Gaming machine
Patent Information
- Application Number
- JP2023129875
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-09
- Publication Date
- 2026-09-08
- Estimated Expiration
- 2043-08-09
AI Technical Summary
【0010】 なお、演出用可動物の動作は、大入賞口または普電の動作と同期して動作させることが望ましい。大入賞口または普電が入球した遊技球を取込むまでに時間がかかる構成ならば、大入賞口または普電が動作してから所定時間経過後に演出用可動物を動作させてもよい。 また、特別演出として特図の当選による大当り遊技に合わせて行う場合、大当り遊技は複数のラウンド遊技で構成されていることから、全てのラウンド遊技での大入賞口の動作に応じて演出用可動物を動作させても良いし、特定のラウンド遊技時のみ特別演出として演出用可動物を動作させても良い。全てのラウンド遊技で動作させる場合、演出用可動物で大当り遊技を演出するため、本物の大入賞口はアピールする必要は無く、目立たない位置や大きさで設けることができる。 特定のラウンド遊技のみ動作させる場合は、例えば大入賞口内に設けられた確変口に入球可能なラウンド遊技時のみ演出用可動物でアピールして確変口に入るか否か演出することが考えられる。その場合、演出用の確変口を設けて演出することも考えられる。遊技者は本物と比較して大きな演出用可動物で確変口に入球したか否かを示してくれるので把握も容易となる。
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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine, and particularly to a gaming machine that includes an effect movable member that operates when a predetermined condition for a game is satisfied, and produces an effect by operating the effect movable member. [Background Art]
[0002] Conventionally, for pachinko machines that are gaming machines, it is mainstream that whether or not a jackpot is won is determined based on a game ball entering a starting hole, and when the determination result is a jackpot, the large winning opening is opened and a jackpot game advantageous for winning prize balls is started. In this type of pachinko machine, along with the determination of whether or not a jackpot will occur, the special symbol is varied, and then the special symbol is fixedly displayed to notify the result of the determination. In this case, since the special symbol is displayed small in a corner of the game area, a pseudo-effect display corresponding to the special symbol is performed on an effect symbol display device provided in the center of the game area, and the pseudo-effect display is used to increase the player's expectation for a jackpot and notify the result of the jackpot determination.
[0003] Furthermore, some conventional pachinko machines are provided with an effect movable member in order to increase the player's expectation for a jackpot together with the pseudo-effect display, and increase the expectation for a jackpot by operating the effect movable member (see, for example, Patent Document 1). [Prior Art Documents] [Patent Documents]
[0004] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2016-028723 [Summary of the Invention] [Problem to be Solved by the Invention]
[0005] By the way, in recent years, effect display devices and effect movable members have tended to increase in size, and accordingly the game area where game balls flow down has been reduced, and the original enjoyment of pachinko gaming, which is to entertain players through the irregular movement of game balls, is gradually becoming diluted.
[0006] Therefore, in view of the above circumstances, the present invention aims to provide a gaming machine that allows players to fully enjoy the performances provided by the movable figures used for the performances, while also allowing them to enjoy the movement of the game balls. [Means for solving the problem]
[0007] The gaming machine of the present invention is a gaming machine that can control the player to enter an advantageous state, The aforementioned advantageous state is a special game state in which it is easy to put game balls into the ball entry openings provided in the game area, Theatrical productions and theatrical productions, It comprises a special performance execution means capable of performing a special performance using the said movable performance object, The aforementioned special performance is a performance that can be executed in the aforementioned special game state, and its main purpose is to displace the performance movable object to the first configuration and to perform the performance using the game balls that have entered the ball entry slot. This allows players to enjoy the movement of the game balls along with the actions of the animation-generating movable figures.
[0008] In this invention, a favorable state refers to a state in which it is easier to obtain game balls as prizes. Special game states include a favorable state in which, when a regular symbol (also referred to as a regular symbol) is won, the regular electric mechanism (also referred to as a regular electric) is opened, making it easier for game balls to enter, and a favorable state in which, when a special symbol (also referred to as a special symbol) is won, the special electric mechanism (also referred to as a big prize slot or special electric) is opened, making it easier for game balls to enter.
