right-hand symbol EZ3 that are temporarily stopped, temporarily stops, resulting in the symbols EZ1 to EZ3 temporarily stopping in a manner that indicates a loss, and then definitively stopping.
[0141] Shortened variations are basically identical to normal variations in terms of displayed content, but the time required for the animation is shorter than that of normal variations.
[0142] Furthermore, the "state in which the reach is maintained" in N-reach, L-reach, SP-reach, and Battle-reach includes not only the state in which the symbols constituting the reach are visible on the display unit 50a, but also the state in which, for example, the symbols constituting the reach are difficult or impossible to see from the display unit 50a for a predetermined period of time in relation to the dedicated background image. In addition, the performance content of normal variation, N-reach, L-reach, SP-reach, and Battle-reach can be changed as appropriate. Moreover, the performances constituting the special symbol variation performance are not limited to these and can be added or removed as appropriate.
[0143] Furthermore, as shown in the second column from the right in the tables of Figures 11 and 12, it is possible to name the special symbol variation patterns by associating them with the jackpot judgment result and the content of the special symbol variation performance. In addition, special symbol variation patterns related to jackpots are sometimes collectively referred to as "jackpot variations," and special symbol variation patterns related to losses are sometimes referred to as "loss variations."
[0144] Furthermore, special symbol variation patterns in which an SP reach occurs regardless of the jackpot result are sometimes collectively referred to as "SP reach variation," special symbol variation patterns in which an L reach occurs are sometimes referred to as "L reach variation," and special symbol variation patterns in which the special symbol variation performance ends with an N reach are sometimes referred to as "N reach variation." In addition, a variation with a reach that results in a loss is sometimes collectively referred to as a "reach-with-loss variation," and a variation without a reach that results in a loss is sometimes collectively referred to as a "normal loss variation."
[0145] 3-2-5. Predictive Judgment The Pachinko game machine PY can perform a pre-read judgment before determining a jackpot, based on the acquired special symbol-related judgment information, using a pre-read judgment table such as those shown in Figures 13 and 14. The pre-read judgment table can be associated with the type of starting gate involved in the initial win (first starting gate 11 / second starting gate 12), or in other words, the type of special symbol that is displayed variably by that starting win (special symbol 1 / special symbol 2). Specifically, the pre-read judgment table includes a first pre-read judgment table (Figure 13) for when the ball enters the first starting gate 11 and special symbol 1 is displayed variably, and a second pre-read judgment table (Figure 14) for when the ball enters the second starting gate 12 and special symbol 2 is displayed variably. The pre-read judgment performed based on the first pre-read judgment table is also called the "first pre-read judgment," and the pre-read judgment performed based on the second pre-read judgment table is also called the "second pre-read judgment."
[0146] Furthermore, the pre-read judgment table can also be associated with the game state (normal game state / high probability high base game state / low probability high base game state), which will be described later. In other words, there is a pre-read judgment table used when the game is in the normal game state (pre-read judgment table for normal game state), a pre-read judgment table used when the game is in the high probability high base game state (pre-read judgment table for high probability high base game state), and a pre-read judgment table used when the game is in the low probability high base game state (pre-read judgment table for low probability high base game state).
[0147] In other words, the pre-read judgment table includes a first pre-read judgment table used in normal gameplay, a first pre-read judgment table used in high-probability high-base gameplay, a first pre-read judgment table used in low-probability high-base gameplay, a second pre-read judgment table used in normal gameplay, a second pre-read judgment table used in high-probability high-base gameplay, and a second pre-read judgment table used in low-probability high-base gameplay.
[0148] Furthermore, the special symbol variation pattern related to the variable display of the special symbol that occurs when a prize is won in the starting gates 11 and 12 is identified by a pre-read determination using the pre-read determination table shown in Figures 13 and 14. In other words, the special symbol variation pattern related to the variable display of the special symbol that occurs based on the prize is identified as a pre-read determination result before the variable display of the special symbol is actually performed. In the process of identifying the special symbol variation pattern, whether or not a jackpot has been won is also identified as a pre-read determination result.
[0149] The pre-read judgment result, which includes information such as the special symbol variation pattern, is associated with the start-winning command. As will be described later, the start-winning command is sent to the performance control board 120 as a pre-read judgment result upon its generation. The information that is identified as a pre-read judgment result can be changed as appropriate. For example, information regarding the type of jackpot symbol can also be included in the pre-read judgment result.
[0150] As described above, the special symbol display 81 performs variable display of the special symbol based on the determination of the jackpot, the type of jackpot symbol, the reach determination, and the special symbol variation pattern determination. When the jackpot symbol is displayed as the result of the variable display of the special symbol (the result of the special symbol lottery), the next variable display of the special symbol is not performed, and the jackpot game is executed immediately afterward. Next, the jackpot game will be explained.
[0151] 3-3. Jackpot Game A jackpot game consists of multiple rounds of gameplay involving the opening and closing of the large prize slot 14, an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of gameplay, and an ending (also referred to as ED) from the end of the final round of gameplay until the jackpot game ends. Each round of gameplay begins with the end of the opening or the end of the previous round of gameplay, and ends with the start of the next round of gameplay or the start of the ending.
[0152] It is possible to omit the opening and ending sequences. Also, in the following, a predetermined number of rounds of gameplay (in a predetermined order) will simply be referred to as a "round." For example, the first round of gameplay will be called "Round 1 (1R)," and the tenth round of gameplay will be called "Round 10 (10R)."
[0153] The pachinko machine PY controls jackpot games using a jackpot game control table. The jackpot game control table can be set for each type of jackpot symbol. In other words, it is possible to associate jackpot games with the types of jackpot symbols. Furthermore, one or more types of jackpot games can be set.
[0154] The jackpot game control table stores the elements that make up a jackpot game (jackpot game components). The jackpot game components include the number of rounds of play, the number of times the big prize slot 14 is opened in each round of play, the type of big prize slot that is opened and the opening time (opening pattern), the time to close it until the next opening (closing time), the opening time (opening time), and the ending time (ending time).
[0155] Furthermore, the Pachinko game machine PY can control jackpot games using a jackpot game control table, for example, as shown in Figure 15(A). That is, it is possible to set the types of jackpot games and the jackpot game components for each jackpot game, as shown in Figure 15(A). Now, let's explain the jackpot games set in Figure 15(A).
[0156] In the jackpot game associated with jackpot symbol A (hereinafter also referred to as the "first jackpot game"), 10 rounds of gameplay are performed. In each round from 1R to 10R, the large prize slot 14 is open for a maximum of 29.5 seconds per round. Furthermore, there is an opening sequence in which the large prize slot 14 remains closed for 10.0 seconds between the start of the first jackpot game and the start of the first round of gameplay. In addition, there is an ending sequence in which the large prize slot 14 remains closed for 15.0 seconds between the end of the last round of gameplay and the end of the first jackpot game.
[0157] In the jackpot game associated with jackpot symbol B (hereinafter also referred to as the "second jackpot game"), five rounds of gameplay are performed. In each round from 1R to 5R, the large prize slot 14 is open for a maximum of 29.5 seconds per round. Furthermore, there is an opening where the large prize slot 14 remains closed for 10.0 seconds between the start of the second jackpot game and the start of the first round of gameplay. In addition, there is an ending where the large prize slot 14 remains closed for 15.0 seconds between the end of the last round of gameplay and the end of the second jackpot game.
[0158] In the jackpot game associated with the jackpot symbol C (hereinafter also referred to as the "third jackpot game"), five rounds of gameplay are performed. In each round from 1R to 5R, the large prize slot 14 is open for a maximum of 29.5 seconds per round. Furthermore, there is an opening sequence in which the large prize slot 14 remains closed for 10.0 seconds between the start of the third jackpot game and the start of the first round of gameplay. Finally, there is an ending sequence in which the large prize slot 14 remains closed for 15.0 seconds between the end of the last round of gameplay and the end of the third jackpot game.
[0159] In the jackpot game associated with the jackpot symbol D (hereinafter also referred to as the "4th jackpot game"), 10 rounds of gameplay are performed. In each round from 1R to 10R, the large prize slot 14 is open for a maximum of 29.5 seconds per round. Furthermore, there is an opening where the large prize slot 14 remains closed for 10.0 seconds between the start of the 4th jackpot game and the start of the first round of gameplay. In addition, there is an ending where the large prize slot 14 remains closed for 15.0 seconds between the end of the last round of gameplay and the end of the 4th jackpot game.
[0160] In the jackpot game associated with the jackpot symbol E (hereinafter also referred to as the "5th jackpot game"), six rounds of gameplay are performed. In each round from 1R to 6R, the large prize slot 14 is open for a maximum of 29.5 seconds per round. Furthermore, there is an opening sequence in which the large prize slot 14 remains closed for 10.0 seconds between the start of the 5th jackpot game and the start of the first round of gameplay. Finally, there is an ending sequence in which the large prize slot 14 remains closed for 15.0 seconds between the end of the last round of gameplay and the end of the 5th jackpot game.
[0161] In the jackpot game associated with the jackpot symbol F (hereinafter also referred to as the "6th jackpot game"), six rounds of gameplay are performed. In each round from 1R to 6R, the large prize slot 14 is open for a maximum of 29.5 seconds per round. Furthermore, there is an opening where the large prize slot 14 remains closed for 10.0 seconds between the start of the 6th jackpot game and the start of the first round of gameplay. In addition, there is an ending where the large prize slot 14 remains closed for 15.0 seconds between the end of the last round of gameplay and the end of the 5th jackpot game.
[0162] In each round of gameplay, if a predetermined number of game balls (for example, 10) are detected by the large prize slot sensor 14a, the large prize slot 14 will be closed and the round of gameplay will end, even if the maximum opening time for the large prize slot 14 has not elapsed. Furthermore, the types and specific contents of the jackpot game components can be changed as appropriate.
[0163] Furthermore, in the jackpot game control table shown in Figure 15(A), the type of jackpot game to be executed is determined by the type of jackpot symbol, but the jackpot game may be executed in a different way. For example, a device that can distribute the ball to two winning slots may be provided in the game area 6, and when the ball enters one of the winning slots, only a jackpot game consisting of a predetermined number of rounds will be executed, while when the ball enters the other winning slot, either a jackpot game consisting of more rounds than the predetermined number or a jackpot game consisting of fewer rounds than the predetermined number will be executed with a predetermined probability by lottery or the like.
[0164] 3-4. Game state Next, we will explain the game states that the Pachinko game machine PY can control. The Pachinko game machine PY has two states: a jackpot game state in which a jackpot game is being played, and a non-jackpot game state in which a jackpot game is not being played. The non-jackpot game state includes a normal game state, which is the basic base game state, and a specific game state that is more advantageous to the player than the normal game state. The elements that make this specific game state "advantageous to the player" are the jackpot probability and the ease of opening the second start opening 12. In other words, the jackpot probability and the ease of opening the second start opening 12 can be associated with the specific game state.
[0165] Regarding the probability of hitting the jackpot, it is advantageous to the player if the probability of hitting the jackpot is higher than in normal gameplay, making it easier to win a jackpot. Furthermore, regarding the ease of opening the second starting port 12, it is advantageous to the player if it is easier to open the second starting port 12 than in normal gameplay, resulting in a longer opening time for the second starting port 12 per unit of time.
[0166] Furthermore, three types of specific game states can be set: a first specific game state in which both the jackpot probability and the opening time of the second start port 12 per unit time are favorable to the player; a second specific game state in which only the jackpot probability is favorable to the player; and a third specific game state in which only the opening time of the second start port 12 per unit time is favorable to the player. It is also possible to implement only some of these three types of specific game states in the pachinko game machine PY, rather than implementing all of them.
[0167] Here, focusing on the probability of hitting the jackpot, a partial game state where the probability of hitting the jackpot is higher than in the normal game state, and is advantageous to the player in terms of the probability of hitting the jackpot, is called a "high probability state." In contrast, a state where the probability of hitting the jackpot is the same as the normal probability in the normal game state, and is not advantageous to the player in terms of the probability of hitting the jackpot, is called a "normal probability state."
[0168] Furthermore, focusing on the opening time of the second start gate 12 per unit time, a partial game state in which the opening time of the second start gate 12 per unit time is longer than in the normal game state, and the ease of opening the second start gate 12 is advantageous to the player, is called a "time-saving state." In contrast, a state in which the opening time of the second start gate 12 per unit time is the same as the opening time in the normal game state, and the ease of opening the second start gate 12 is not advantageous to the player, is called a "non-time-saving state."
[0169] Here, we will explain the non-time-saving state and the time-saving state in detail. As mentioned above, in the time-saving state, the opening time of the electric tuner 12D per unit time is longer than in the non-time-saving state. In other words, in the time-saving state, it is easier to get the ball into the second start opening 12 than in the non-time-saving state. Here, we will explain specific methods to make it easier to get the ball into the second start opening 12 in the time-saving state than in the non-time-saving state.
[0170] For example, by making the time-saving state such that the normal figure variation time is shorter compared to the non-time-saving state, it is possible to make it easier to hit the second starting opening 12 in the time-saving state. For example, as mentioned above, regardless of the result of the hit judgment, in the time-saving state, a normal figure variation time (5.0 seconds) shorter than the normal figure variation time (30.0 seconds) determined in the non-time-saving state is determined. As a result, the number of normal figure lotteries performed per unit time is greater in the time-saving state. In this case, regardless of the difference between the non-time-saving state and the time-saving state, if the probability of winning a hit in the hit judgment and the opening time of the electric tuner 12D in one auxiliary game are the same, the opening time of the electric tuner 12D per unit time will be longer due to the greater number of normal figure lotteries performed per unit time.
[0171] Furthermore, by making the time-saving state such that the opening time of the electric tuner 12D in a single auxiliary play is longer compared to the non-time-saving state, it is possible to make it easier to hit the second start opening 12 in the time-saving state. For example, as mentioned above, in the non-time-saving state, the electric tuner 12D is open for 0.2 seconds in a single auxiliary play, whereas in the time-saving state, the electric tuner 12D is opened for a total of 5.0 seconds in a single auxiliary play. In this case, regardless of the difference between the non-time-saving state and the time-saving state, if the probability of winning in the win judgment and the normal figure fluctuation time are the same, the number of times auxiliary play is performed per unit time will be the same, so the opening time of the electric tuner 12D per unit time will be longer because the opening time of the electric tuner 12D in a single auxiliary play is longer.
[0172] Furthermore, by making the shortened time state more likely to result in a win in the hit detection compared to the non-shortened time state, it becomes easier to get the ball into the second start opening 12 in the shortened time state. For example, as mentioned above, in the non-shortened time state, the probability of a win in the hit detection is 6600 / 65536, whereas in the shortened time state, the probability of a win in the hit detection is set to 59936 / 65536. In this case, regardless of the difference between the non-shortened time state and the shortened time state, if the opening time of the electric tuner 12D and the normal diagram fluctuation time are the same in one auxiliary game, the probability of a win in the hit detection is higher, so the number of hit detections per unit time increases, and therefore the opening time of the electric tuner 12D per unit time becomes longer.
[0173] Thus, in the time-saving state, three conditions are met: it is easier to win a prize than in the non-time-saving state, the normal diagram fluctuation time tends to be shorter, and the opening time of the electric tuner 12D in one auxiliary game tends to be longer. As a result, in the time-saving state, the opening time of the electric tuner 12D per unit time is longer than in the non-time-saving state, making it easier to win a prize in the second start opening 12. As a result, the so-called "base," which is the ratio of the number of prize balls to the number of balls launched, becomes higher. Therefore, in the time-saving state with a high base, it is possible to aim for a big win without significantly reducing the number of game balls held compared to the normal game state. In other words, the time-saving state is more advantageous for the player than the non-time-saving state.
[0174] In the time-saving state, it is acceptable for only some of the three conditions necessary for the opening time of the second starting port 12 per unit time to be met, rather than all of them being met. Ultimately, in the time-saving state, the opening time of the electric tuner 12D per unit time should be longer than in the non-time-saving state, making it easier to win a prize in the second starting port 12.
[0175] Furthermore, in the time-saving state, it may be possible to make it easier to select special symbol variation patterns with shorter special symbol variation times compared to the non-time-saving state, thereby reducing the number of executions of special symbol variation displays per unit time, or lowering the average special symbol variation time. As a result, in the time-saving state, the pace at which special symbol reserves are consumed becomes faster, and effective entries into the starting gate (entries that can be stored as special symbol reserves) become more likely. Therefore, it becomes possible to aim for a jackpot under smooth gameplay.
[0176] In the following, each specific game state will also be referred to as the "high probability, high base game state," the "high probability, low base game state," and the "low probability, high base game state," in relation to the advantages it offers to the player. Furthermore, the normal game state will also be referred to as the "low probability, low base game state."
[0177] Therefore, a low-probability, low-base game state can be described as a game state controlled by a normal probability state and a non-time-saving state. Similarly, a low-probability, high-base game state can be described as a game state controlled by a normal probability state and a time-saving state, a high-probability, low-base game state can be described as a game state controlled by a high probability state and a non-time-saving state, and a high-probability, high-base game state can be described as a game state controlled by a high probability state and a time-saving state.
[0178] Thus, the pachinko game machine PY can be controlled in the following states: low probability low base game state, low probability high base game state, high probability low base game state, high probability high base game state, and jackpot game state. In the jackpot game state, the large prize winning opening 14 is open for a long time, and a large number of game balls can be acquired, so the jackpot game state can also be said to be a game state that is advantageous to the player. Therefore, the jackpot game state and specific game states can also be called "advantageous game states" that are more advantageous to the player than the normal game state.
[0179] Furthermore, the high-probability, high-base game state and the high-probability, low-base game state are more advantageous to the player than the low-probability, low-base game state because the probability of hitting a jackpot is higher than in the normal probability state. In addition, the high-probability, high-base game state and the low-probability, high-base game state are more advantageous to the player than the low-probability, low-base game state because it is easier to enter the second starting port 12 than in the non-time-saving state. Moreover, in the jackpot game state, the large prize port 14 opens, which awards more balls per entry than the first starting port 11 and the second starting port 12, so the jackpot game state is more advantageous to the player than the low-probability, low-base game state.
[0180] Furthermore, when the power to the pachinko machine PY is turned on, the normal game state is set first. The jackpot game state is set when the jackpot symbols are displayed. On the other hand, the special game state is set when a jackpot is won and the jackpot game is executed. Next, we will explain how to set the special game state.
[0181] 3-5. Setting a specific game state The Pachinko machine PY can set a new specific game state after a jackpot game ends. That is, after a jackpot game, the game can be controlled and progressed in a specific game state. The duration of this specific game state can be set as appropriate. For example, the specific game state can be continued until the next jackpot is won. It is also possible to limit the duration of the specific game state.
[0182] If the duration of a specific game state is limited, the specific game state can be terminated when the termination condition for that duration is met. When the specific game state ends, the normal game state can be set. Furthermore, for high-probability, high-base game states, when the termination condition is met, a low-probability, high-base game state or a high-probability, low-base game state can be set. In this case, the newly set low-probability, high-base game state or high-probability, low-base game state may continue until the next jackpot is won. Additionally, the same or different termination conditions may be set for the newly set low-probability, high-base game state or high-probability, low-base game state, and when those termination conditions are met, the normal game state may be set.
[0183] Furthermore, termination conditions for the duration of a specific game state can be set as appropriate. For example, the number of times the special variable display is executed can be set as a termination condition. However, termination conditions are not limited to the number of times the special variable display is executed; they can also be set to the elapsed time after a jackpot, the number of game balls launched after a jackpot, the number of times the game balls pass through gate 13 after a jackpot, or the result of terminating the game in a lottery to determine whether or not to terminate the specific game state (a so-called "fall lottery"). Moreover, these elements may be set as termination conditions individually or in combination.
[0184] These termination conditions may be set the same for all specific game states that can be set after a jackpot, or they may be set for some of the specific game states that can be set. Furthermore, the termination conditions may differ for each specific game state.
[0185] Furthermore, the specific game state controlled after a jackpot game, the presence or absence of termination conditions, and the content of those termination conditions can be associated with the type of jackpot symbol related to that jackpot game. For example, if the type of jackpot symbol is set as described above, the game may be controlled in a high-probability, high-base game state after the jackpot game related to jackpot symbol A, jackpot symbol B, and jackpot symbol D ends, as shown in Figure 15(B). In this case, the high-probability, high-base game state can be made to continue until a jackpot is won without setting any termination conditions. Furthermore, the game may be controlled in a low-probability, high-base game state after the jackpot game related to jackpot symbol C and jackpot symbol E ends. In this case, a termination condition may be set for this low-probability, high-base game state, and the termination condition can be set to 100 special symbol variable displays. Note that this relationship between the type of jackpot symbol and the specific game state controlled after a jackpot game, the presence or absence of termination conditions, and the content of those termination conditions is just an example and is not limited to this.
[0186] Furthermore, focusing on the profit from a big win, a big win that results in a high-probability gameplay afterward is also called a "high-probability big win." In addition, a big win that results in a high-probability gameplay and a shortened time mode is also called a "probability-changing big win." Moreover, a big win that results in a normal probability gameplay and a shortened time mode is also called a "shortened time big win."
[0187] 4. Main effects of the gaming machine Next, the main features of the Pachinko game machine PY will be explained using Figures 16 to 32. The Pachinko game machine PY's features are based on a baseball story involving the main character and enemy characters.
[0188] 4-1. Performance Mode First, let's explain the presentation modes. Presentation modes refer to categories of presentations (or higher-level conceptual attributes). The Pachinko game machine PY can be set to include customer waiting presentation mode, normal presentation mode, probability variation presentation mode, time reduction presentation mode, and jackpot presentation mode.
[0189] The customer waiting performance mode can be set when the special symbol variable display is not being performed in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state," and is a performance mode that indicates a standby state in which the special symbol variable display is not being performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in Figure 16(A), a customer waiting demo video G100 introducing the pachinko game machine PY is displayed on the display unit 50a. Also, when the first performance button 41k is operated while the customer waiting demo video G100 is being displayed, a setting screen G101 for setting the performance of the pachinko game machine PY is displayed, as shown in Figure 16(B). The performance settings include setting the volume of the sound output from the speaker 52, setting the brightness of the display unit 50a, and setting the frequency of the performances to be performed. The items of the performance settings can be set as appropriate. Furthermore, it is possible to prevent the settings screen G101 from being displayed through the player's actions during the customer waiting demo video G100.
[0190] The Normal Performance Mode can be set in the "Low Probability, Low Base Gameplay State" and is a performance mode that indicates the game is in the normal gameplay state. Furthermore, multiple lower-level performance modes belonging to the Normal Performance Mode can be established. For example, the first Normal Performance Mode, the second Normal Performance Mode, and the third Normal Performance Mode can be established as lower-level performance modes belonging to the Normal Performance Mode.
[0191] In the following, lower-level performance modes belonging to the performance modes will also be referred to as "performance stages." Accordingly, the first normal performance mode will also be referred to as the "first normal performance stage," the second normal performance mode as the "second normal performance stage," and the third normal performance mode as the "third normal performance stage." Unless there are special circumstances, the performance mode set when the special symbol variation display first starts after the power of the pachinko game machine PY is turned on will basically be the first normal performance stage (first normal performance mode). However, the type of performance mode set initially is not particularly limited and may be changed as appropriate.
[0192] When multiple performance stages belonging to the normal performance mode are provided in this way, the performance stages can be switched sequentially and repeatedly when predetermined switching conditions are met. The switching conditions can be set as appropriate, but for example, the switching condition can be set to when a predetermined number of special symbol variation performances are performed without winning a jackpot. Furthermore, the switching condition can also be set to when a specific performance is executed, such as a special symbol variation performance based on a failed SP reach variation.
[0193] Furthermore, as will be described later, a reach may occur during the special symbol variation sequence. The special symbol variation sequence can be divided into the entire sequence when no reach occurs, the preliminary part before the reach is established when a reach occurs, and the final part after the reach is established when a reach occurs. The preliminary part consists of the aforementioned "normal variation".
[0194] In the first normal performance stage, the display unit 50a displays a background image that mainly represents a city landscape (Figure 17(A): First normal background image G111). In the second normal performance stage, the display unit 50a displays a background image that mainly represents a baseball field (Figure 17(B): Second normal background image G112). In the third normal performance stage, the display unit 50a displays a background image that mainly represents the interior of a restaurant (Figure 17(C): Third normal background image G113). On the other hand, in the latter part of the first to third normal performance stages, the first normal background image G111, the second normal background image G112, and the third normal background image G113 are not displayed, and a dedicated background image corresponding to the type of reach in normal performance mode is displayed.
[0195] Furthermore, the dedicated background images corresponding to the type of reach in the normal performance mode may be the same for all normal performance modes regardless of the type of performance stage, or they may be different background images for each performance stage.
[0196] Furthermore, the normal performance mode may be set even in the "high probability low base game state," and the normal performance mode may be a performance mode that indicates that it is not a time-saving state. Alternatively, a predetermined performance mode different from the normal performance mode may be set only in the "high probability low base game state." In addition, a predetermined performance mode different from the normal performance mode may be set in the low probability low base game state and the high probability low base game state that occur under certain conditions.
[0197] The probability variation mode can be set in the "high probability high base game state" and is a performance mode that indicates the high probability high base game state. In the first part of the probability variation mode, for example, as shown in Figure 17(D), a background image representing space (probability variation background image G120) is displayed on the display unit 50a, and probability variation BGM is output from the speaker 52. In the second part of the probability variation mode, a special background image corresponding to the type of reach in the probability variation mode is displayed.
[0198] The time-saving performance mode can be set in either the "low probability high base game state" or the "high probability high base game state," and is a performance mode that indicates that the game is in either the low probability high base game state or the high probability high base game state, and is at least in a time-saving state. In the first part of the time-saving performance mode, for example, as shown in Figure 17(E), a background image representing the sky (time-saving background image G130) is displayed on the display unit 50a, and time-saving BGM is output from the speaker 52. In the second part of the time-saving performance mode, a special background image corresponding to the type of reach in the time-saving performance mode is displayed.
[0199] Furthermore, the time-saving animation mode is only set when the game is in a low-probability, high-base state, and it can also be used as an animation mode to indicate that the game is in a low-probability, high-base state.
[0200] Furthermore, for either or both of the probability variation mode and the time reduction mode, multiple performance stages may be provided for that mode, similar to the normal performance mode, and the performance stage may be switched when predetermined switching conditions are met.
[0201] The jackpot performance mode is a performance mode that can be set when a jackpot game is in progress in the "jackpot game state," and it is a performance mode that indicates that a jackpot game is in progress. In the jackpot performance mode, for example, during the opening of a jackpot game, as shown in Figure 18(A), the display unit 50a displays an opening image G1 that suggests the start of a jackpot game and a right-hand shooting image G2 that prompts the player to "shoot to the right," and a jackpot opening performance is performed. In addition, during the opening, as part of the jackpot opening performance, the display unit 50a displays a background image (opening background image G200) corresponding to the type of jackpot game as the background of the opening image G1 and the right-hand shooting image G2.
[0202] Furthermore, in the jackpot animation mode, during the rounds of a jackpot game, as shown in Figure 18(B), the display unit 50a displays the right-hand shooting image G2 from the opening, along with a round image G3 indicating the number of rounds and a prize ball count image G4 suggesting the number of prize balls paid out. In addition, during the rounds, as part of the round animation, the display unit 50a displays a background image (round background image G201) corresponding to the type of jackpot game in the background of the right-hand shooting image G2, round image G3, and prize ball count image G4, and the speaker 52 outputs background music corresponding to the type of jackpot game.
[0203] Furthermore, during the ending of a jackpot game, as shown in Figure 18(C), the display unit 50a displays an ending image G5 that suggests the performance mode to be set after the jackpot game, and a total payout ball count image G6 that suggests the total number of payout balls. In addition, during the ending, as part of the jackpot ending performance, the display unit 50a displays a background image (ending background image G202) corresponding to the type of jackpot game, as a background for the ending image G5 and total payout ball count image G6.
[0204] In the following, the jackpot opening sequence, round sequence, and jackpot ending sequence will collectively be referred to as the "jackpot game sequence" as the sequence performed during a jackpot game. In other words, the jackpot game sequence is performed in the jackpot sequence mode.
[0205] 4-2. Special Symbol Variation Production Next, we will explain the special symbol variation effect. When the variable display of the special symbols begins, the pachinko game machine PY executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbols and the special symbol lottery results (jackpot judgment result, jackpot symbol type judgment result, reach judgment result, and special symbol variation pattern judgment result).
[0206] In the special symbol variation effect, the variation of the effect symbols is displayed superimposed on a predetermined background image on the display unit 50a. In the display of the variation of the effect symbols, the effect symbols stop after they have varied. That is, after the special symbol variation time and the display of the variation of the effect symbols, the variation stops and the display of the stopped effect symbols is shown. Basically, the result of the special symbol lottery is announced by the display of the stopped effect symbols.
[0207] Furthermore, in the special symbol variation effect performed by the display unit 50a, it is also possible to use images other than the variation display of the effect symbols. In addition, it is possible to perform the special symbol variation effect using various effect devices other than the image display device 50 including the display unit 50a, such as the speaker 52, frame lamp 53, panel movable device 55, first effect input device 41, and second effect button device 42.
[0208] Next, we will explain the performance symbols displayed on the display unit 50a in the special symbol variation performance that is executed in accordance with the special symbol variable display. The performance symbols also serve as identification information to indicate the special symbol lottery result, and multiple types are provided. In detail, one of the components of the performance symbols constitutes identification information to indicate the special symbol lottery result, and multiple types of performance symbols are provided based on the differences in this identification information.
[0209] For example, as shown in Figure 19(A), the symbols can be composed of the numbers 1 through 9, resulting in nine symbols. The symbol containing the number "1" is designated as symbol G10a. Similarly, the symbols containing the numbers "2" through "9" are designated as symbols G10b through G10i. For convenience, when individual symbols are treated without distinction, they are collectively referred to as "symbol G10". Also, symbol G10a containing the number "1" is sometimes referred to as "symbol 1". Similarly, symbols G10b through G10i containing the numbers "2" through "9" are sometimes referred to as "symbol 2" through "symbol 9".
[0210] Furthermore, the numerical portions of the G10c and G10g symbols related to "3" and "7" are red, while the numerical portions of the G10a, G10b, G10d, G10e, G10f, G10h, and G10i symbols related to "1," "2," "4," "5," "6," "8," and "9" are blue. In other words, the components of the G10 symbols include color. In the following, the G10c and G10g symbols with red numerical portions will be referred to as "red symbols," and the G10a, G10b, G10d, G10e, G10f, G10h, and G10i symbols with blue numerical portions will be referred to as "blue symbols." Note that the configuration and identification information of the G10 symbols may be changed as appropriate. For example, other components such as characters associated with each number may be added to the G10 symbols.
[0211] Next, we will explain the display area for displaying the G10 symbol. For example, as shown in Figure 19(B), the display unit 50a can be divided horizontally into three roughly equal sections, and the left, center, and right sections can be designated as the left G10 symbol area 50b1, the center G10 symbol area 50b2, and the right G10 symbol area 50b3. The G10 symbol is displayed in all three of these areas.
[0212] Furthermore, in the preceding part of the special symbol variation effect, the effect symbol G10 displayed in the left effect symbol area 50b1 is collectively referred to as "left effect symbol EZ1", the effect symbol G10 displayed in the middle effect symbol area 50b2 is collectively referred to as "middle effect symbol EZ2", and the effect symbol G10 displayed in the right effect symbol area 50b3 is collectively referred to as "right effect symbol EZ3". In other words, the effect symbol G10 consisting of the numbers 1 to 9 is displayed in common in the left effect symbol area 50b1, the middle effect symbol area 50b2, and the right effect symbol area 50b3, but when distinguishing the effect symbol G10 by its relative display position, it is written as left effect symbol EZ1, middle effect symbol EZ2, and right effect symbol EZ3.
[0213] As will be explained later, during the special symbol variation animation, the animation symbols EZ1 to EZ3 are displayed in a variation state, but ultimately, the animation symbols EZ1 to EZ3 are displayed in a manner that indicates the special symbol lottery result (jackpot judgment result, jackpot symbol type, reach judgment result). When a jackpot is announced as a result of the special symbol lottery, the animation symbols EZ1 to EZ3 are displayed in a manner where three animation symbols G10 with the same number are lined up horizontally (a so-called "double number"). Therefore, in the following, the animation symbols G10 consisting of the same number that make up the animation symbols EZ1 to EZ3 displayed when a jackpot is announced will be referred to as the "jackpot animation symbol". For example, if the animation symbols EZ1 to EZ3 are displayed as "7·7·7", the jackpot animation symbol is "animation symbol G10g", and if they are displayed as "9·9·9", the jackpot animation symbol is "animation symbol G10i". Furthermore, the winning symbols are sometimes abbreviated using the numbers included in the symbols. For example, if the winning symbol is "symbol G10g", the winning symbol becomes "7", and if the winning symbol is "symbol G10i", the winning symbol becomes "9". Also, as will be explained later, in the special symbol variation animation, the special symbol lottery result is fully shown when the symbols EZ1~EZ3 are definitively displayed as stopped. However, basically, during the special symbol variation animation, the symbols EZ1~EZ3 are temporarily displayed as stopped (temporarily stopped) before they are definitively displayed as stopped. This is because the content of the symbols EZ1~EZ3 that have been temporarily displayed as stopped may change. For example, after the display symbols EZ1 to EZ3 are temporarily stopped in a manner indicating a certain jackpot (relatively unfavorable to the player), they may be changed to a different manner indicating a jackpot (relatively favorable to the player). Therefore, the display symbol G10, which consists of the same numbers that make up the display symbols EZ1 to EZ3 when they are initially temporarily stopped in a manner indicating a jackpot (before the change), is also referred to as the "jackpot display symbol."
[0214] Furthermore, during the special symbol variation animation, the animation symbols EZ1 to EZ3 are displayed in a variation state. However, during the variation display of animation symbols EZ1 to EZ3, there are times when a reach occurs where the left animation symbol EZ1 and the right animation symbol EZ3 temporarily stop on the same numbered animation symbol G10. As will be explained later, a reach is an animation that suggests the possibility of entering a jackpot state, and the occurrence of a reach increases the chances of winning a jackpot. Therefore, the animation symbol G10 consisting of the same number that makes up the left animation symbol EZ1 and the right animation symbol EZ3 involved in the reach is called the "reach animation symbol". For example, if the left animation symbol EZ1 and the right animation symbol EZ3 temporarily stop on the animation symbol G10a with the number "1", the reach animation symbol is "animation symbol G10a", and if they temporarily stop on the animation symbol G10a with the number "3", the reach animation symbol is "animation symbol G10c". Furthermore, the symbols used in the "reach" animation are sometimes abbreviated using the numbers included in the animation symbol. For example, if the reach animation symbol is "animation symbol G10a", it will be abbreviated as "1", and if the reach animation symbol is "animation symbol G10c", it will be abbreviated as "3".
[0215] Furthermore, as shown in Figure 19(B), it is possible to provide a sub-symbol area 50c for variably displaying sub-symbols in a section at the left end (lower left corner) of the lower end of the display unit 50a. In the sub-symbol area 50c, sub-symbols can be displayed variably in accordance with the variable display of the special symbol. The design of the sub-symbols can be set as appropriate, but for example, the numerical portion of the performance symbol G10 can be simply scaled down to form the sub-symbols.
[0216] In Figure 19(B), the left display symbol area 50b1, the middle display symbol area 50b2, the right display symbol area 50b3, and the small symbol area 50c are indicated by dashed lines. These are included to represent the boundaries of the left display symbol area 50b1, the middle display symbol area 50b2, the right display symbol area 50b3, and the small symbol area 50c, and are not actually displayed.
[0217] As mentioned earlier, the special reel variation sequence consists of the following elements: normal reel variation, N-reach, L-reach, SP-reach, and battle sequences. Some of these will be explained below.
[0218] 4-2-1. Normal fluctuations The Pachinko game machine PY can first perform a normal variation in its special symbol variation performance. The normal variation functions as a performance that indicates the start of the variable display of the special symbols. Next, the normal variation will be explained in detail. As small symbols, the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3, corresponding to the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3, are variably displayed in the small symbol area 50c.
[0219] For example, as shown in Figure 20(A), in the display unit 50a, the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 are displayed as stopped, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 are also displayed as stopped, and the variable display of the special symbols is not being performed. From a state where the variable display of the special symbols is waiting to begin, when the variable display of the special symbols starts, as shown in Figure 20(B), the special symbol variation performance starts along with the start of the variable display. Specifically, the variation display of performance symbols EZ1 to EZ3 starts, and the variation display of left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 also starts.
[0220] The display method for the variation of the main symbols EZ1 to EZ3 can be different from the display method for the variation of the sub-symbols KZ1 to KZ3. For example, the variation of the main symbols EZ1 to EZ3 may be displayed by scrolling each main symbol EZ1 to EZ3 from top to bottom on the display unit 50a, while the variation of the sub-symbols KZ1 to KZ3 may be displayed by successively swapping each sub-symbol KZ1 to KZ3 at a fixed position. Alternatively, the display method for the variation of the main symbols EZ1 to EZ3 and the display method for the variation of the sub-symbols KZ1 to KZ3 may be the same.
[0221] Furthermore, the main symbols EZ1-EZ3 and the sub-symbols KZ1-KZ3 will fluctuate rapidly from the moment the display starts. While the main symbols EZ1-EZ3 and the sub-symbols KZ1-KZ3 are fluctuating rapidly, they will generally be displayed with sufficient transparency to allow the background images, such as background images G111-G114, to be easily visible.
[0222] Furthermore, if the variable display pattern of this special symbol is a no-reach miss pattern (for example, a normal miss pattern), then no reach occurs, and as the variable display of the special symbol ends (the special symbol stops), the special symbols EZ1~EZ3 and the small symbols KZ1~KZ3 stop in a pattern specific to a no-reach miss (a so-called "scattered pattern").
[0223] Towards the stopping of the display symbols EZ1 to EZ3, for example, first, as shown in Figure 20(C), the left display symbol EZ1 temporarily stops (temporarily stops) at approximately the center position in the vertical direction, then, as shown in Figure 20(D), the right display symbol EZ3 temporarily stops (temporarily stops) at approximately the center position in the vertical direction, and further, as shown in Figure 20(E), the middle display symbol EZ2 temporarily stops (temporarily stops) at approximately the center position in the vertical direction.