[0009] In this invention, the movable parts used for presentation are preferably those that mimic the movement and enlarged shape of a large prize slot or a regular train. By making them operate as if a giant prize slot or a regular train were opening, it is possible to make the player see an extraordinarily large prize slot or a regular train opening, thereby creating a great impact. Furthermore, by introducing detected game balls that have actually entered the real grand prize slot or regular slot into the area of the performance-oriented movable object, it is possible to make it appear as if the performance-oriented movable object is catching and taking in the flowing game balls, thus making it appear to the player that they are entering the real grand prize slot or regular slot.
[0010] Furthermore, it is desirable that the movement of the performance-oriented movable parts be synchronized with the operation of the main prize slot or the regular electric light. If the configuration is such that it takes time for the main prize slot or the regular electric light to take in the game balls that have entered, the performance-oriented movable parts may be operated after a predetermined time has elapsed since the main prize slot or the regular electric light started operating. Furthermore, if a special effect is implemented in conjunction with a jackpot game triggered by a special symbol win, since a jackpot game consists of multiple rounds, the moving parts for the effect may be operated in accordance with the operation of the large prize winning area in all rounds, or the moving parts for the effect may be operated only during specific rounds as a special effect. If the effect is implemented in all rounds, the jackpot game is represented by the moving parts for the effect, so the actual large prize winning area does not need to be highlighted and can be placed in an inconspicuous location and size. If the game is to operate only during specific rounds, for example, during rounds where the ball can enter a special bonus slot located within the main prize area, a visually appealing movable object could be used to indicate whether or not the ball has entered the bonus slot. In this case, a separate bonus slot could be provided for the visual effect. The player would then be able to easily see whether or not the ball has entered the bonus slot, as the visually appealing movable object is larger than the real one.
[0011] Additionally, a special effect may be activated to coincide with the opening of the large prize slot during a minor win. If the large prize slot has a specific area, and the big win game starts when a ball enters this area during a minor win, the game can be made more exciting by using an enlarged, special effect to show whether or not a big win will occur. In this case as well, a special effect area can be provided, and depending on the result, the game ball may be allowed to enter or leave this area.
[0012] In the present invention, it is also conceivable to provide a plurality of effect movable objects. In this case, such as changing the effect movable object to be used according to the type of special game, or operating a plurality of effect movable objects simultaneously, it is possible to entertain players with movements that cannot be achieved with real big winning openings or normal electric accessories, thereby entertaining players. [BRIEF DESCRIPTION OF THE DRAWINGS]
[0013] [Figure 1] It is a front view of a gaming machine to which the present invention is applied. [Figure 2] It is a front view of a game board used for said gaming machine. [Figure 3] It is an explanatory view of a single title accessory used as a movable object in said gaming machine. [Figure 4] It is an explanatory view of a single sword accessory used as a movable object in said gaming machine. [Figure 5] It is an explanatory view of a single shield accessory used as a movable object in said gaming machine. [Figure 6] It is a rear view of said gaming machine. [Figure 7] It is an electrical block diagram of said gaming machine. [Figure 8] It is an explanatory diagram related to game specifications of said gaming machine. [Figure 9] It is a flowchart showing the control content of "startup processing" executed by the main control device of said gaming machine. [Figure 10] It is a first flowchart showing the control content of "interruption processing" executed by the main control device. [Figure 11] It is a second flowchart showing the control content of "interruption processing" executed by the main control device. [Figure 12] It is a flowchart showing the control content of "input determination processing" executed in interruption processing. [Figure 13] It is a flowchart showing the control content of "special figure ball entry confirmation processing" executed in input determination processing. [Figure 14] It is a flowchart showing the control content of "win / fail determination processing" executed in interruption processing. [Figure 15] It is a first flowchart showing the control content of the "first special symbol win / fail determination process" executed in the win / fail determination process. [Figure 16] It is a second flowchart showing the control content of the "first special symbol win / fail determination process" executed in the win / fail determination process. [Figure 17] It is a first flowchart showing the control content of the "second special symbol win / fail determination process" executed in the win / fail determination process. [Figure 18] It is a second flowchart showing the control content of the "second special symbol win / fail determination process" executed in the win / fail determination process. [Figure 19] It is a third flowchart showing the control content of the "first special