[0224] Finally, the EZ1-EZ3 symbols, which are temporarily stopped (temporarily stopped) in a horizontal line at approximately the center position in the vertical direction, all come to a complete stop simultaneously, as shown in Figure 20(F), and the stop is confirmed (the stop indication for the EZ1-EZ3 symbols is displayed). When the EZ1-EZ3 symbols, which were temporarily stopped (temporarily stopped), come to a complete stop at the same scattered position, that is, when the definitive stop indication for the EZ1-EZ3 symbols is displayed, the three smaller symbols KZ1-KZ3 also come to a complete stop at the same scattered position as the EZ1-EZ3 symbols, and the stop indication for the KZ1-KZ3 symbols is also displayed.
[0225] Furthermore, when the EZ1-EZ3 symbols temporarily stop, it means that they do not move significantly in position like a scrolling display, but rather they sway slightly or make small back-and-forth movements in place. Therefore, strictly speaking, the state in which the EZ1-EZ3 symbols are temporarily stopped is different from the state in which they are definitively stopped, but these temporary and definitive stop displays are sometimes broadly referred to as "stop display". Also, in the example in Figure 20, when the EZ1-EZ3 symbols stopped, they stopped in the order of left symbol EZ1 → right symbol EZ3 → middle symbol EZ2, but the order (method) of stopping is not limited to this and can be set as appropriate.
[0226] 4-2-2. Reach Next, we will explain how a reach is established. Even when the variable display pattern of the special symbol is a special symbol variation pattern that results in a reach but a miss (for example, an N miss variation), the variable display of the special symbol starts from a state in which the performance symbols EZ1 to EZ3 are definitively stopped and displayed in the display unit 50a, as shown in Figure 21(A), and the small symbols KZ1 to KZ3 are also stopped and displayed. Then, as shown in Figure 21(B), the variation display of the performance symbols EZ1 to EZ3 starts, and the variation display of the small symbols KZ1 to KZ3 also starts.
[0227] After a predetermined time has elapsed, as shown in Figure 21(C), the left display symbol EZ1, which corresponds to the number "5", temporarily stops (temporarily stops) at approximately the center position in the vertical direction, and then, as shown in Figure 21(D), the right display symbol EZ3, which also corresponds to the number "5", temporarily stops (temporarily stops) horizontally at approximately the center position in the vertical direction, and a reach is established. When a reach is established, an image indicating that a reach has been established (reach establishment suggestion image) G11 is displayed. Note that even if a reach is established with the left display symbol EZ1 and the right display symbol EZ3, the fluctuation display of the small symbols KZ1 to KZ3 continues.
[0228] Furthermore, in the example in Figure 21, when a reach is achieved, the symbols temporarily stop in the order of left symbol EZ1 → right symbol EZ3, but the order (method) of temporary stopping is not limited to this and can be set as appropriate. Also, the numbers of the symbols that make up the reach are not limited to "5". Also, the position where the symbols temporarily stop is not limited to the approximate center in the vertical direction. Also, the direction in which the symbols that make up the reach are arranged is not limited to the horizontal direction, but may be in other directions such as diagonal directions.
[0229] In this way, the entire duration of the special reel spin sequence when there is no reach and a miss, and the section from the start of the special reel spin sequence when a reach occurs until the reach is established, can be treated as a normal spin. However, the time until a reach is established can be set appropriately based on the special reel spin pattern, etc. Furthermore, it is possible to execute various pre-announcement sequences such as so-called "pseudo-consecutive wins," cut-in announcements, and dialogue announcements during the time until a reach is established. Alternatively, it is also possible to enter a so-called "zone" during the time until a reach is established.
[0230] 4-2-3.N reach The Pachinko machine PY allows for an N-Reach to occur after a normal spin when a reach is achieved. The N-Reach is a special effect that suggests the result of the special symbol lottery may have been a "jackpot," and it functions as an effect to make the player anticipate a jackpot. Next, we will explain the N-Reach in detail.
[0231] When a reach is achieved, for example, as shown in Figure 21(D), an N-reach is performed from that point onward. In the N-reach, as shown in Figure 22(A), the state at which the reach was achieved is maintained for a predetermined time (for example, 10 seconds). When the N-reach begins, as shown in Figure 22(B), the EZ2 middle display symbol, which is normally displayed at high speed (scrolling), gradually slows down.
[0232] If the special figure variation pattern of the variable display of the special figure is a special figure variation pattern with a reach and a miss (for example, an N-miss variation), from the state where the reach is established, the middle effect symbol EZ2 temporarily stops (temporarily pauses) at approximately the central position in the vertical direction and a stop display of the effect symbol indicating a miss is performed. At this time, since the reach is established, as shown in Fig. 22(C-1), the middle effect symbol EZ2 consisting of a number different from the numbers constituting the reach (the number "4" in Fig. 22(C-1)) temporarily pauses. Then, along with the end of the variable display of the special figure (the stop display of the special figure), as shown in Fig. 22(D-1), the temporary stop state becomes a complete stop state, and a stop display of the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3 is performed with the miss pattern peculiar to the miss with reach.
[0233] Also, when the effect symbols EZ1 to EZ3 that have been temporarily stopped (temporarily paused) completely stop with the miss pattern peculiar to the miss with reach, that is, when the stop display of the effect symbols EZ1 to EZ3 is performed, the three small symbols KZ1 to KZ3 stop simultaneously with the same miss pattern peculiar to the miss with reach as the effect symbols EZ1 to EZ3, and a stop display of the small symbols KZ1 to KZ3 is also performed. Note that the content of the N-reach can be appropriately changed or added.
[0234] If the special figure variation effect does not end in the N-reach, as shown in Fig. 22(C-2), when the remaining one middle effect symbol EZ2 that has not stopped varies again at high speed, the entire display unit 50a gradually turns white, and as shown in Fig. 22(D-2), after whiteout, it may develop (switch) into an L-reach or a SP-reach.
[0235] 4-2-4. L-reach The pachinko gaming machine PY can perform an L-reach after an N-reach. The L-reach is an effect suggesting that the probability of the result of the special figure lottery being a "big win" is higher than that of the N-reach, and functions as an effect to make the player expect a big win. Even in the L-reach, the established reach is maintained. For example, as shown in Fig. 23(A), at the start of the L-reach, the effect symbols EZ1 and EZ3 constituting the reach are reduced and move to predetermined positions (for example, the left effect symbol EZ1 is at the upper left of the display unit 50a, and the right effect symbol EZ3 is at the upper right of the display unit 50a) that do not overlap with the small symbol area 50c in the display unit 50a.
[0236] Also, at the start of the L-reach, for example, as shown in Fig. 23(A), a background image dedicated to the L-reach (L-reach background image G114) is displayed on the display unit 50a. The L-reach background image G114 is composed of a video in which a predetermined story is developed. The content of the story of the video related to the L-reach background image G114 can be set appropriately, but in the basic embodiment, it is composed of the content that the protagonist character confesses to a girl.
[0237] When the L-reach background image G114 is displayed, first, as shown in Fig. 23(A), it starts from a scene where the protagonist character is waiting for a girl at a certain meeting place. Subsequently, as shown in Fig. 23(B), the girl appears at the meeting place. At this time, at approximately the center of the display unit 50a, as the middle effect symbol EZ2, the effect symbol of the number "5" constituting the reach and the effect symbol of the number "4" not constituting the reach appear and slowly rotate so as to come out from the back side to the front side and then return to the back side.
[0238] While the number "4" and the number "5" symbols continue to rotate, the sequence related to the background image G114 for the L-reach progresses. Then, as shown in Figure 23(C), the scene where the main character confesses his feelings to the girl is reached. At this time, approximately in the center of the display unit 50a, the number "5" symbol, which constitutes the reach, and the number "4" symbol, which does not constitute the reach, collide with each other, trying to knock the other away. Since the number "5" symbol constitutes the reach and the number "4" symbol does not, if the number "4" symbol is knocked away and the number "5" symbol remains, the stop display of symbols EZ1~EZ3, which indicate a jackpot, is established. On the other hand, if the number "5" symbol is knocked away and the number "4" symbol remains, the stop display of symbols EZ1~EZ3, which indicate a missed reach, is established. Therefore, the scene in Figure 23(C) is the final stage of the L-reach, and constitutes a branching point (the so-called "win / lose branching point") where either an animation suggesting a jackpot (jackpot suggestion animation) or an animation suggesting a loss (loss suggestion animation) is performed.
[0239] At the point where the outcome is decided, if the variable display pattern of the special symbol is a jackpot variation (L jackpot variation), as shown in Figure 24(A-1), a close-up of a smiling girl is displayed on the display unit 50a, and then, as shown in Figure 24(B-1), the main character who is happy after successfully confessing his feelings is displayed, and a predetermined sound effect is output from the speaker 52. At this time, the left performance symbol EZ1 and the right performance symbol EZ3 of the number "5" that make up the reach, along with the middle performance symbol EZ2 of the number "5" that makes up the reach, are displayed in a temporarily stopped state in the center of the display unit 50a. In other words, the performance symbols EZ1 to EZ3 are temporarily stopped and displayed in a state that indicates a jackpot.
[0240] The display of the main character rejoicing after a successful confession, along with the output of a predetermined sound effect, constitutes a jackpot indication sequence. After the jackpot indication sequence, as shown in Figure 24(C-1), the symbols EZ1-EZ3 and sub-symbols KZ1-KZ3 are displayed in a manner indicating a jackpot.
[0241] On the other hand, after the win / loss breakpoint, if the variable display pattern of the special symbol is a reach-but-miss variation (L-miss variation), no jackpot suggestion effect is performed. Instead, as shown in Figure 24(A-2), a close-up of a girl with a sad expression is displayed on the display unit 50a using the background image G114 for L-reach, followed by the display of the main character who is disappointed after failing to confess his feelings, as shown in Figure 24(B-2). At this time, the left performance symbol EZ1 and the right performance symbol EZ3, which are the numbers "5" that make up the reach, along with the middle performance symbol EZ2, which is the number "5" that does not make up the reach, are displayed in a temporarily stopped state in the center of the display unit 50a. In other words, the performance symbols EZ1 to EZ3 are temporarily stopped in a state that indicates a reach-but-miss.
[0242] The display of the main character, who is disappointed after failing to confess his feelings, constitutes a losing indication. After the losing indication, as shown in Figure 24(C-2), the symbols EZ1~EZ3 and sub-symbols KZ1~KZ3 are displayed as losing combinations for a reach.
[0243] 4-2-5.SP Reach Furthermore, the Pachinko game machine PY can perform an SP Reach after an N Reach. An SP Reach is a performance that suggests that the probability of the special symbol lottery result being a "jackpot" is higher than that of an L Reach, and functions as a performance to make the player anticipate a jackpot. In addition, even in an SP Reach, the established reach is maintained, but for example, as shown in Figure 25(A), at the start of an SP Reach, the performance symbols EZ1 and EZ3 that make up the reach are reduced in size and moved to predetermined positions that do not overlap with the small symbol area 50c on the display unit 50a (for example, the left performance symbol EZ1 is in the upper left of the display unit 50a, and the right performance symbol EZ3 is in the upper right of the display unit 50a).
[0244] Furthermore, at the start of an SP Reach, for example, as shown in Figure 25(A), a background image specifically for SP Reach (SP Reach background image G115) is displayed on the display unit 50a. The SP Reach background image G115 consists of a video in which a predetermined story unfolds. The content of the story in the video related to the SP Reach background image G115 can be set as appropriate, but in the basic embodiment, it consists of a confrontation between the main character and the enemy character, who is the main character's rival. The main character is a baseball pitcher, and the enemy character is a baseball batter, and the two confront each other in a baseball game as pitcher and batter.
[0245] When the background image G115 for SP Reach is displayed, first, as shown in Figure 25(A), an enemy character appears, and then, as shown in Figure 25(B), an image (SP Reach Start Title Image) G14 indicating that SP Reach has started is displayed in the center of the display unit 50a. The SP Reach Start Title Image G14 consists of a title image G14a, which represents the title of SP Reach ("Strike out enemy batter XX!!" in Figure 25(B)), and an effect image G14b that enhances the title image G14a.
[0246] Next, as shown in Figure 25(C), a scene is displayed in which the main character and the enemy character are facing each other. Then, in the background image G115 for the SP reach, as shown in Figure 26(A), the main character throws a ball, as shown in Figure 26(B), the ball moves towards the enemy character, and as shown in Figure 26(C), the enemy character begins to swing the bat. Subsequently, as shown in Figure 26(D), the ball and the bat approach each other, and the scene reaches the point where the confrontation between the main character and the enemy character is about to be decided. This scene constitutes a branching point (win / lose branching point) in the pitcher-batter confrontation, where the main character either wins and a big win is suggested, or loses and a loss is suggested.
[0247] After this point where the outcome is decided, if the variable display pattern of the special symbol is a jackpot variation (SP jackpot variation), as shown in Figure 27(A-1), the display unit 50a will show the protagonist character who has struck out the enemy character and is roaring on the mound, after the enemy character has swung and missed, as shown in Figure 27(B-1), and a predetermined sound effect will be output from speaker 52. At this time, the performance symbols EZ1 to EZ3 are temporarily stopped and displayed in a manner indicating a jackpot.
[0248] The display of the main character shouting in victory after winning the battle, along with the output of a predetermined sound effect, constitutes the jackpot indication sequence. After the jackpot indication sequence, as shown in Figure 27(C-1), the symbols EZ1~EZ3 and sub-symbols KZ1~KZ3 are displayed in a manner indicating a jackpot.
[0249] On the other hand, after the point where the outcome is decided, if the variable display pattern of the special symbol is a reach-fail variation (SP miss variation), no jackpot suggestion animation is performed. Instead, in the background image G115 for the SP reach, as shown in Figure 27(A-2), the enemy character hits a home run and loses the battle, and as shown in Figure 27(B-2), the main character is dejected on the pitcher's mound. At this time, the animation symbols EZ1 to EZ3 are temporarily stopped in a manner that indicates a reach-fail.
[0250] The display of the main character, who is dejected after losing the confrontation, constitutes a losing indication sequence. After the losing indication sequence, as shown in Figure 27(C-2), the symbols EZ1~EZ3 and sub-symbols KZ1~KZ3 are displayed as losing combinations for a reach.
[0251] Next, we will explain the movable body effects and operation effects that occur in the special symbol variation effects. Movable body effects and operation effects may be performed as part of the aforementioned SP Reach, L Reach, and N Reach, as well as the jackpot game effects, or they may be performed independently of these effects. First, we will explain the movable body effects.
[0252] 4-3.Movable object production The Pachinko game machine PY is capable of performing movable body effects at predetermined timings during specific effects such as special symbol variation effects and jackpot game effects. Movable body effects are effects that use movable devices such as the board movable device 55, and function as effects that suggest the likelihood of a jackpot or development into an SP reach.
[0253] For example, if the movable part effect functions as an effect that suggests development to an SP reach, as shown in Figure 28(A), in the special symbol variation effect, when developing from an N reach to an SP reach, first, as shown in Figure 28(B), the movable panel device 55 operates, the movable panel 55k descends to the operating position when viewed from the front, and is held in that position for a predetermined time. Furthermore, at this time, an effect image G13 associated with the movement of the movable panel 55k is also displayed on the entire display unit 50a. Then, as shown in Figure 28(C), the effect image G13 is erased, the movable panel 55k rises to the standby position, and the movable panel device 55 returns to its normal standby state. When the movable panel device 55 returns to its normal standby state, it develops into an SP reach. Note that the operation of the movable part in the movable part effect can be changed or added as appropriate.
[0254] 4-4.Operation direction Next, we will explain the operation and presentation effects. The Pachinko game machine PY is capable of performing operation and presentation effects, including operation prompting effects and operation result effects corresponding to the operation of the first presentation button 41k and the second presentation button 42k, at predetermined timings in predetermined presentation effects such as special symbol variation effects and jackpot game presentation effects. Operation prompting effects are effects that encourage the player to operate the control device, and operation result effects are effects that are performed in response to the operation of the control device in the operation prompting effect, and each functions as an effect that makes the player expect a jackpot.
[0255] For example, as mentioned above, when the win / loss threshold is reached in an L-reach or SP-reach, a period occurs during which pressing the first performance button 41k is valid (operation validity period). When this operation validity period occurs, an animation prompting the pressing of the first performance button 41k (operation promotion animation) is performed, as shown in Figure 29(A).
[0256] In the operation promotion presentation, a first button operation promotion presentation image G12 is displayed on the display unit 50a. The first button operation promotion presentation image G12 includes an image (operation target image) G12a representing the first presentation button 41k that is the operation target, an image (pressing operation image) G12b representing the operation mode of the first presentation button 41k (i.e., the pressing operation), and an image (remaining time of operation valid period image) G12c representing the remaining time of the operation valid period related to the operation of the first presentation button 41k.
[0257] The remaining time of operation valid period image G12c is generally composed of a substantially curved progress bar and changes as time passes so that the player can easily understand the remaining time of the operation valid period. FIG. 29(B) shows a state where the operation valid period has occurred and one-third of the operation valid time has passed.
[0258] When the variable display pattern of the special figure in the special figure is a big hit variation (SP big hit variation), after the first presentation button 41k is pressed during the operation valid period, or after the remaining time of the operation valid period has elapsed without the first presentation button 41k being operated during the operation valid period, an operation result presentation is performed.
[0259] As the operation result presentation, for example, as shown in FIG. 29(C), the board movable device 55 operates, the board movable body 55k descends to the operating position, is held at that position for a predetermined time, and the rotating member 55k1 rotates for a predetermined time. Thus, the movable body presentation is also included in the operation result presentation. Further, at this time, as the operation result presentation, an effect image G13 associated with the operation of the board movable body 55k is displayed on the entire display unit 50a. Then, as shown in FIG. 29(D), the effect image G13 is erased, the rotation of the rotating member 55k1 stops, and the board movable body 55k rises, thereby ending the operation result presentation. When the operation result presentation ends, a big hit suggestion presentation is performed.
[0260] On the other hand, if the variable display pattern of the special symbol is a reach-fail variation (SP-fail variation), then even if the first performance button 41k is pressed during the operation validity period, or even if the remaining time of the performance button operation validity period runs out without the first performance button 41k being pressed, the operation result performance will not be performed, and a miss-indicating performance will be performed.
[0261] Furthermore, the operation result effects are not limited to the operation of the movable panel device 55 or the display of the effect image G13, and can be changed or added as appropriate. In addition, operation effects are not limited to special symbol variation effects but can also be performed in jackpot effects.
[0262] 4-5. Predictive effects Next, we will explain the pre-announcement effects that can be executed before the variable special symbol display that is the target of the special symbol hold is executed. The pachinko game machine PY can perform a pre-announcement effect for special symbol 1 hold or special symbol 2 hold that has not yet been determined for a jackpot, based on the result of the pre-announcement judgment at any timing during the special symbol variation effect. The pre-announcement effect is an effect that suggests the probability of a jackpot for special symbol 1 hold or special symbol 2 hold, and functions as an effect that makes people expect a jackpot even before the variable special symbol display corresponding to that hold is executed. One example of a pre-announcement effect is a hold change notification that uses a hold effect that represents a special symbol hold. Here, we will explain the hold effect and the hold change notification that are performed in the normal effect mode.
[0263] The hold animation is performed in a horizontally elongated rectangular hold display area 50d, which is formed in a section approximately in the center of the lower end of the display unit 50a, as shown in Figure 30(A). The hold display area 50d is composed of a first area 50d1, a second area 50d2, a third area 50d3, and a fourth area 50d4, which are obtained by dividing the hold display area 50d into four sections approximately equally spaced in the left-right direction. That is, in the hold display area 50d, the first area 50d1 to the fourth area 50d4 are arranged in order from the left end to the right end.
[0264] In the first area 50d1, a hold icon is displayed representing the hold that occurred first among the pending hold of Special Feature 1, and which will be the first to be displayed in variable form based on the random number related to Special Feature 1 corresponding to that hold. Similarly, in the second area 50d2 to the fourth area 50d4, hold icons are displayed representing the hold that occurred 2nd to 4th among the pending hold of Special Feature 1, and which will be the 2nd to 4th to be displayed in variable form based on the random number related to Special Feature 1 corresponding to that hold.
[0265] In the following, the Special Feature 1 hold corresponding to the hold icon displayed in the first area 50d1 will be referred to as the "Special Feature 1 hold in hold order 1". Similarly, the Special Feature 1 holds corresponding to the hold icons displayed in the second area 50d2, the third area 50d3, and the fourth area 50d4 will be referred to as the "Special Feature 1 hold in hold order 2", the "Special Feature 1 hold in hold order 3", and the "Special Feature 1 hold in hold order 4", respectively. In other words, the existing Special Feature 1 holds will be referred to as "hold order 1" to "hold order 4" in the order in which they occurred.
[0266] Furthermore, a display area 50e is formed to the left of the hold display area 50d. The icon representing the currently running Special Feature 1 variation display is displayed in the display area 50e. Therefore, the object indicated by the icon displayed in the display area 50e is different from the object indicated by the hold icon displayed in the hold display area 50d, and strictly speaking, it is not included in the "hold performance" corresponding to the Special Feature 1 hold. However, since the display of the hold icon and the display of the icon are related, in the following, the display of the hold icon and the display of the icon will be collectively referred to as the "hold performance". Also, the hold icon and the icon will be collectively referred to as the "icon". Furthermore, the currently running Special Feature 1 variation display indicated by the icon will also be referred to as the "variation".
[0267] In Figure 30(A), the hold display area 50d and the display area 50e are indicated by dashed lines, and the first area 50d1 to the fourth area 50d4 are indicated by dashed lines. These are included to represent the range of the hold display area 50d, the first area 50d1 to the fourth area 50d4, and the display area 50e, and are not actually displayed.
[0268] Next, we will explain a specific example of the hold animation. Note that the variable display of the small symbols KZ1 to KZ3 will be omitted in the following explanation. As a premise, we assume that the special symbol 1 is currently being displayed (special symbol variation animation is in progress) and the number of special symbol 1 holds (U1) is "2". Under these circumstances, as shown in Figure 30(B), in the aforementioned unillustrated first area 50d1, the hold icon HA2 representing the special symbol 1 hold that occurred first among the currently held special symbol 1 holds (special symbol 1 hold with hold order 1) is displayed, and in the aforementioned unillustrated second area 50d2, the hold icon HA3 representing the special symbol 1 hold that occurred after the special symbol 1 hold represented by the hold icon HA2 (special symbol 1 hold with hold order 2) is displayed. In addition, in the aforementioned unillustrated display area 50e, the icon HA1 representing the currently running special symbol 1 variation display is displayed. Note that the display mode of icons HA1 to HA3 shown in Figure 30(B) is the normal mode.
[0269] Thus, in the hold animation, the special symbols 1 are displayed in the order in which they occur, from left to right in the hold display area 50d. In other words, the variable display of the held special symbols, or in other words, the variable display of the unexecuted special symbols based on the special symbol-related judgment information stored in the special symbol hold memory unit 105, are individually displayed with hold icons.
[0270] Then, as shown in Figure 30(C), when the EZ1-EZ3 symbols stop, the icon HA1, which represented the special symbol variation display that was running until immediately before, is erased. Subsequently, when the variable display of the special symbols (special symbol variation performance) is started based on the special symbol 1 reserve represented by the reserve icon HA2, the reserve icons HA2 and HA3 shift. Specifically, the reserve icon HA2, which was displayed in the unillustrated first area 50d1, moves to the unillustrated display area 50e, and the reserve icon HA3, which was displayed in the unillustrated second area 50d2, moves to the unillustrated first area 50d1. In other words, the displayed reserve icons HA2 and HA3 each shift one position to the left. This is because the variable display of the special symbols corresponding to the reserve icon HA2 has started, the special symbol 1 reserve represented by the reserve icon HA3 has become the first special symbol 1 reserve to occur among the currently reserved special symbol 1 reserves, and the reserve icons HA2 and HA3 are adapted to the situation as the next special symbol variation display begins.
[0271] Furthermore, the hold icon HA2 displayed in the display area 50e represents the ongoing special symbol 1 variation display, and therefore becomes the icon HA2 when it is displayed in the display area 50e. In other words, the word preceding "icon" is "hold" for icons displayed in the hold display area 50d, and "the" for icons displayed in the display area 50e. To put it another way, when a hold icon is displayed, and the start condition for the variation display of the special symbol indicated by the hold icon is met, the hold icon corresponding to the variation display of the special symbol related to the meeting of the start condition is displayed as the icon.
[0272] Furthermore, when the icon changes from a hold icon to the actual icon, in other words, when the icon moves from the hold display area 50d to the actual display area 50e, the icon may remain the same size or be enlarged. In Figure 30(C), the icon is enlarged to approximately twice its original size when it moves from the hold display area 50d to the actual display area 50e.
[0273] Then, if a game ball enters the first starting opening 11 in this situation and a special symbol 1 reserve occurs, as shown in Figure 30(E), a new reserve icon HA4 is displayed in the aforementioned unillustrated second area 50d2 in response to the occurrence of the special symbol 1 reserve.
[0274] Thus, when a winning combination is achieved in the first starting slot 11 and a random number related to Special Feature 1 is obtained, a common icon is displayed. This icon disappears when the variable display of Special Feature 1 based on that winning combination ends, but while it is displayed, it exists under different names (the held icon and the icon itself) depending on the state in which the variable display of Special Feature 1 is located (the held state and the execution state).
[0275] By the way, as mentioned above, the start-up winning command includes information on whether the win / loss occurs and information on the special symbol variation pattern. The pachinko game machine PY can then display the reserve icon in its normal or special form based on this information. Displaying this reserve icon in its special form is called a "reserve change notification."
[0276] When a hold icon is displayed in a special manner, that is, when a hold change notification is made, the player can have the expectation that they may win a jackpot with a variable display of a special symbol corresponding to that hold icon. Next, a specific example of a hold change notification will be explained. As a specific example of a hold change notification, let's assume that the display manner of the hold icon HA4 shown in Figure 30(E) is in a special manner.
[0277] One type of hold change notification is one in which a special state is entered immediately after the hold icon is displayed, in other words, a hold change notification is given when a special symbol 1 hold occurs (when a ball enters the first start opening 11). For example, as shown in Figure 31(A), when a game ball enters the first start opening 11 and a special symbol 1 hold occurs, from the situation before the hold icon HA4 is displayed (the situation in Figure 30(D)), the normal state hold icon HA4 is displayed in the aforementioned unillustrated second area 50d2 in accordance with the occurrence of the special symbol 1 hold, similar to the case in Figure 30(E). In the diagram, the normal state hold icon appears to be completely still, but in reality, even if it is basically made to be completely still, the display position does not move, but it may be configured to shake slightly in place.
[0278] Immediately afterward, as shown in Figure 31(B), the display mode of the hold icon HA4 changes from the normal mode to the special mode (gray in Figure 31(B)) (a hold change notification is given). In the example in Figure 31, the hold icon HA4 is briefly displayed in the normal mode immediately after being displayed, but it may be changed to display in the special mode, eliminating the period during which it is displayed in the normal mode.
[0279] Another type of hold change notification is one in which the hold icon changes to a special form when it moves, in other words, a hold change notification is given when the Special Feature 1 hold shifts. For example, as shown in Figure 32(A), when a game ball enters the first start opening 11 and a Special Feature 1 hold occurs, as shown in Figure 32(B), the hold icon HA4 in its normal form (white in Figure 32(B)) is displayed in the aforementioned unillustrated second area 50d2 in response to the occurrence of the Special Feature 1 hold.
[0280] Then, as shown in Figure 32(C), when the stop display of the performance symbols EZ1 to EZ3 is shown, the icon HA2, which had been representing the special symbol variation display that was running until immediately before, is erased. Subsequently, when the variable display of the special symbol (special symbol variation performance) is started based on the special symbol 1 hold represented by the hold icon HA3, as shown in Figure 32(D), the hold icon HA3 that was displayed in the first area 50d1 moves to the display area 50e (not shown), and the hold icon HA4 that was displayed in the second area 50d2 moves to the first area 50d1 (not shown). Here, when the hold icon HA4 moves from the second area 50d2 to the first area 50d1, its display mode changes from the normal mode to the special mode (gray in Figure 32(D)) (a hold notification is made).
[0281] Furthermore, multiple special modes related to the pending change notification can be provided, so that the probability of winning a jackpot differs depending on the type of special mode. For example, suppose the display mode of the pending icon is associated with the color of the pending icon, and white, green, red, and gold are set as the display modes for the pending icon. Here, white is the normal mode, and green, red, and gold are the special modes. The probability of winning a jackpot indicated by the display mode of the pending icon can then be set to increase in the order of white < green < red < gold.
[0282] Furthermore, the pre-announcement effect can be performed on either or both of the Special Symbol 1 and Special Symbol 2 reserves. In addition, the pre-announcement effect is not limited to the display method of the reserve icon HA, but can also be performed using other effect devices besides the image display device 50, such as images other than the reserve icon HA on the display unit 50a, such as background images, sounds output from the speaker 52, illumination by the frame lamp 53, and operation by the panel movable device 55. Moreover, as an effect method for the pre-announcement effect, in addition to an effect method that continues without interruption from the time it is performed until the Special Symbol variation display starts, such as the reserve change notification by the reserve icon HA, it may also be an effect method that is performed intermittently and continuously, such as each time the effect symbol stops or each time the effect symbol variation display starts.
[0283] 5. Game control by the microcontroller 101 for game control [Game control main processing] Next, the control of the game by the game control microcontroller 101 will be explained based on Figures 33 to 42. Note that the flowchart for controlling the game described below is just one example. Furthermore, the execution order of the multiple processes in the flowchart can be changed or executed in parallel as appropriate, provided that no inconsistencies arise in the processing content.
[0284] Furthermore, the counters, timers, flags, status, buffers, etc., that appear in the game control by the game control microcomputer 101 described below are located in the game RAM 104. The initial value of the counter is "0", the initial value of the flag is "0" (i.e., "OFF"), and the initial value of the status is "1".
[0285] When the pachinko game machine PY is powered on, the game control microcomputer 101 on the game control board 100 reads the game control main processing program shown in Figure 33 from the game ROM 103 and executes it. As shown in the figure, the game control main processing first performs power-on processing (S001). During power-on processing, settings such as permission to access the game RAM 104, settings for the game CPU 102, and settings for SIO (System Input / Output), PIO (Parallel Input / Output), and CTC (Counter / Timer Circuit: a circuit for managing interrupt times) are performed.
[0286] Following the power-on processing, interrupts are disabled (S002), and the normal and special symbol main random number update processing (S003) is executed. In this normal and special symbol main random number update processing (S003), the counter values of various random numbers related to normal symbol-related judgment information and special symbol-related judgment information are updated by incrementing by 1. When the counter value of each random number reaches its upper limit, it resets to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0", and may be changed randomly. In addition, at least some of each random number may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.
[0287] When the normal and special symbol main random number update process (S003) is completed, interrupts are enabled (S004). While interrupts are enabled, the game control side timer interrupt process (S005) can be executed. The game control side timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a 4 msec period. That is, the game control side timer interrupt process (S005) is executed at a 4 msec period. Then, between the completion of the game control side timer interrupt process (S005) and the start of the next game control side timer interrupt process (S005), the process of updating the counter values of various random numbers by the normal and special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the game CPU 102 when interrupts are disabled, the game control side timer interrupt process (S005) will not start immediately, but will start after interrupts are enabled (S004).
[0288] [Game control side timer interrupt processing] Next, the game control side timer interrupt processing (S005) will be explained. As shown in Figure 34, the game control side timer interrupt processing (S005) first executes output processing (S101). In output processing (S101), commands etc. set in the output buffer provided in the game RAM 104 of the game control board 100 for each of the processes described below are output to the performance control board 120, the payout control board 170, etc.
[0289] In the input processing (S102) that follows the output processing (S101), the microcomputer 101 for game control receives a detection signal from the lower tray full switch that detects when the excess ball storage hole 35A is full, and stores it as lower tray full data in the output buffer of the game RAM 104.
[0290] The next process, updating the main random numbers for normal and special symbols (S103), is the same as the main random number update process for normal and special symbols (S003) performed in the game control main process shown in Figure 33. That is, the update process for the counter values of various random numbers related to the normal symbol-related judgment information and the special symbol-related judgment information is performed both during the execution period of the game control-side timer interrupt process (S005) and during other periods (the period from the end of the main-side timer interrupt process (S005) until the start of the next game control-side timer interrupt process (S005)).
[0291] Following the regular and special symbol main random number update process (S103), the game control microcomputer 101 performs sensor detection processing (S104), followed by normal operation processing (S105), and then special operation processing (S106). Sensor detection processing, normal operation processing, and special operation processing will be described later.
[0292] Next, the game control microcontroller 101 executes other processing (S107) and terminates the game control timer interrupt processing (S005). Other processing (S107) includes power outage monitoring processing when the power is cut off, and updating the timers in the game RAM 104. In addition, payout control processing is performed to dispense prize balls to the player as part of other processing (S107). In the payout control processing, it checks whether the prize ball counter for the first start opening 11, the prize ball counter for the second start opening 12, the prize ball counter for the big prize opening 14, and the prize ball counter for the general prize opening 10 are greater than "0". If they are greater than "0", a prize ball request signal is sent to the payout control board 170. When the prize ball signal is sent, an update process is performed to decrement the prize ball counter related to that signal by "1".
[0293] Then, the game control microcontroller 101 repeatedly executes steps S002 to S004 of the main game control process until an interrupt pulse is input to the game CPU 102. When an interrupt pulse is input (approximately 4 msec later), the game control timer interrupt process (S005) is executed again. In the output process (S101) of the game control timer interrupt process (S005) that is executed again, the game control microcontroller 101 outputs the commands and other information that were set in the output buffer of the game RAM 104 in the previous game control timer interrupt process (S005).
[0294] [Sensor detection processing] Next, the sensor detection process will be explained using Figures 35 to 36. In the sensor detection process (S104), it is first determined whether or not a game ball has entered the general prize slot 10, that is, whether or not a game ball has been detected by the general prize slot sensor 10a (S201). If no game ball has entered the general prize slot 10 (NO in S201), the process proceeds to step S203. If a game ball has entered the general prize slot 10 (YES in S201), the general prize slot prize ball processing is performed to dispense a predetermined number of prize balls to the game ball (S202). In the general prize slot prize ball processing, the number of prize balls corresponding to the entry into the general prize slot 10 (3 in the basic embodiment) is added to the prize ball counter for the general prize slot 10.
[0295] In step S203, it is determined whether the game ball has passed through gate 13, that is, whether the game ball has been detected by gate sensor 13a. If the game ball has not passed through gate 13 (NO in S203), the process proceeds to step S207. On the other hand, if the game ball has passed through gate 13 (YES in S203), it is determined whether the normal operation status described later is 1, in other words, whether either the variable normal symbol display or auxiliary game is being performed (S204). If the normal operation status is not 1 (NO in S204), the process proceeds to step S207. If the normal operation status is 1 (YES in S204), the normal symbol random number indicated by the counter value of the normal symbol random number counter (label-TRND-F) is acquired as normal symbol-related determination information (S205), the acquired normal symbol-related determination information is stored in the normal symbol hold storage unit 86 provided in the game RAM 104 (S206), and the process proceeds to step S207.
[0296] In step S207, it is determined whether or not a game ball has entered the second start port 12, that is, whether or not a game ball has been detected by the second start port sensor 12a. If no game ball has entered the second start port 12 (NO in S207), the process proceeds to step S214. If a game ball has entered the second start port 12 (YES in S207), the second start port prize ball processing is performed to dispense a predetermined number of prize balls to the game ball (S208). In the second start port prize ball processing, the number of prize balls corresponding to the entry into the second start port 12 (2 in the basic embodiment) is added to the prize ball counter for the second start port 12.
[0297] Next, it is determined whether the number of reserved special figures (specifically, the value of the counter that counts the number of reserved special figures (special figure 2 reserved count counter) installed in the game RAM 104) is "4" (upper limit memory count) or more (S209). If the number of reserved special figures is "4" or more (YES in S209), the process proceeds to step S214. However, if the number of reserved special figures is not "4" or more (less than "4") (NO in S209), the special figure 2 reserved count addition process is performed (S210). In the special figure 2 reserved count addition process, "1" is added to the special figure 2 reserved count counter, increasing the number of reserved special figures shown by the special figure 2 reserved indicator 83b by "1".
[0298] Next, special symbol 2-related judgment information, consisting of a special symbol random number counter (label-TRND-T), a jackpot symbol type random number counter (label-TRND-OS), a reach random number counter (label-TRND-RC), and a special symbol variation pattern random number counter (label-TRND-HP), is acquired and stored in a buffer for special symbol-related judgment information provided in the game RAM 104 (S211).
[0299] Next, a second pre-read judgment process is performed (S212). In the second pre-read judgment process, the current game state and the special figure 2 related judgment information obtained in step S211 are compared with the second pre-read judgment table shown in Figure 14 to identify the second start winning command, and the identified second start winning command is set in the output buffer of the game RAM 104.
[0300] Next, the game control microcomputer 101 stores the special figure 2-related judgment information acquired in step S211 in the special figure 2 reserve storage unit 105b (S213).
[0301] Next, in step S214, it is determined whether or not a game ball has entered the first start opening 11, that is, whether or not a game ball has been detected by the first start opening sensor 11a. If no game ball has entered the first start opening 11 (NO in S214), the process proceeds to step S221. If a game ball has entered the first start opening 11 (YES in S214), the first start opening prize ball processing is performed to dispense a predetermined number of prize balls to the game ball (S215). In the first start opening prize ball processing, the number of prize balls corresponding to the entry into the first start opening 11 (4 in the basic embodiment) is added to the prize ball counter for the first start opening 11.
[0302] Next, it is determined whether the number of reserved Special Feature 1 balls (specifically, the value of the counter that counts the number of reserved Special Feature 1 balls in the game RAM 104 (Special Feature 1 reserved ball counter)) is "4" (upper limit memory) or greater (S216). If the number of reserved Special Feature 1 balls is "4" or greater (YES in S216), the process proceeds to step S221. However, if the number of reserved Special Feature 1 balls is not "4" or greater (less than 4) (NO in S216), the Special Feature 1 reserved ball count addition process is performed (S217). In the Special Feature 1 reserved ball count addition process, "1" is added to the Special Feature 1 reserved ball counter, increasing the number of reserved Special Feature 1 balls shown on the Special Feature 1 reserved ball indicator 83a by "1".