symbol win / fail determination process" and "second special symbol win / fail determination process" executed in the win / fail determination process. [Figure 20] It is a fourth flowchart showing the control content of the "first special symbol win / fail determination process" and "second special symbol win / fail determination process" executed in the win / fail determination process. [Figure 21] It is a fifth flowchart showing the control content of the "first special symbol win / fail determination process" and "second special symbol win / fail determination process" executed in the win / fail determination process. [Figure 22] It is a flowchart showing the control content of the "effect pattern setting process" executed by the sub-integrated control device of said gaming machine. [Figure 23] It is an explanatory diagram relating to a movable accessory effect pattern used in said gaming machine. [Figure 24] It is a flowchart showing the control content of the "title accessory pseudo-video processing" executed by said sub-integrated control device. [Figure 25] It is a flowchart showing the control content of the "sword accessory pseudo-video processing" executed by said sub-integrated control device. [Figure 26] It is a flowchart showing the control content of the "shield accessory pseudo-video processing" executed by said sub-integrated control device. [Figure 27] It is a diagram showing a display mode of effect display corresponding to a special symbol implemented in said gaming machine. [Figure 28] This figure shows the first movable mode of the movable mechanism performance implemented in the aforementioned gaming machine. [Figure 29] This figure shows the second movable mode of the movable mechanism performance implemented in the aforementioned gaming machine. [Figure 30] This figure shows the third movable mode of the movable mechanism performance implemented in the aforementioned gaming machine. [Figure 31] This figure shows the fourth movable mode of the movable mechanism performance implemented in the aforementioned gaming machine. [Figure 32] This figure shows the fifth movable mode of the movable mechanism performance implemented in the aforementioned gaming machine. [Figure 33] This figure shows the sixth movable mode of the movable mechanism performance implemented in the aforementioned gaming machine. [Figure 34] This figure shows the seventh movable mode of the movable mechanism performance implemented in the aforementioned gaming machine. [Figure 35] This is diagram 1 illustrating the game board with the large prize-winning mechanism 65 for special effects. [Figure 36] This is diagram 2 illustrating the game board with the large prize-winning mechanism 65 for special effects. [Figure 37] This diagram shows the positional relationship between the second large prize slot 25b and the large prize slot mechanism 65 used for special effects. [Modes for carrying out the invention]
[0014] (First embodiment) The following describes an embodiment of the present invention, specifically a pachinko machine, with reference to the drawings. First, the external configuration of the pachinko machine 1 in this embodiment will be described with reference to Figures 1 to 6.
[0015] (1. Outline of Pachinko Machine 1) As shown in Figure 1, the pachinko machine 1 is a gaming machine that can be played by players and is installed in a gaming facility.
[0016] (1-1. Front view of Pachinko machine 1) The pachinko machine 1 has a structure in which each component is held by an outer frame 10 that forms a vertically elongated fixed outer enclosure retaining frame. The outer frame 10 is provided with a front frame (glass frame) 11 into which a glass plate 110 is fitted and an inner frame 30 (see Figure 6) that can be opened and closed via hinges 101, 101 located at the upper and lower positions on the left side. The front frame 11 and inner frame 30 are locked to the outer frame 10 by a cylinder lock 18. The inner frame 30 can be opened by inserting a predetermined key into the cylinder lock 18 and turning the key clockwise, and the front frame 11 can be opened by turning the key counterclockwise. Behind the glass plate 110 of the front frame 11, there is a game board 2 (see Figure 2) held in the inner frame 30.
[0017] Speakers 112, 112 are installed on both the left and right sides of the upper part of the front frame 11, respectively, which output game sounds to enhance the gaming experience. In addition, the front frame 11 is equipped with frame-side decorative lamps 113 that illuminate according to the game state, as well as LEDs that notify of abnormalities in the game.
[0018] The lower half of the front frame 11 has an upper tray 12 and a lower tray 13 integrally formed. A launch handle 14 is provided on the right side of the lower tray 13, and by operating the launch handle 14 clockwise, the launching device is activated and game balls supplied from the upper tray 12 are launched towards the game board 2. Prize balls are also dispensed into the upper tray 12. The lower tray 13 is designed to receive prize balls that overflow from the upper tray 12, and by operating the ball release lever, the game balls accumulated in the lower tray 13 can be transferred to a separate box (dollar box) provided by the arcade.
[0019] This pachinko machine 1 is a so-called CR machine, and has a prepaid card unit (CR unit) CR adjacent to it for reading and writing prepaid cards. Pachinko machine 1 has a ball dispensing switch 171, a settlement switch 172, and a settlement display on the right side of the upper tray 12 of the pachinko machine 1 (see Figure 7). Also, in the center of the upper tray 12 there is a performance button 15 that can be operated by the player, and a jog dial 16 is installed around its outer edge.