[0303] Next, special symbol 1-related judgment information, consisting of a special symbol random number counter (label-TRND-T), a jackpot symbol type random number counter (label-TRND-OS), a reach random number counter (label-TRND-RC), and a special symbol variation pattern random number counter (label-TRND-HP), is acquired and stored in a buffer for special symbol-related judgment information provided in the game RAM 104 (S218).
[0304] Next, the first pre-read judgment process is performed (S219). In the first pre-read judgment process, the current game state and the special figure 1 related judgment information obtained in step S218 are compared with the first pre-read judgment table shown in Figure 13 to identify the first start winning command, and the identified first start winning command is set in the output buffer of the game RAM 104.
[0305] Next, the game control microcomputer 101 stores the special figure 1-related judgment information acquired in step S218 in a memory area of the special figure 1-hold memory unit 105a corresponding to the current number of special figure 1-holds (S220).
[0306] In step S221, it is determined whether or not a game ball has entered the large prize slot 14, that is, whether or not a game ball has been detected by the large prize slot sensor 14a. If no game ball has entered the large prize slot 14 (NO in S221), the sensor detection process ends. If a game ball has entered the large prize slot 14 (YES in S221), it is determined whether or not the counter value of the large prize slot entry counter provided in the game RAM 104 is "9" or greater (S222). The large prize slot entry counter is a counter used to count the number of balls that enter the large prize slot 14 in one round of a jackpot game. The large prize slot entry counter is cleared each time a round of game ends. In the basic embodiment, the number of balls that can be awarded for entering the large prize slot 14 in one round of game (the number of balls that can be awarded) is set to "10". Therefore, the process in step S222 is performed.
[0307] If the counter value of the big prize slot entry counter is "11" or greater (YES in S222), the sensor detection process ends. If the counter value of the big prize slot entry counter is not "11" or greater, i.e., less than "11" (NO in S222), the counter value of the big prize slot entry counter is increased by "1" (S223), the big prize slot prize ball processing is performed to dispense a predetermined number of prize balls to the player (S224), and the sensor detection process ends. In the big prize slot prize ball processing, the number of prize balls corresponding to the entry into the big prize slot 14 (9 in the basic embodiment) is added to the prize ball counter for the big prize slot 14.
[0308] Furthermore, sensors other than sensors 10a to 14a may be provided as sensors capable of detecting game balls, and based on the detection of a game ball by these sensors, processing other than that shown in Figures 35 to 36 may be performed.
[0309] [Normal operation processing] Next, the normal operation process related to the control of the regular symbol display 82 and the electric reel 12D will be explained. As shown in Figure 37, the processing related to the regular symbol display 82 and the electric reel 12D is divided into four statuses (stages). Each of these statuses is assigned a "normal operation status = 1, 2, 3, 4". In the normal operation process (S105), the game control microcomputer 101 first checks the "normal operation status" (S1101). If the "normal operation status" is "1", the normal symbol waiting process (S1102) is performed. If the "normal operation status" is "2", the normal symbol variation process (S1103) is performed. If the "normal operation status" is "3", the normal symbol confirmation process (S1104) is performed. If the "normal operation status" is "4", the auxiliary game control process (S1105) is performed. The "normal operation status" is set to "1" by default.
[0310] The normal symbol standby process (S1102) is performed while the normal symbols are not being displayed or auxiliary games are not being played. In the normal symbol standby process (S1102), a win determination is made based on the normal symbol random numbers stored in the normal symbol hold memory unit 86. Furthermore, a normal symbol variation pattern determination is made based on the current game state to determine the normal symbol variation pattern, and the normal symbol variation display is started on the normal symbol display unit 82 according to the normal symbol variation time corresponding to the determined normal symbol variation pattern, and the normal operation status is changed to "2". In addition, when the normal symbol variation display starts, the game control microcomputer 101 sets a normal symbol variation start command according to the normal symbol variation pattern determination result in the output buffer of the game RAM 104.
[0311] The normal symbol variation process (S1103) is performed when the normal symbols are being displayed in a variation state. In the normal symbol variation process (S1103), it is determined whether the normal symbol variation time has elapsed since the start of the normal symbol variation display (whether or not to end the normal symbol variation display). If it is determined that the normal symbol variation time has elapsed, the normal symbol is stopped based on the hit determination result, and the normal operation status is changed to "3". In addition, the game control microcomputer 101 sets a normal symbol variation stop command in the output buffer of the game RAM 104 when the normal symbol variation display starts.
[0312] The normal symbol confirmation process (S1104) is performed when a normal symbol is displayed in a stopped state. In the normal symbol confirmation process (S1104), it is determined whether a predetermined stop time (for example, 0.8 seconds) has elapsed since the start of the stopped display of the currently executing normal symbol (whether or not to end the stopped display of the normal symbol). If it is determined that the predetermined stop time has elapsed, it is determined whether or not the displayed normal symbol is a winning symbol. If it is not a winning symbol (if the displayed normal symbol is a losing symbol), the normal operation status is changed to "1". On the other hand, if a winning symbol is displayed in a stopped state, the normal operation status is changed to "4", and the auxiliary game is started based on the current game state and the auxiliary game control table. Furthermore, when the auxiliary game is started, the game control microcomputer 101 sets the auxiliary game start command in the output buffer of the game RAM 104.
[0313] The auxiliary game control process (S1105) is performed when an auxiliary game is in progress. In the auxiliary game control process (S1105), the auxiliary game is controlled based on the current game state and the auxiliary game control table. Then, when the auxiliary game is finished, the normal operation status is changed to "1".
[0314] [Special Action Processing] Next, we will explain the special operation processing related to the control of the special symbol indicator 81, the special symbol hold indicator 83, and the big prize device 14D. As shown in Figure 38, the processing related to the special symbol indicator 81, the special symbol hold indicator 83, and the big prize device 14D is divided into five statuses (stages). Each of these statuses is assigned a "special operation status = 1, 2, 3, 4, 5". The game control microcomputer 101 first checks the "special operation status" (S1501).
[0315] The microcomputer 101 for game control performs the following actions: if the "special operation status" is "1", it performs the special symbol waiting process (S1502); if the "special operation status" is "2", it performs the special symbol variation process (S1503); if the "special operation status" is "3", it performs the special symbol confirmation process (S1504); if the "special operation status" is "4", it performs the jackpot game control process (S1505); and if the "special operation status" is "5", it performs the game state setting process (S1506). The "special operation status" is initially set to "1".
[0316] The special symbol standby process (S1502) is a process performed when the special symbol is not being displayed in a variable form or when a jackpot game is not in progress. The special symbol standby process will be described in detail later.
[0317] The special symbol variation process (S1503) is performed when the special symbol is displayed in a variable state. The special symbol variation process will be described in detail later.
[0318] The special symbol confirmation process (S1504) is performed when a special symbol is displayed in a stopped position. The special symbol confirmation process will be described in detail later.
[0319] The jackpot game control processing (S1505) is a process performed during a jackpot game. The game control microcomputer 101 performs the jackpot game according to the jackpot game control table by performing the jackpot game control processing. When the jackpot game ends, the special operation status is changed to "5". When each round of gameplay begins, a round number specification command indicating the number of rounds is set in the output buffer of the game RAM 104. When all rounds of gameplay have ended and the ending begins, an ending command indicating the ending corresponding to the jackpot symbol for that jackpot game is set in the output buffer of the game RAM 104. The state in which the game control microcomputer 101 sets the special operation status to "4" and controls the jackpot game is called the "jackpot game state", and the state in which the special operation status "4" is set is referred to as the "jackpot game state".
[0320] The game state setting process (S1506) is a process that sets the game state to be controlled after a jackpot game ends. For example, if the game is to be controlled in a high probability state after a jackpot game, the high probability flag is set to ON in the high probability flag area of the game RAM 104. Furthermore, if the duration of the high probability state is to be limited at this time, the duration is also set. For example, if the termination condition of the high probability state is the number of times the special symbol variable display is executed, that number (hereinafter referred to as the "high probability specified number of times") is set in the high probability remaining count counter provided in the game RAM 104. Also, if the game is to be controlled in a time-saving state after a jackpot game, the time-saving flag is set to ON in the time-saving flag area of the game RAM 104. Furthermore, if the duration of the time-saving state is to be limited at this time, the duration is also set. For example, if the termination condition for the time-saving state is the number of times the special symbol variable display is executed, that number (hereinafter referred to as the "time-saving specified number") is set in the time-saving remaining count counter provided in the game RAM 104.
[0321] Furthermore, the microcontroller 101 for game control sets a game state command indicating the game state after a jackpot game in the output buffer of the game RAM 104 during the game state setting process.
[0322] [Special symbol waiting process] Next, the special symbol waiting process will be explained using Figure 39. In the special symbol waiting process (S1502), first, it is determined whether the number of reserved special symbol 2 is "0" (S1601). If the number of reserved special symbol 2 is "0" (YES in S1601), that is, if there is no memory of special symbol 2-related judgment information acquired due to entry into the second start gate 12, it is determined whether the number of reserved special symbol 1 is "0" (S1608). If the number of reserved special symbol 1 is also "0" (YES in S1608), that is, if there is no memory of special symbol 1-related judgment information acquired due to entry into the first start gate 11, it is determined whether the customer waiting flag is ON or OFF (S1618). Here, if the customer waiting flag is ON (YES in S1618), the special symbol waiting process is completed. If the customer waiting flag is not ON (NO in S1618), the customer waiting command is set in the output buffer (S1619), the customer waiting flag is turned ON (S1620), and the special symbol waiting process is completed.
[0323] Furthermore, if the number of reserved balls in Special Feature 2 is "0" but the number of reserved balls in Special Feature 1 is not "0" (YES in S1601 and NO in S1608), that is, if there is no judgment information related to Special Feature 2, but there is one or more stored judgment information related to Special Feature 1 acquired due to entry into the first starting opening 11, then the Special Feature 1 judgment process (S1609) and the Special Feature 1 variation pattern judgment process (S1610) are performed.
[0324] In the special symbol 1 determination process (S1609), the first special symbol random number stored in the special symbol 1 reserve memory unit 105a is read out, and a determination is made as to whether it is a jackpot or a miss (jackpot determination) based on the jackpot determination table associated with the game state.
[0325] If the result of the jackpot determination is a jackpot, the random number for the jackpot symbol type is read and the jackpot symbol type is determined based on the first jackpot symbol type determination table (jackpot symbol type determination). Then, the jackpot symbol data representing the jackpot symbol type is set in the special symbol buffer provided in the game RAM 104, and the symbol specification command representing the jackpot symbol type is set in the output buffer provided in the game RAM 104.
[0326] Furthermore, if the result of the jackpot determination is "miss," the data representing the miss symbol is set in the special symbol buffer, and the symbol specification command representing the miss is set in the output buffer.
[0327] Next, the Special Feature 1 variation pattern determination process (S1610) will be explained using Figure 40. In the Special Feature 1 variation pattern determination process, it is first determined whether or not the machine is currently in a non-time-saving state (S1651). If the machine is not in a time-saving state (YES in S1651), the Special Feature 1 variation pattern determination table for the non-time-saving state is selected (S1652) and then the process proceeds to step S1654. If the machine is not in a time-saving state (NO in S1651), the Special Feature 1 variation pattern determination table for the time-saving state is selected (S1653) and then the process proceeds to step S1654.
[0328] In step S1654, the game control microcomputer 101 determines whether the jackpot result is a "jackpot". If it is not a jackpot (NO in S1654), the process proceeds to step S1655. If it is a jackpot (YES in S1654), the microcomputer selects a special symbol 1 variation pattern determination table for the jackpot symbol from the special symbol 1 variation pattern determination tables selected in either step S1652 or step S1653 (S1659), and then proceeds to step S1660.
[0329] In step S1655, the game control microcomputer 101 performs a reach determination. In the reach determination, a reach random number is read and compared with a reach determination table corresponding to the current game state (non-time-saving state / time-saving state) to determine whether a reach is possible or not.
[0330] The game control microcomputer 101 then determines whether the result of the reach determination in step S1655 is "reach present" or not (S1656). If there is a reach present (YES in S1656), it selects a special symbol 1 variation pattern determination table for a reach present but miss from the special symbol 1 variation pattern determination tables selected in either step S1652 or step S1653 (S1658) and then proceeds to step S1660. If there is no reach present (NO in S1656), it checks the current number of special symbol 1 reserved balls and selects a special symbol 1 variation pattern determination table for a no-reach miss according to the number of special symbol 1 reserved balls from the special symbol 1 variation pattern determination tables selected in either step S1652 or step S1653 (S1657) and then proceeds to step S1660.
[0331] In step S1660, the game control microcomputer 101 reads a special symbol variation pattern random number, compares that random number with a special symbol 1 variation pattern determination table selected in any of steps S1657 to S1659, and performs a special symbol 1 variation pattern determination to determine the special symbol 1 variation pattern. Subsequently, the game control microcomputer 101 sets a special symbol 1 variation start command indicating the determined special symbol 1 variation pattern in the output buffer (S1661), sets the special symbol variation time corresponding to the determined special symbol 1 variation pattern in the special operation timer (S1662), terminates the special symbol 1 variation pattern determination process, and returns to the special symbol waiting process.
[0332] The special operation timer is updated by 4ms during other processing in the game control side timer interrupt processing. In addition, the special symbol 1 variation start command that is set includes information about the type of special symbol (that it is special symbol 1) and information about the result of the special symbol variation pattern determination performed in the special symbol 1 variation pattern determination processing (S1610) (information about the special symbol variation pattern, including whether or not there is a reach and information about the special symbol variation time).
[0333] Next, the game control microcomputer 101 starts displaying the variation of Special Feature 1 on the Special Feature 1 display unit 81a based on the Special Feature 1 variation time corresponding to the Special Feature 1 variation pattern determined in step S1610 (S1611).
[0334] Next, the game control microcomputer 101 performs a special feature 1 reserve memory shift process (S1612) which shifts the storage location (storage area) of various counter values in the special feature 1 reserve memory unit 105a one position away from the current position towards the side from which it is read, and clears the storage area corresponding to the first reserve in the special feature 1 reserve memory unit 105a (the storage area furthest from the side from which it is read). In this way, the special feature 1 reserves are consumed in the order in which they were reserved.
[0335] Next, the game control microcomputer 101 decrements the special symbol 1 reserve counter by "1" (S1613), changes the special symbol 1 reserve number shown on the special symbol 1 reserve indicator 83a by decreasing it by "1" (S1614), and changes the special operation status to "2" (S1615).
[0336] The game control microcomputer 101 then determines whether the customer waiting flag is ON or OFF (S1616). If it is ON (YES in S1616), it turns the customer waiting flag OFF (S1617) and finishes the special symbol waiting process. If it is not ON (NO in S1616), it finishes the special symbol waiting process without executing step S1617.
[0337] Furthermore, if the number of reserved special figure 2 balls in step S1601 is not "0" (NO in S1601), that is, if there is one or more stored special figure 2-related judgment information acquired due to entry into the second start opening 12, the special figure 2 judgment process (S1602) and the special figure 2 variation pattern judgment process (S1603) are performed. The special figure 2 judgment process (S1602) and the special figure 2 variation pattern judgment process (S1603) are basically the same as the special figure 1 judgment process (S1609) and the special figure 1 variation pattern judgment process (S1610).
[0338] The Special Feature 2 Judgment Process (S1602) is basically the same as the Special Feature 1 Judgment Process (S1609), except that the table used for jackpot judgment is the 2nd jackpot judgment table, and the table used for jackpot symbol type judgment is the 2nd jackpot symbol type judgment table, so its explanation is omitted. Similarly, the Special Feature 2 Variation Pattern Judgment Process (S1603) is basically the same as the Special Feature 1 Variation Pattern Judgment Process (S1610), except that the table used for Special Feature 2 Variation Pattern Judgment is the Special Feature 2 Variation Pattern Judgment Table, so its explanation is omitted.
[0339] Next, the game control microcomputer 101 starts displaying the variation of special figure 2 on the special figure 2 display 81b based on the special figure variation time corresponding to the special figure variation pattern determined in step S1603 (S1604).
[0340] Next, the game control microcomputer 101 performs a special feature 2 reserve memory shift process (S1605) which shifts the storage location (storage area) of various counter values in the special feature 2 reserve memory unit 105b one position away from the current position towards the side from which it is read, and clears the storage area corresponding to the fourth reserve in the special feature 2 reserve memory unit 105b (the storage area furthest from the side from which it is read). In this way, the special feature 2 reserves are consumed in the order in which they were reserved.
[0341] Next, the game control microcomputer 101 decrements the special symbol 2 reserve counter by "1" (S1606), changes the special symbol 2 reserve number shown on the special symbol 2 reserve indicator 83b by decreasing it by "1" (S1607), changes the special operation status to "2" (S1615), and proceeds to step S1616.
[0342] As described above, in the basic embodiment, the display of special symbols based on the special symbol 1 reserve is performed only when the special symbol 2 reserve is "0" (YES in S1601). In other words, the consumption of special symbol 2 reserve is performed in priority over the consumption of special symbol 1 reserve. In the basic embodiment, the lottery based on special symbol 2 reserve is more likely to result in a jackpot symbol that is more beneficial to the player than the lottery based on special symbol 1 reserve. It is also possible to set the consumption of special symbol 1 reserve to take priority over the consumption of special symbol 2 reserve. Furthermore, the consumption of special symbol 1 reserve and special symbol 2 reserve may be performed in the order in which the reserves were generated, regardless of the type of special symbol.
[0343] [Special Symbol Variation Processing] Next, the special symbol variation process will be explained using Figure 41. In the special symbol variation process, the game control microcomputer 101 first determines whether or not to end the display of the special symbol variation, that is, whether or not the special symbol variation time set in the special operation timer in step S1603 or step S1610 has elapsed (special operation counter = 0) (S1701). If the display of the special symbol variation is not to be ended (NO in S1701), the special symbol variation process is terminated. If the display of the special symbol variation is to be terminated (YES in S1701), the special symbol display unit 81 is instructed to end the display of the special symbol variation and to display the stopped special symbol according to the symbol data (jackpot symbol data or losing special symbol data) set in the special symbol buffer in step S1602 or step S1609 (S1702).
[0344] Next, a pre-set special symbol confirmation time (for example, 0.8 seconds) is set in the special operation timer (S1703), a special symbol variation stop command indicating the end of the special symbol variation display is set in the output buffer (S1704), the special operation status is changed to "3" (S1705), and the special symbol variation process is terminated.
[0345] [Special Symbol Confirmation Process] Next, the special symbol confirmation process will be explained using Figure 42. In the special symbol confirmation process (S1504), the game control microcomputer 101 first determines whether or not to end the display of the special symbol stop, that is, whether or not the special symbol confirmation time set in the special operation timer in step S1703 has elapsed (special operation counter = 0) (S1751). If the display of the special symbol stop does not end (NO in S1751), the special symbol confirmation process is terminated, and if the display of the special symbol stop ends (YES in S1751), it determines whether or not the game is currently in a normal probability state (high probability flag is OFF) (S1752).
[0346] The game control microcomputer 101 proceeds to step S1757 if it is not currently in the normal probability state (NO in S1752), and if it is currently in the normal probability state (YES in S1752), it determines whether or not it is in the time-saving state (time-saving flag is ON) (S1753). The game control microcomputer 101 proceeds to step S1757 if it is not in the time-saving state (NO in S1753), and if it is currently in the time-saving state (YES in S1753), it subtracts "1" from the value of the time-saving remaining count counter, which measures the remaining number of variable displays of special symbols that can be performed in the time-saving state (time-saving remaining count) (S1754), and determines whether or not the value of the time-saving remaining count counter is "0" (S1755). If the value of the remaining time-saving counter (remaining time-saving count) is not "0" (NO in S1755), proceed to step S1757. If the value of the remaining time-saving counter (remaining time-saving count) is "0" (YES in S1755), transition from time-saving state to non-time-saving state (turn off the time-saving flag) (S1756), and proceed to step S1757.
[0347] Next, the game control microcomputer 101 checks the current game state, sets a game state command indicating that game state in the output buffer (S1757), and determines whether the special symbol currently displayed is a jackpot symbol (S1758). If it is not a jackpot symbol (NO in S1758), it changes the special operation status to "1" (S1762) and finishes the special symbol confirmation process. If it is a jackpot symbol (YES in S1758), it resets the game state (setting the normal game state. Specifically, it turns OFF the high probability flag and the time reduction flag, and sets the values of the high probability remaining count counter and the time reduction remaining count counter to "0") (S1759).
[0348] Next, the game control microcomputer 101 performs the jackpot game preparation process (S1760), changes the special operation status to "4" (S1761), and terminates the special symbol confirmation process. In the jackpot game preparation process, the game control microcomputer 101 sets a jackpot game control table corresponding to the type of jackpot symbol in a predetermined area of the game RAM 104. It also turns on a jackpot opening flag in a predetermined area of the game RAM 104 to indicate that the opening corresponding to the stopped jackpot symbol is in progress, and sets a predetermined opening time (the time from when the jackpot game starts until the start of the first round) in the special operation timer according to the type of jackpot symbol. Furthermore, it sets an opening command indicating the type of jackpot symbol in the output buffer of the game RAM 104 according to the type of jackpot symbol. The opening command corresponding to the type of jackpot symbol indicates that the jackpot game (opening of the jackpot game) corresponding to the type of jackpot symbol that was stopped and displayed will start.
[0349] 6. Control of the performance by the performance control board 120 [Main processing for visual effects control] Next, the control of the performance by the performance control board 120 will be explained using the flowcharts in Figures 43 to 47. Note that the flowchart for controlling the performance described below is just one example. Furthermore, the execution order of the multiple processes in the flowchart can be changed or executed in parallel as appropriate, as long as no inconsistencies arise in the processing content.
[0350] Furthermore, the counters, timers, flags, buffers, etc., that appear in the following explanation of the control of the effects by the effect control board 120 are provided in the effect RAM 124. When the pachinko game machine PY is powered on, the effect control microcontroller 121 on the effect control board 120 reads the sub-control main processing program shown in Figure 43 from the effect ROM 123 and executes it.
[0351] As shown in the figure, the main processing for performance control first performs power-on processing in response to power-on (S4001). In power-on processing, for example, settings are made for the performance CPU 122, SIO, PIO, CTC (circuit for managing interrupt time), etc.
[0352] Next, interrupts are disabled (S4002), and the random number seed update process is executed (S4003). In the random number seed update process (S4003), the values of various random number counters used for determining various effects are updated. Note that the random numbers used for determining effects include various random numbers used to determine the content of the effects, such as the random numbers used for determining the stop symbol pattern and the random numbers used for determining the special symbol variation effect pattern, which will be described later.
[0353] One example of a method for updating the random number counter used for determining various effects is the same method as the random number update process performed by the aforementioned game control board 100. When updating, instead of incrementing the random value by 1, it may be incremented by 2, for example. This is also the case in the random number update process performed by the aforementioned game control board 100.
[0354] Once the random number seed update process is complete, the command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the performance RAM 124 of the performance control board 120 (for example, the special symbol variation start command, customer waiting start command, opening performance start command, round performance start command, and ending performance start command, which will be described later) are sent to the image control board 140.
[0355] Upon receiving a command, the image control board 140 displays an image on the display unit 50a according to the received command (performing various image-based effects). In addition, the effect control board 120, along with the various effects performed by the image control board 140, outputs sound from the speaker 52 via the sound control circuit 161 (performing various sound-based effects), illuminates the frame lamp 53 via the sub-drive board 162 (performing various effects using illumination), and operates the movable panel 55k (performing various effects using movement). The various effects include special symbol variation effects, jackpot game effects (jackpot opening effects, round effects, jackpot ending effects), customer waiting effects, operation effects, and pre-read effects.
[0356] The microcontroller 121 for performance control then enables interrupts (S4005). From here, steps S4002 to S4005 are looped. While interrupts are enabled, the receive interrupt processing (S4010), 1ms timer interrupt processing (S4011), and 10ms timer interrupt processing (S4012) can be executed. The 1ms timer interrupt processing (S4011) and 10ms timer interrupt processing (S4012) will be described later.
[0357] The receive interrupt handler (S4010) is executed whenever a strobe signal, i.e., various commands sent from the game control board 100, is input to the external INT input of the performance control microcontroller 121. In the receive interrupt handler (S4010), the performance control microcontroller 121 stores the various commands transmitted and received by the output processing (S101) of the game control board 100 in the receive buffer of the performance RAM 124. This receive interrupt handler is executed in priority over other interrupt handlers (S4011, S4012).
[0358] [1ms Timer Interrupt Processing] Next, the 1ms timer interrupt processing will be explained using Figure 44. The 1ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a period of 1 msec is input to the performance control board 120. In the 1ms timer interrupt processing (S4011), the performance control microcontroller 121 first performs input processing (S4101). In the input processing, the performance control microcontroller 121 creates first performance button switch data based on the detection signal from the first performance button sensor 41a. The performance control microcontroller 121 then creates second performance button switch data based on the detection signal from the second performance button sensor 42a.
[0359] Next, the microcontroller 121 for performance control performs light emission data output processing (S4102). In the light emission data output processing, the microcontroller 121 for performance control outputs the light emission data created in the light emission data creation processing (S4203) in the 10ms timer interrupt processing described later to the sub-drive board 162 in order to light up the frame lamp 53 at timings that match the image-based performance, etc. In other words, the microcontroller 121 for performance control lights up the frame lamp 53 in a predetermined light emission pattern according to the light emission data.
[0360] Next, the microcontroller 121 for performance control performs movable device control processing (S4103). In the movable device control processing, the microcontroller 121 for performance control creates or outputs drive data (data for driving the movable panel 55k) in order to drive the movable panel 55k at a predetermined timing. In other words, the microcontroller 121 for performance control drives the movable panel 55k in a predetermined operating mode according to the drive data.
[0361] Next, the microcontroller 121 for performance control performs a timer update process (S4104). In the timer update process, various timers provided in the performance RAM 124, which will be described later, are updated in order to manage and control the timing of various predetermined performances. In this process, the timers provided in the performance RAM 124 are updated by 1 msec.
[0362] Then, the microcontroller 121 for performance control performs the watchdog timer process (S4105) to reset the watchdog timer, and finishes the 1ms timer interrupt process.
[0363] [10ms timer interrupt handling] Next, the 10ms timer interrupt processing will be explained using Figure 45. The 10ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a period of 10 msec is input to the performance control board 120. In the 10ms timer interrupt processing, the performance control microcontroller 121 first performs a received command analysis process in step S4010, which analyzes commands stored in the receive buffer (S4201). The received command analysis process will be explained in detail in the basic embodiment described later.
[0364] Next, the microcontroller 121 for performance control performs audio control processing (S4202). In audio control processing, based on the performance content indicated by the special feature variation performance data set in the performance RAM 124, audio data (data that controls the output of sound from the speaker 52) is created and output to the audio control circuit 161.
[0365] Next, the microcontroller 121 for performance control performs the process of creating light emission data (S4203). In the process of creating light emission data, light emission data is created based on the performance content indicated by the special feature variation performance data set in the performance RAM 124.
[0366] [Received command parsing process] Next, the received command analysis process will be explained using Figures 46 to 47. In the received command analysis process, the performance control microcontroller 121 first determines whether or not it has received a start-up prize command (first start-up prize command or second start-up prize command) from the game control board 100, in other words, whether or not it has stored the start-up prize command in the receive buffer (S4301). If the performance control microcontroller 121 has received a start-up prize command (YES in S4301), it proceeds to step S4302, while if it has not received a start-up prize command (NO in S4301), it proceeds to step S4303.
[0367] In step S4302, the performance control microcomputer 121 performs start-up entry processing in response to a game ball entering the first start-up slot 11 or the second start-up slot 12. In the start-up entry processing, the received start-up entry command is stored in the start-up entry command hold storage unit 125 in the performance RAM 124. Next, the performance control microcomputer 121 analyzes the stored start-up entry command and determines whether or not to execute a pre-announcement performance that indicates the probability of a big win. Pre-announcement performances include not only a hold-change notification that displays the hold icon in a special manner, but also a continuous notification performance that is performed over multiple consecutive displays of special symbols. If it is decided to execute one of these pre-announcement performances, a pre-announcement performance start command to execute the decided performance is set in the output buffer of the performance RAM 124.
[0368] When a pre-read animation start command set in the output buffer of the animation RAM 124 is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 reads a predetermined animation image from the image ROM 142 and performs an image-based pre-read animation on the display unit 50a of the image display device 50. Furthermore, while the image-based pre-read animation is being performed by the image control board 140, the animation control microcontroller 121 can output sound from the speaker 52 via the sound control circuit 161 (performing an audio-based pre-read animation), illuminate the frame lamp 53 via the sub-drive board 162 (performing an illumination-based pre-read animation), and operate the panel movable body 55k (performing an operation-based pre-read animation), according to the content of the pre-read animation indicated by the pre-read animation start command transmitted to the image control board 140.
[0369] In step S4303, the microcontroller 121 for performance control determines whether or not it has received a symbol specification command from the game control board 100, in other words, whether or not it has stored the symbol specification command in the reception buffer. If the microcontroller 121 has not received a symbol specification command (NO in S4303), it proceeds to step S4305. On the other hand, if it has received a symbol specification command (YES in S4303), it stores the symbol specification command in the symbol specification command storage unit 126 in the performance RAM 124 (S4304).
[0370] In step S4305, the microcontroller 121 for performance control determines whether or not it has received a special symbol variation start command from the game control board 100, in other words, whether or not it has stored the special symbol variation start command in the reception buffer. If the special symbol variation start command has not been received (NO in S4305), the process proceeds to step S4307. On the other hand, if the special symbol variation start command has been received (YES in S4305), the microcontroller determines the content of the special symbol variation performance and performs the special symbol variation performance start process (S4306) to start the special symbol variation performance.
[0371] In the special symbol variation start process, the performance control microcontroller 121 first stores the special symbol variation start command in the special symbol variation start command storage unit 127 in the performance RAM 124. Next, based on the contents of the special symbols to be stopped (type of jackpot symbol, losing special symbol) indicated by the symbol specification command already stored in step S4304 and the special symbol variation pattern indicated by the special symbol variation start command, it selects a stop symbol pattern determination table for determining the performance symbols EZ1~EZ3 and the small symbols KZ1~KZ3 to be stopped and displayed. Multiple stop symbol pattern determination tables are provided, associated with special symbols and special symbol variation patterns. Therefore, the performance control microcontroller 121 selects one stop symbol pattern determination table associated with the special symbols to be stopped and the special symbol variation pattern. Each stop symbol pattern determination table has random numbers for stop symbol pattern determination (stop symbol pattern determination values) distributed to multiple performance symbols EZ1 to EZ3 and sub-symbols KZ1 to KZ3 so as to a predetermined distribution rate (%). Next, the performance control microcontroller 121 acquires the value indicated by the stop symbol pattern determination random number counter as the stop symbol pattern determination random number, and performs stop symbol pattern determination based on the acquired stop symbol pattern determination random number.
[0372] The microcontroller 121 for performance control, in determining the stop symbol pattern, compares the acquired random number for stop symbol pattern determination with the selected stop symbol pattern table to determine the performance symbols EZ1~EZ3 and sub-symbols KZ1~KZ3 to be displayed, and sets the data representing the determined performance symbols EZ1~EZ3 and sub-symbols KZ1~KZ3 in a predetermined area of the performance RAM 124. For example, if the special symbol variation pattern is a no-reach miss variation, a combination of performance symbols EZ1~EZ3 and sub-symbols KZ1~KZ3 is selected so as to be a so-called "scattered pattern". Also, if the special symbol variation pattern is a reach-but-miss variation, a combination of performance symbols EZ1~EZ3 and sub-symbols KZ1~KZ3 is selected so that the left performance symbol EZ1 and the right performance symbol EZ3 are the same, and the middle performance symbol EZ2 is different from them. Furthermore, if the special symbol variation pattern is a jackpot variation, a combination of the special symbols EZ1~EZ3 and the small symbols KZ1~KZ3 will be selected to result in a so-called "matching number" pattern, depending on the performance mode and the type of jackpot symbol.
[0373] Next, the performance control microcontroller 121 selects a special feature variation pattern determination table for determining the special feature variation pattern associated with the performance content of the special feature variation performance, based on the current performance mode and the special feature variation pattern indicated by the special feature variation start command. Multiple special feature variation pattern determination tables are provided, each associated with a performance mode and a special feature variation pattern. Therefore, the performance control microcontroller 121 selects one special feature variation pattern determination table associated with a special feature variation pattern. Each special feature variation pattern determination table has one or more special feature variation performance patterns to which values of special feature variation pattern determination random numbers (special feature variation pattern determination values) are distributed to determine the special feature variation pattern. Subsequently, the performance control microcontroller 121 obtains the value indicated by the special feature variation pattern determination random number counter as the special feature variation pattern determination random number, and performs special feature variation pattern determination based on the obtained special feature variation pattern determination random number.
[0374] The microcontroller 121 for performance control, in determining the special symbol variation performance pattern, compares the acquired random number for determining the special symbol variation performance pattern with the selected special symbol variation performance pattern table, determines the special symbol variation performance pattern, sets data representing the determined special symbol variation performance pattern (special symbol variation performance pattern data) in a predetermined area of the performance RAM 124, and sets a special symbol variation performance start command indicating the special symbol variation performance pattern in the output buffer of the performance RAM 124.
[0375] When the special feature variation effect start command set in the output buffer of the performance RAM 124 is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 reads a predetermined performance image from the image ROM 142 and performs the special feature variation effect using the image on the display unit 50a of the image display device 50.
[0376] Furthermore, the special symbol variation effect start command includes information about the effect flow associated with the special symbol variation pattern indicated by the special symbol variation start command. In addition to the special symbol variation effect using images performed by the image display device 50, the special symbol variation effect using sound output from the speaker 52, the special symbol variation effect using light emitted by the frame lamp 53, and the special symbol variation effect using actions performed by the movable panel 55k are also included in the special symbol variation effect.
[0377] Furthermore, while the special feature variation effect is being performed by the image control board 140, the microcontroller 121 for performance control outputs sound from the speaker 52 via the sound control circuit 161 (executing the special feature variation effect by sound), and also illuminates the frame lamp 53 via the sub-drive board 162 (executing the special feature variation effect by illumination), and operates the movable panel 55k (executing the special feature variation effect by movement).
[0378] In step S4307, the performance control microcontroller 121 determines whether or not it has received a special symbol variation stop command from the game control board 100, in other words, whether or not it has stored the special symbol variation stop command in the reception buffer. If the performance control microcontroller 121 has not received a special symbol variation stop command (NO in S4307), it proceeds to step S4309. On the other hand, if it has received a special symbol variation stop command (YES in S4307), it performs a special symbol variation performance termination process (S4308) to terminate the special symbol variation performance (stop the display of the variation of the performance symbols EZ1~EZ3 and the small symbols KZ1~KZ3, and display a stop indicator).
[0379] In the special symbol variation effect termination process, the microcontroller 121 for performance control analyzes the special symbol variation stop command and, based on the analysis results, sets a special symbol variation effect termination command in the output buffer of the performance RAM 124 to appropriately terminate the special symbol variation effect (stop the variation display of the effect symbols EZ1~EZ3 and the sub-symbols KZ1~KZ3). When the image control board 140 receives the special symbol variation effect termination command, it terminates the currently running special symbol variation effect (stops the variation of the effect symbols EZ1~EZ3 and the sub-symbols KZ1~KZ3).
[0380] In step S4309, the microcontroller 121 for performance control determines whether or not it has received a game state command from the game control board 100, in other words, whether or not it has stored the game state command in the reception buffer. If the microcontroller 121 has not received a game state command (NO in S4309), it proceeds to step S4311. If it has received a game state command (YES in S4309), it analyzes the game state command to identify the game state represented by the game state command and performs game state setting processing to set the game state (S4310).
[0381] The performance control microcontroller 121 sets the game state flag corresponding to the game state indicated by the game state command in the game state flag area of the performance RAM 124 during the game state setting process. For example, if the game state indicated by the game state command is the normal game state, the performance control microcontroller 121 sets the game state flag "00H" in the game state flag area of the performance RAM 124. Also, if the game state indicated by the game state command is the high probability high base game state, the performance control microcontroller 121 sets the game state flag "01H" in the game state flag area of the performance RAM 124. Furthermore, if the game state indicated by the game state command is the low probability high base game state, the performance control microcontroller 121 sets the game state flag "02H" in the game state flag area of the performance RAM 124.
[0382] In step S4311, the performance control microcontroller 121 determines whether or not it has received a customer waiting command from the game control board 100, in other words, whether or not it has stored the customer waiting command in the reception buffer. If the performance control microcontroller 121 has not received a customer waiting command (NO in S4311), it proceeds to step S4313. If it has received a customer waiting command (YES in S4311), it performs the customer waiting performance waiting process (S4312) and finishes the received command analysis process.
[0383] The microcontroller 121 for performance control sets a waiting time (for example, 20 seconds) in the customer waiting performance timer during the customer waiting performance standby process, which is the time from when the performance symbols stop displaying until the customer waiting performance starts. The microcontroller 121 for performance control can determine whether or not this waiting time has elapsed, and if it determines that the waiting time has elapsed, it sets a customer waiting performance start command in the output buffer of the performance RAM 124 to start the customer waiting performance.
[0384] In step S4313, the performance control microcontroller 121 determines whether or not it has received an opening command from the game control board 100, in other words, whether or not it has stored the opening command in the reception buffer. If the performance control microcontroller 121 has not received an opening command (NO in S4313), it proceeds to step S4315. If it has received an opening command (YES in S4313), it performs the jackpot opening performance start processing associated with the start of the jackpot game opening (S4314).
[0385] In the process of starting the jackpot opening sequence, the microcontroller 121 for controlling the game's presentation analyzes the opening command and, based on the analysis results, determines whether or not to execute the jackpot opening sequence corresponding to the opening of the jackpot game to be played. If it decides to execute it, it selects the content of the jackpot opening sequence (jackpot opening sequence pattern) and sets a jackpot opening sequence start command in the output buffer of the presentation RAM 124 to start the jackpot opening sequence using the selected jackpot opening sequence pattern.
[0386] In step S4315, the microcontroller 121 for performance control determines whether or not it has received a round number specification command from the game control board 100, in other words, whether or not it has stored the round number specification command in the receive buffer. If it has not received a round number specification command (NO in S4315), it proceeds to step S4317. On the other hand, if it has received a round number specification command (YES in S4315), it performs the round performance start processing associated with the start of round gameplay (S4316).
[0387] The microcontroller 121 for performance control analyzes the round number specification command during the round performance start process, determines whether or not to execute a round performance corresponding to the round game that is about to start, selects the content of the round performance (round performance pattern) if it is to execute, and sets the round performance start command corresponding to the selected round performance pattern in the output buffer of the performance RAM 124.
[0388] In step S4317, the microcontroller 121 for performance control determines whether or not it has received an ending command from the game control board 100, in other words, whether or not it has stored the ending command in the receive buffer. If it has not received an ending command (NO in S4317), it finishes the received command analysis process. If it has received an ending command (YES in S4317), it performs the jackpot ending performance start process (S4318) and the performance mode setting process (S4319) associated with the start of the jackpot game's ending, and then finishes the received command analysis process.
[0389] The microcontroller 121 for performance control analyzes the ending command during the process of starting the jackpot ending performance, determines whether or not to execute the jackpot ending performance corresponding to the ending of the jackpot game to be played, selects the content of the jackpot ending performance (jackpot ending performance pattern) if it is to be executed, and sets the jackpot ending performance start command corresponding to the selected jackpot ending performance pattern in the output buffer of the performance RAM 124.
[0390] Furthermore, the microcontroller 121 for controlling the performance mode performs a process to set the performance mode after a jackpot game (a process to control the performance mode) based on the analysis results of the ending command, specifically, the jackpot symbols indicated by the ending command.
[0391] For example, the microcontroller 121 for controlling the game's presentation sets the game to a probability variation mode, which suggests a high-probability, high-base game state, if the jackpot symbol indicated by the jackpot ending command is either jackpot symbol A or jackpot symbol D. The microcontroller then sets a presentation mode flag indicating the probability variation mode in a predetermined area of the presentation RAM 124, and sets a probability variation mode start command, which indicates the setting of the probability variation mode, in the output buffer of the presentation RAM 124. When the probability variation mode start command set in the output buffer of the presentation RAM 124 is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 displays the probability variation background image G120 as the background image and outputs the probability variation BGM as the background music at the timing when the ending is finished.
[0392] Furthermore, the microcontroller 121 for performance control sets a time-saving performance mode that is difficult or impossible to determine whether it is a high-probability high-base game state or a low-probability high-base game state, if the jackpot symbol indicated by the jackpot ending command is jackpot symbol B, jackpot symbol C, or jackpot symbol E. The microcontroller 121 for performance control then turns on a performance mode flag indicating the time-saving performance mode in a predetermined area of the performance RAM 124, and sets a time-saving performance mode start command indicating the setting of the time-saving performance mode in the output buffer of the performance RAM 124. When the time-saving performance mode start command set in the output buffer of the performance RAM 124 is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 displays the time-saving background image G130 as the background image and outputs the time-saving BGM as the background music at the timing when the ending is finished.
[0393] <First Embodiment> Next, a first embodiment of the present invention will be described based on the basic embodiment described above. In the following, the differences between the first embodiment and the basic embodiment will be mainly described. The same reference numerals and terms will be used for the same configuration as the basic embodiment, or for configurations that correspond similarly.
[0394] The pachinko game machine PY1 according to the first embodiment differs from the pachinko game machine PY according to the basic embodiment in terms of a predetermined motif associated with the overall presentation. In the first embodiment, the transformable main character "Logo" is at the center, and the story in which the main character "Logo" and his companions confront and battle enemies is set as the motif associated with the overall presentation of the pachinko game machine PY1. Therefore, the content of the SP Reach and L Reach presentations (the content of the videos related to the background image G115 for SP Reach and the background image G114 for L Reach) is appropriately changed to reflect the story related to the main character "Logo".
[0395] Furthermore, the Pachinko game machine PY1 differs from the Pachinko game machine PY in appearance. Figure 48 is a front view of the Pachinko game machine PY1. As shown in Figure 48, the upper tray 34 of the Pachinko game machine PY1 is provided with an operable movable frame 56. Figure 49(A) is a perspective view of the area around the upper tray 34 when the movable frame 56 is in a standby state, and Figure 49(B) is a perspective view of the area around the upper tray 34 when the operation of the movable frame 56 is completed (operation completed state). The movable frame 56 will be described later.
[0396] Furthermore, the pachinko game machine PY1 has a luminous frame lamp 53 located at the top of the front frame 23m, and the frame lamp 53 is configured to display the main character "logo" in letters. In addition, a roughly spherical decorative sphere 36 is formed near the boundary between the right end of the upper tray 34 of the pachinko game machine PY1 and the lower right end of the front frame 23m. The left half of the exterior of the decorative sphere 36 is made up of a transparent plate-like member formed in a roughly hemisphere shape, and the decorative sphere 36 is configured so that the interior can be seen through the plate-like member. Inside the decorative sphere 36 is a luminous spherical light-emitting part 54, which can be seen through the plate-like member.
[0397] Furthermore, the pachinko game machine PY1 is equipped with the following input devices for performance effects: a first performance input device 41, a second performance input device 42, a third performance input device 43, a fourth performance input device 44, and a fifth performance input device 45.
[0398] The first performance input device 41 includes a first performance operation unit 41k that can be pressed downwards. The first performance operation unit 41k is positioned in a top tray opening hole 34a that is roughly horizontally elongated and rectangular in shape when viewed from the front and in plan, with a large opening at the top and front of the top tray, approximately in the left-right center of the top tray 34. A base portion 34b is provided on the bottom surface of the top tray opening hole 34a, which is roughly linear in the front-back direction and has a roughly flat upper surface, approximately in the left-right center. A fourth performance operation unit 44k is installed on the base portion 34b, which is slidable along the extension direction of the base portion 34b. The fourth performance operation unit 44k will be described later, but the first performance operation unit 41k is attached to the fourth performance operation unit 44k in such a way that it is inserted vertically from above the fourth performance operation unit 44k. Therefore, the first performance control unit 41k slides in conjunction with the sliding movement of the fourth performance control unit 44k.
[0399] Furthermore, in the normal state when the first performance control unit 41k is not being operated, the upper end of the first performance control unit 41k protrudes from the upper surface of the fourth performance control unit 44k, and the rest of the first performance control unit 41k is housed inside the fourth performance control unit 44k. The upper end of the first performance control unit 41k is formed in a dome shape, with the upper end being convex overall. By pushing this upper end of the first performance control unit 41k downward, the entire first performance control unit 41k descends. This downward pushing of the first performance control unit 41k constitutes a pressing operation (first performance operation) on the first performance control unit 41k.
[0400] The first performance control unit 41k is configured to be pressurized up to a predetermined first length. The first length can be set as appropriate, but in the first embodiment it is set to 1.5 cm. Although a detailed explanation of the mechanism is omitted, the first performance control unit 41k is configured to always generate a reaction force due to elastic force in response to a press operation, and when the press operation on the first performance control unit 41k is released, the first performance control unit 41k naturally returns to its normal state.
[0401] The second performance input device 42 includes a second performance operation unit 42k that can be pressed downwards. The second performance operation unit 42k is formed in an overall elongated shape. The second performance operation unit 42k is attached to the decorative sphere 36 so as to be impaled from above into the approximate center of the right half of the decorative sphere 36 in a plan view. In the normal state when the second performance operation unit 42k is not being operated, the visible part of the second performance operation unit 42k mimics the approximate half of the handle side of a sword. In the normal state when the second performance operation unit 42k is not being operated, the second performance operation unit 42k appears as if about half of the tip side of the sword is impaled into the decorative sphere 36. The part of the upper end of the second performance operation unit 42k that mimics the hilt of a sword is exposed in both the normal state and the operating state, and basically, by grasping this part and pushing the entire second performance operation unit 42k downwards, the second performance operation unit 42k will descend as a whole. This downward push on the second performance control unit 42k constitutes a pressing operation (second performance operation) on the second performance control unit 42k.
[0402] The second performance control unit 42k is configured to be pressable up to a second length, which is longer than the first length. The second length can be set as appropriate, but in the first embodiment it is set to 10.0 cm. Although a detailed explanation of the mechanism is omitted, the second performance control unit 42k is configured to always generate a reaction force due to elastic force in response to a press operation, and when the press operation on the second performance control unit 42k is released, the second performance control unit 42k naturally returns to its normal state.
[0403] The third performance input device 43 does not have an operating section that can be directly touched, like the first performance operation unit 41k and the second performance operation unit 42k. However, the third performance input device 43 is equipped with a third performance operation unit sensor 43a that can detect a player's palm when the player holds their palm near the approximate center of the transparent plate 23t. The third performance operation unit sensor 43a is composed of a separate type of photosensor and has a pair of light-emitting elements 43a1 and light-receiving elements 43a2. The installation positions of the light-emitting elements 43a1 and light-receiving elements 43a2 can be appropriately set within a range in which a palm held near the approximate center of the transparent plate 23t can be detected. For example, the light-emitting element 43a1 is positioned approximately in the left-right center near the upper end of the transparent plate 23t of the front frame 23m, and the light-receiving element 43a2 is positioned approximately in the left-right center near the lower end of the transparent plate 23t of the front frame 23m. Therefore, when a player holds their palm over the approximate center of the transparent plate 23t, it constitutes an operation (touch operation) on the third performance input device 43.
[0404] Although the third performance input device 43 does not have an operating part that can actually be touched, like the first performance operation unit 41k and the second performance operation unit 42k, for convenience, the space near the approximate center of the transparent plate 23t that can be detected by the third performance operation unit sensor 43a (the part represented by the dashed line in Figure 48) is assumed to constitute a virtual third performance operation unit 43k. Then, when a player holds their palm over the approximate center of the transparent plate 23t, it is considered an operation to the third performance operation unit 43k, and this operation is defined as a "touch operation to the third performance operation unit 43k".
[0405] The fourth performance input device 44 includes a fourth performance operation unit 44k that can be pushed in backward. As described above, the fourth performance operation unit 44k is configured to slide along the extending direction of the base unit 34b formed on the bottom surface of the upper tray opening hole 34a. In a plan view, the front end of the base unit 34b is approximately aligned with the front end of the bottom surface of the upper tray opening hole 34a. In the normal state when the fourth performance operation unit 44k is not being operated, the fourth performance operation unit 44k is held so that in a plan view, its front end is approximately aligned with the front end of the base unit 34b. Therefore, in the normal state, the first performance operation unit 41k and the fourth performance operation unit 44k are positioned towards the front of the upper tray opening hole 34a. The position of the fourth performance operation unit 44k relative to the base unit 34b in the normal state is sometimes referred to as the "normal position of the fourth performance operation unit".
[0406] When the fourth performance control unit 44k is held in its normal position, a space is formed between the fourth performance control unit 44k and the rear inner wall of the upper tray opening hole 34a. By pushing the fourth performance control unit 44k backward as a whole when it is held in its normal position, the fourth performance control unit 44k slides backward along the base unit 34b. This backward pushing of the fourth performance control unit 44k constitutes a sliding operation of the fourth performance control unit 44k.
[0407] The fourth performance control unit 44k is configured to be slidable up to a fourth length, which is longer than the first length. The fourth length can be set as appropriate, but in the first embodiment it is set to 3.0 cm. Although a detailed explanation of the mechanism is omitted, the fourth performance control unit 44k is configured to always generate a reaction force due to elastic force in response to sliding operation, and when the sliding operation of the fourth performance control unit 44k is released, the fourth performance control unit 44k naturally returns to its normal state.
[0408] The fifth performance input device 45 is equipped with a fifth performance operation unit 45k that can be pushed in a diagonal downward and backward direction. The reason for saying "basically" is that the fifth performance operation unit 45k is provided in a manner that it is incorporated into the decorative part 562k of the movable frame body 56k, and structurally it is always configured to be pushed in perpendicularly to the decorative part 562k, but in the normal standby state the decorative part 562k is stored inside the upper tray 34 and appears when the movable frame body 56k is operated, and is ultimately held so that it is facing approximately diagonally upward and forward as a whole, so as a result it becomes possible to push the fifth performance operation unit 45k in a diagonal downward and backward direction.
[0409] The movable frame 56k is formed in a roughly gate-like shape in plan view and a roughly L-shape in side view, and in the normal standby state, it is positioned on the upper tray 34 so as to surround the upper tray opening hole 34a. The movable frame 56k includes a decorative part 562k and a support part 561k that supports the decorative part 562k. The support part 561k is formed in a roughly gate-like shape in plan view and a roughly L-shape in side view, and in the normal standby state, it is positioned on the upper tray 34 so as to surround the upper tray opening hole 34a. The support part 561k includes a pair of arm parts 561k1 and a mounting part 561k2 to which the decorative part 562k is attached.
[0410] The pair of arm portions 561k1 consist of two substantially straight members arranged side by side at a predetermined distance in the left-right direction. The base ends of the pair of arm portions 561k1 are rotatably supported at the front end of the upper plate 34, near the upper plate opening hole 34a. In the normal standby state, the pair of arm portions 561k1 are placed on the upper plate 34 along the left and right sides of the upper plate opening hole 34a in a plan view, with the base ends positioned towards the front and the tips towards the rear, and are held in a horizontal position. At this time, the front tips of the pair of arm portions 561k1 and the front tip of the upper plate 34 are substantially coincided in a plan view, and the pair of arm portions 561k1 are supported on the upper plate 34 so as to be able to rotate around a straight line in the left-right direction that passes through a position slightly set back from the front tip of the upper plate 34 towards the rear.
[0411] The mounting portion 561k2 is formed in an overall rectangular flat shape and is connected at both corners to a pair of arm portions 561k1 in a perpendicular manner. The decorative portion 562k is glued to the mounting portion 561k2 on the side opposite to the arm portions 561k1, overlapping with it. The overlapping and integrated decorative portion 562k and mounting portion 561k2 are stored in a storage hole 34c formed just behind the upper tray opening hole 34a of the upper tray 34 when in standby mode. The storage hole 34c is formed to a shape corresponding to the integrated decorative portion 562k and mounting portion 561k2 so that the integrated decorative portion 562k and mounting portion 561k2 fit just right.
[0412] The movable frame 56k is rotatable approximately 120 degrees counterclockwise in a right-side view, using the base ends of the pair of arm portions 561k1 as the axis of rotation. When the movable frame 56k rotates, the integrated decorative portion 562k and the mounting portion 561k2 emerge from the storage hole 34c. When the movable frame 56k rotates to the end of its rotatable range, the integrated decorative portion 562k and the mounting portion 561k2 are held above the upper tray opening hole 34a. At this time, the integrated decorative portion 562k and the mounting portion 561k2 are held in an oblique direction that rises as they move towards the rear, in other words, the decorative portion 562k faces diagonally upward and forward, and completely cover the upper tray opening hole 34a in a plan view. However, the front side of the upper tray opening hole 34a is open to the extent that the player can reach into the upper tray opening hole 34a and operate the first performance control unit 41k and the fourth performance control unit 44k.
[0413] In the following, the state in which the movable frame 56k has rotated to the end of its rotatable range will be referred to as the "operation completion state," and the state of the decorative part 562k at that time will be referred to as the "emergence completion state." Furthermore, the state in between the transition of the movable frame 56k from the "standby state" to the "operation completion state" will be referred to as the "operation process state," and the state of the decorative part 562k at that time will be referred to as the "emergence process state." In addition, the rotation of the movable frame 56k from the standby state toward the operation completion state (the decorative part 562k from the stored state toward the emergence state) may be referred to as the "emergence operation," and the rotation of the movable frame 56k from the operation completion state toward the standby state (the decorative part 562k from the emergence state toward the stored state) may be referred to as the "storage operation."
[0414] The decorative part 562k is a three-dimensional model of the face of the main character "Logo". The part of the face modeled by the decorative part 562k that integrally surrounds the nose and mouth (integrated nose and mouth part) is configured to be pushable in a direction perpendicular to the flat decorative part 562k and toward the mounting part 561k2 (a direction perpendicular to the interior). This pushable part constitutes the fifth performance control unit 45k. The decorative part 562k appears in conjunction with the appearance movement of the movable frame 56k, and when the operation (rotation) of the movable frame 56k is completed, it is held facing diagonally upward and forward, so the fifth performance control unit 45k is effectively pushable diagonally downward and backward. Therefore, by pushing the fifth performance control unit 45k included in the decorative part 562k in the diagonally downward and backward direction, the fifth performance control unit 45k as a whole moves diagonally downward and backward. This downward and backward diagonal push on the fifth performance control unit 45k constitutes a push operation (fifth performance operation) on the fifth performance control unit 45k.
[0415] The fifth performance control unit 45k is configured to be able to be pushed in up to a fifth length, which is longer than the first length. The fifth length can be set as appropriate, but in the first embodiment it is set to 2.0 cm. Although a detailed explanation of the mechanism is omitted, the fifth performance control unit 45k is configured to always generate an elastic reaction force in response to a push operation, and when the push operation on the fifth performance control unit 45k is released, the fifth performance control unit 45k naturally returns to its normal state.
[0416] Furthermore, in the first embodiment, the first performance control unit 41k, the second performance control unit 42k, the third performance control unit 43k, the fourth performance control unit 44k, and the fifth performance control unit 45k are each associated with a performance-related name. The performance-related name of the first performance control unit 41k is "L button," the performance-related name of the second performance control unit 42k is "logo sword," the performance-related name of the third performance control unit 43k is "logo touch," the performance-related name of the fourth performance control unit 44k is "L lever," and the performance-related name of the fifth performance control unit 45k is "logo button."
[0417] Furthermore, the first performance control unit 41k is configured to vibrate. The second performance control unit 42k is also configured to vibrate. In addition, the third performance control unit 43k is a virtual control unit, but for convenience it is configured to vibrate. Specifically, the first specific position X1, located approximately in the vertical center of the left side of the front frame 23m, which is formed on the left side of the space near the approximate center of the display unit 50a that constitutes the third performance control unit 43k, and the second specific position X2, located approximately in the vertical center of the right side of the front frame 23m, which is formed on the right side, are configured to vibrate. That is, in the first embodiment, the third performance control unit 43k is considered to be vibrating when the first specific position X1, located approximately in the vertical center of the left side of the front frame 23m, and the second specific position X2, located approximately in the vertical center of the right side, vibrate.
[0418] Next, the electrical configuration of the performance control board 120 according to the first embodiment will be described. Figure 50 is a block diagram showing the electrical configuration of the performance control board 120 according to the first embodiment.
[0419] The various switches connected to the performance control board 120 include a first performance operation sensor 41a, a second performance operation sensor 42a, a third performance operation sensor 43a, a fourth performance operation sensor 44a, and a fifth performance operation sensor 45a. The first performance operation sensor 41a detects when the first performance operation unit 41k is pressed. The second performance operation sensor 42a detects when the second performance operation unit 42k is pressed. The third performance operation sensor 43a (light-emitting element 43a1, light-receiving element 43a2) detects when the third performance operation unit 43k is touched. The fourth performance operation sensor 44a detects when the fourth performance operation unit 44k is slid. The fifth performance operation sensor 45a detects when the fifth performance operation unit 45k is pressed. When the first performance control unit sensor 41a, the second performance control unit sensor 42a, the third performance control unit sensor 43a, the fourth performance control unit sensor 44a, and the fifth performance control unit sensor 45a detect that they have been operated, they output a signal (operation detection signal) corresponding to the detected information to the performance control board 120.
[0420] Furthermore, the various actuators connected to the performance control board 120 include a motor 55m1 for rotating the movable panel, a motor 55m2 for lifting the movable panel, a motor 56m for rotating the movable frame, a motor 41m for the first performance control unit, a motor 42m for the second performance control unit, and a motor 43m for the third performance control unit (motor 43m1 for the left side of the third performance control unit, and motor 43m2 for the right side of the third performance control unit). The motor 55m1 for rotating the movable panel can drive the rotating member 55k1 to rotate the rotating member 55k1. The motor 55m2 for lifting the movable panel can raise or lower the lifting member 55k2. The motor 56m for rotating the movable frame can drive the arm portion 561k1 of the movable frame 56k to rotate the movable frame 56k, including the fifth performance control unit 45k. The motor 41m for the first performance control unit can vibrate the first performance control unit 41k. The motor 42m for the second performance control unit can vibrate the second performance control unit 42k. The motor 43m1 for the left side of the third performance control unit can vibrate a first specific position X1 approximately in the vertical center of the left side of the front frame 23m. The motor 43m2 for the right side of the third performance control unit can vibrate a second specific position X2 approximately in the vertical center of the right side of the front frame 23m. In detail, the performance control microcontroller 121 creates operation pattern data that determines the operation modes of the rotating member 55k1, the lifting member 55k2, and the frame movable body 56k, and controls the operation of the rotating member 55k1, the lifting member 55k2, and the frame movable body 56k via the sub-drive board 162. Furthermore, the microcontroller 121 for performance control creates vibration pattern data that determines the vibration patterns of the first performance operation unit 41k, the second performance operation unit 42k, and the first specific position X1 on the left side and the second specific position X2 on the right side of the front frame 23m, and controls the vibrations of the first performance operation unit 41k, the second performance operation unit 42k, and the first specific position X1 on the left side and the second specific position X2 on the right side of the front frame 23m via the sub-drive board 162.
[0421] <Second Embodiment> Next, a second embodiment of the present invention will be described based on the basic embodiment (pachinko game machine PY) and the first embodiment (pachinko game machine PY1) described above. In the following, the differences between the second embodiment and the first embodiment (pachinko game machine PY1) will be mainly described. In addition, the same reference numerals and terms will be used for the same configuration as the first embodiment (pachinko game machine PY) and the first embodiment (pachinko game machine PY1), or for configurations that correspond in the same way.
[0422] First, the positioning of the first performance operation unit 41k, the second performance operation unit 42k, and the third performance operation unit 43k in the pachinko game machine PY2 according to the second embodiment will be explained. In the second embodiment, the first performance operation unit 41k is positioned as a standard, normal performance operation unit, while the second performance operation unit 42k and the third performance operation unit 43k are positioned as special performance operation units that are higher in rank than the first performance operation unit 41k. As will be described later, there are fewer opportunities to operate the second performance operation unit 42k and the third performance operation unit 43k than there are opportunities to operate the first performance operation unit 41k, and there is a higher probability that an effect that leads to a jackpot game state favorable to the player will be executed when operating the second performance operation unit 42k and the third performance operation unit 43k than when operating the first performance operation unit 41k.
[0423] Next, we will explain the relationship between the first performance control unit 41k, the second performance control unit 42k, and the third performance control unit 43k. As mentioned above, the length that can be pressed (first length) for the second performance control unit 42k is longer than the length that can be pressed (first length) for the first performance control unit 41k. Therefore, the second performance control unit 42k has a larger range of operation than the first performance control unit 41k, and the second performance control unit 42k has a larger scale than the first performance control unit 41k.
[0424] Furthermore, when a player sits normally in front of the pachinko machine PY2, the first performance control unit 41k will be positioned at the player's abdominal area and will be completely invisible from behind the player. On the other hand, while parts of the second performance control unit 42k and the third performance control unit 43k may also be invisible from behind the player, they are considerably more visible than the first performance control unit 41k. Therefore, the second performance control unit 42k and the third performance control unit 43k are more visible (more conspicuous) than the first performance control unit 41k.
[0425] Furthermore, considering convention, it is assumed that a player seated in front of the pachinko machine PY2 operates the handle 72k with their right hand and the first performance control unit 41k, the second performance control unit 42k, and the third performance control unit 43k with their left hand. During gameplay, it is assumed that the left hand is placed around their thigh, or near the front of the lower end of the pachinko machine PY2, or near the bottom edge of the upper tray opening hole 34a. In this case, when the player attempts to operate the first performance control unit 41k, the second performance control unit 42k, and the third performance control unit 43k from this position, the distance to the first performance control unit 41k is the shortest, while the distances to the second performance control unit 42k and the third performance control unit 43k are greater than the distance to the first performance control unit 41k. In other words, if the user's thighs, or the area just before the lower end of the pachinko game machine PY2, or the bottom surface of the upper tray opening hole 34a are used as predetermined reference positions, the second performance control unit 42k and the third performance control unit 43k are positioned in locations that require a greater amount of hand movement than the first performance control unit 41k. Therefore, the second performance control unit 42k and the third performance control unit 43k are more difficult to operate than the first performance control unit 41k.
[0426] Furthermore, the player can easily operate the first performance control unit 41k with their left hand. On the other hand, since the second performance control unit 42k is located on the right side of the front frame 23m, the player needs to cross their left hand over their body and move it to the right to operate the second performance control unit 42k. Also, since the third performance control unit 43k is located at a high position opposite to the player's face, the player needs to raise their left hand as if raising their hand to operate the third performance control unit 43k. In other words, the posture required to operate the second performance control unit 42k and the third performance control unit 43k is more exaggerated than the posture required to operate the first performance control unit 41k.
[0427] Next, we will explain specific examples of images (operation-prompting image) used in effects that prompt operation of the first to fifth performance control units 41k to 45k (operation-prompting effects). Figure 51(A) shows a specific example of an image (first operation promotion image) G41 used in an effect that prompts operation of the first performance control unit 41k (first operation promotion effect), Figure 51(B) shows a specific example of an image (second operation promotion effect image) G42 used in an effect that prompts operation of the second performance control unit 42k (second operation promotion effect), Figure 51(C) shows a specific example of an image (third operation promotion effect image) G43 used in an effect that prompts operation of the third performance control unit 43k (third operation promotion effect), Figure 52(A) shows a specific example of an image (fourth operation promotion effect image) G44 used in an effect that prompts operation of the fourth performance control unit 44k (fourth operation promotion effect), and Figure 52(B) shows a specific example of an image (fifth operation promotion effect image) G45 used in an effect that prompts operation of the fifth performance control unit 45k (fifth operation promotion effect).
[0428] As shown in Figure 51(A), the first operation promotion image G41 includes an image representing the first performance operation unit 41k that is the target of the operation (first operation target image) G41a, an image representing the operation mode of the first performance operation unit 41k (press operation) (first performance operation image) G41b, and an image representing the remaining time of the valid period (first operation valid period) related to the operation of the first performance operation unit 41k (remaining time of first operation valid period) (remaining time of first operation valid period image) G41c.
[0429] As shown in Figure 51(B), the second operation promotion image G42 includes an image representing the second performance operation unit 42k that is the target of the operation (second operation target image) G42a, an image representing the operation mode of the second performance operation unit 42k (press operation) (second performance operation image) G42b, and an image representing the remaining time of the valid period related to the operation of the second performance operation unit 42k (second operation valid period) (remaining time of second operation valid period) (second operation remaining time image) G42c.
[0430] As shown in Figure 51(C), the third operation promotion image G43 includes an image (third operation target image) G43a representing the space forming the third performance operation unit 43k, which is the target of the operation, in other words, the virtual third performance operation unit 43k; an image (third performance operation image) G43b representing the operation method (touch operation) of the third performance operation unit 43k; and an image (third operation remaining time image) G43c representing the remaining time of the valid period (third operation valid period) related to the operation of the third performance operation unit 43k.
[0431] As shown in Figure 52(A), the fourth operation promotion image G44 includes an image representing the fourth performance control unit 44k that is the target of the operation (fourth operation target image) G44a, an image representing the operation mode of the fourth performance control unit 44k (slide operation) (fourth performance operation image) G44b, and an image representing the remaining time of the valid period related to the operation of the fourth performance control unit 44k (fourth operation valid period) (remaining time of fourth operation valid period) (fourth operation remaining time image) G44c.
[0432] As shown in Figure 52(B), the fifth operation promotion image G45 includes an image representing the fifth operation unit 45k that is the target of the operation (fifth operation target image) G45a, an image representing the operation mode of the fifth operation unit 45k (push operation) (fifth operation operation image) G45b, and an image representing the remaining time of the valid period related to the operation of the fifth operation unit 45k (fifth operation valid period) (remaining time of fifth operation valid period) (fifth operation remaining time image) G45c.
[0433] As shown in FIGS. 51(A), 51(B), 51(C), 52(A), and 52(B), the first remaining operation time image G41c, the second remaining operation time image G42c, the third remaining operation time image G43c, the fourth remaining operation time image G44c, and the fifth remaining operation time image G45c consist of linear progress bars and change over time so that the player can easily understand the remaining time of each operation valid period. In the second embodiment, the first remaining operation time image G41c, the second remaining operation time image G42c, the third remaining operation time image G43c, the fourth remaining operation time image G44c, and the fifth remaining operation time image G45c are configured identically, but they may all be configured differently from each other or some of them may be configured differently from each other.
[0434] Also, the first operation promotion effect image G41 shown in FIG. 51(A) is an example of an image used in the first operation promotion effect, and there may be other images used in the first operation promotion effect in addition to the first operation promotion effect image G41. The same applies to the second operation promotion effect image G42, the third operation promotion effect image G43, the fourth operation promotion effect image G44, and the fifth operation promotion effect image G45.
[0435] By the way, in the basic embodiment, as effects (effects constituting the effect flow) constituting the special figure variation effect according to the special figure 1 variation pattern in the normal game state and the normal effect mode, normal variation, and a reach suggesting that the possibility of entering a game state advantageous to the player is higher than the normal variation, as well as various reach effects, specifically, N reach, L reach, and SP reach were executable. In the second embodiment, in the special figure variation effect based on the special figure 1 variation pattern in the normal game state and the normal effect mode, apart from the effects constituting the effect flow such as reach and various reach effects, a notice effect suggesting that there is a possibility of entering a game state advantageous to the player, in other words, a notice effect that increases the chance of entering a game state advantageous to the player (for example, a big win game state, a high probability state, a time-saving state, etc.) may be executed.
[0436] In the second embodiment, a preview performance may be executed that involves the operation of the first performance operation unit 41k, the second performance operation unit 42k, or the third performance operation unit 43k. In other words, a preview performance may be executed that involves the first operation promotion performance, the second operation promotion performance, or the third operation promotion performance. Hereinafter, a preview performance that involves the first operation promotion performance, the second operation promotion performance, or the third operation promotion performance may be referred to as an "operation preview performance."
[0437] In the operation notification sequence, first, the first operation prompt sequence, the second operation prompt sequence, or the third operation prompt sequence (operation prompt sequence) is executed. When the first sequence operation unit 41k, the second sequence operation unit 42k, or the third sequence operation unit 43k, which are the target of the operation prompt sequence, are operated while the operation prompt sequence is being executed, the operation result sequence is executed.
[0438] In the second embodiment, the executable operation notification effects include a first operation notification effect, a second operation notification effect, and a third operation notification effect. The first, second, and third operation notification effects differ from each other in their content and execution timing. In other words, there are three types of operation notification effects (operation notification effect types) associated with the content and execution timing of the operation notification effects: the first operation notification effect, the second operation notification effect, and the third operation notification effect.
[0439] Furthermore, a relative order of the expected probability of entering a jackpot state (jackpot expectation) is set between the first operation notification effect, the second operation notification effect, and the third operation notification effect. In the second embodiment, the jackpot expectation is highest in the order of first operation notification effect < second operation notification effect < third operation notification effect. However, the relative order of the jackpot expectation between the first operation notification effect, the second operation notification effect, and the third operation notification effect may be changed as appropriate.
[0440] The first operation preview performance can be executed from the beginning to the middle of the normal variation. In the first operation preview performance, as an operation promotion performance, the first operation promotion performance is executed, and as an operation result performance, the first operation result performance is executed. The first operation result performance is composed of a cut-in preview in which a predetermined first operation result performance image G51 described later is cut into the display unit 50a. In the second embodiment, there is one type of display mode of the first operation result performance image G51.
[0441] The second operation preview performance can be executed from the middle to the end of the normal variation. In the second operation preview performance, as an operation promotion performance, the first operation promotion performance or the second operation promotion performance is executed, and as an operation result performance, the second operation result performance is executed. The second operation result performance is composed of a group preview in which a second operation result performance image G52 representing a large number of horses described later crosses the display unit 50a from left to right. The second operation result performance image G52 displayed as the second operation result performance includes a second operation result performance A image G52A with a relatively small number of horses and a second operation result performance B image G52B with a relatively large number of horses.
[0442] As the performance type of the second operation result performance (second operation result performance type), the second operation result performance in which the second operation result performance A image G52A is displayed is referred to as "second operation result performance A", and the second operation result performance in which the second operation result performance B image G52B is displayed is referred to as "second operation result performance B". Also, regardless of the type of operation promotion performance executed in the second operation preview performance, the second operation preview performance in which the second operation result performance A is executed is referred to as "second operation preview performance A", and the second operation preview performance in which the second operation result performance B is executed is referred to as "second operation preview performance B". That is, as the type of the second operation preview performance (second operation preview performance type) associated with the second operation result performance type, there are a second operation preview performance A and a second operation preview performance B.
[0443] The third operation preview performance is executable in N reach. In the third operation preview performance, as an operation promotion performance, the first operation promotion performance, the second operation promotion performance, or the third operation promotion performance is executed, and as an operation result performance, the third operation result performance is executed. As the performance type of the third operation result performance (third operation result performance type), there are a third operation result performance A and a third operation result performance B. In the third operation result performance A, the frame movable body 56k does not operate (the decoration part 562k does not appear), but the third operation result performance image G53 representing the protagonist character "logo" imitated by the decoration part 562k of the frame movable body 56k is displayed on the display part 50a. In the third operation result performance B, the frame movable body 56k appears and operates to reach the appearance completion state, and the third operation result performance image G53 is displayed on the display part 50a.
[0444] Note that regardless of the type of the operation promotion performance executed in the third operation preview performance, the third operation preview performance in which the third operation result performance A is executed is referred to as the "third operation preview performance A", and the third operation preview performance in which the third operation result performance B is executed is referred to as the "third operation preview performance B". That is, as the type of the third operation preview performance (third operation preview performance type) associated with the third operation result performance type, there are a third operation preview performance A and a third operation preview performance B.
[0445] Next, specific examples of the first operation preview performance, the second operation preview performance, and the third operation preview performance will be described. FIG. 53 is an explanatory diagram for explaining a specific example of the first operation preview performance, FIG. 54 is an explanatory diagram for explaining a specific example of the second operation preview performance, and FIGS. 55 to 56 are explanatory diagrams for explaining specific examples of the third operation preview performance.
[0446] First, a specific example of the first operation notification effect will be described. When the first operation notification effect is executed, it is performed immediately after the display of the effect symbols EZ1 to EZ3 begins to change, as shown in Figure 53(A). When the first operation notification effect starts, the first operation promotion effect is executed first. Specifically, as shown in Figure 53(B), the first operation promotion effect image G41 is displayed. The duration of the valid operation period for the first effect operation unit 41k related to the first operation notification effect can be set as appropriate, but in the second embodiment, it is set to 3 seconds.
[0447] As a first operation prompting effect, when the first operation prompting effect image G41 is displayed, the first operation remaining time image G41c changes appropriately as time passes. Then, when the first operation prompting effect image G41 is displayed (the first operation prompting effect is being executed) and the first effect operation unit 41k is operated, as shown in Figure 53(C), the first operation prompting effect image G41 disappears and the first operation prompting effect ends, and at the same time, as the execution of the first operation result effect, the first operation result effect image G51 is cut into the display unit 50a. The duration of the first operation result effect can be set appropriately, but in the second embodiment, it is set to 2 seconds. Therefore, when 2 seconds have elapsed since the first operation result effect image G51 was cut in (the first operation result effect started), as shown in Figure 53(D), the first operation result effect image G51 disappears and the first operation result effect ends. The end of the first operation result effect also marks the end of the first operation notification effect. In the second embodiment, the first operation result presentation image G51 is composed of an image in which character A is displayed on a rectangular background, but the content of the first operation result presentation image G51 is not particularly limited and may be changed as appropriate.
[0448] Next, a specific example of the second operation notification effect will be explained. The second operation notification effect is executed when 6 seconds have elapsed since the display of the effect symbols EZ1 to EZ3 began to change, as shown in Figure 54(A). When the second operation notification effect is started, either the first operation promotion effect or the second operation promotion effect is executed first. If the first operation promotion effect is executed, the first operation promotion effect image G41 is displayed superimposed on the displaying effect symbols EZ1 to EZ3, as shown in Figure 54(B-1). On the other hand, if the second operation promotion effect is executed, the second operation promotion effect image G42 is displayed superimposed on the displaying effect symbols EZ1 to EZ3, as shown in Figure 54(B-2). The maximum duration of the valid operation period for the first performance operation unit 41k related to the first operation promotion performance in the second operation notification performance, and the maximum duration of the valid operation period for the second performance operation unit 42k related to the second operation promotion performance in the second operation notification performance can be set as appropriate, but in the second embodiment, both are set to 3 seconds.
[0449] As an operation promotion effect for the second operation notice effect, when the first operation promotion effect image G41 or the second operation promotion effect image G42 is displayed (the first operation promotion effect or the second operation promotion effect is executed), the first remaining operation time image G41c or the second remaining operation time image G42c changes appropriately according to the passage of time. When the first performance operation unit 41k is operated while the first operation promotion effect image G41 is displayed (the first operation promotion effect is executed), the first operation promotion effect image G41 disappears and the first operation promotion effect ends, and there are cases where the second operation p...
Claims
[Claim 1] A means for executing a performance that can carry out a performance, It comprises a first operating section and a second operating section, The aforementioned performance execution means is During a specific period in which the selection of the first operation unit and the selection of the second operation unit are possible, if the first operation unit is operated, the first performance is executed, and if the second operation unit is operated, the second performance is executed. In the first performance described above, a first prompting performance is executed to encourage operation of the first control unit, but a second prompting performance is not executed to encourage operation of the second control unit. In the second production described above, the second promotion production described above is performed, but the first promotion production described above is not performed. When the first operation unit is operated in the first promotion performance, the first operation result performance is executed. When the second operation unit is operated in the second promotion performance, the second operation result performance is executed. A gaming machine characterized by the following features.
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