[0020] (1-2. Configuration of the game board of Pachinko machine 1) As shown in Figure 2, the game board 2 is detachably attached to the inner frame and is a structure that includes a transparent synthetic resin plate-like body and various parts attached to the plate-like body, with the back side visible. The game board 2 has a roughly circular game area 20 surrounded by an outer rail 201 and an inner rail 202. Near the center of the game area 20, a performance symbol display device 46, each having an LCD panel that enables the display of changing pseudo-performance symbols for special effects, and a smaller display device having an LCD panel are provided on the back side of the game board 2 so that they can be seen through the transparent game board 2. The game area 20 is also equipped with a windmill and numerous game pins.
[0021] The game area 20 is provided with a regular symbol activation gate 22 located to the left of the center case 200, through which game balls can pass, and when a regular symbol (hereinafter simply referred to as "regular symbol") is drawn.
[0022] A first special symbol starter opening 23 is located directly below the center of the center case 200, into which game balls can be entered at all times, and into which a determination of whether the first special symbol (hereinafter referred to as the first special symbol) is made based on the ball's entry. Further below this, a second special symbol starter opening 24 is installed, into which a determination of whether the second special symbol (hereinafter referred to as the second special symbol) is made based on the ball's entry. The second special symbol starter opening 24 is configured to be openable by a tulip-type opening member. When the lottery for the regular symbol is successful, the regular electric mechanism (also called the regular electric mechanism) is activated, causing the opening member to open for a predetermined time and in a predetermined opening manner, and into which a ball can be entered (to win) only when the opening member is open.
[0023] Directly below the second special symbol start opening 24, there is a large prize opening 25 that can be opened and closed by an opening / closing plate and is opened when a jackpot is hit. The large prize opening 25 is opened by a special electric mechanism, which opens the opening / closing plate for a predetermined time and in a predetermined opening manner, and balls can only be entered (win) when the opening plate is open. Furthermore, if a jackpot is hit in the first or second special symbol hit / miss determination, the continuous mechanism operation device is activated, and the special electric mechanism operates continuously. As a result, the large prize opening 25 is opened continuously.
[0024] Multiple (four) general prize slots 27 are located diagonally below and to the left of the center case 200, to the left of the first special symbol start slot 23 to the large prize slot 25. An out slot 203 is also provided at the very bottom of the playfield, directly below the large prize slot 25. The out slot 203 collects game balls that were launched but did not enter (win) any of the first special symbol start slot 23, the second special symbol start slot 24, the large prize slot 25, or the general prize slots 27.
[0025] At the lower right end of the game board 2, outside the outer rail 201, are the first special figure display device 281, the first special figure reserve count display device 282, the second special figure display device 283, the second special figure reserve count display device 284, the general figure display device 285, and the general figure reserve count display device 286.
[0026] (1-3. Composition of movable parts for the presentation of Pachinko machine 1) On the game board 2, a title mechanism 60 is positioned along the upper edge of the center case 200 as a movable part for performances that operates in accordance with the performance. The title mechanism 60 is normally in an initial position along the upper edge of the center case 200. When activated, the title mechanism 60 is provided to be movable from its initial position to an operating position that protrudes in front of the display area of the performance symbol display device 46 so as to obstruct the display area.
[0027] Furthermore, the game board 2 has a sword prop 61 positioned along the left edge of the center case 200 as a movable part for performances that operates in accordance with the performance. Normally, the sword prop 61 is in an initial position along the left edge of the center case 200 (the state in which the sword prop 61 is stored inside the center case 200). When activated, the sword prop 61 is provided to be movable from its initial position to an operating position (imaginary line) that rotates clockwise and protrudes in front of the display area of the performance symbol display device 46 so as to obstruct the display area.
[0028] Furthermore, the game board 2 has a shield-shaped mechanism 62 positioned along the right edge of the center case 200, which acts as a movable part for performances that operates in accordance with the performances. The shield mechanism 62 is normally in an initial position along the right edge of the center case 200. When activated, the shield mechanism 62 is designed to rotate to the left from its initial position and move to an operating position that protrudes in front of the display area of the performance symbol display device 46, obstructing the display area.
[0029] Figure 3 shows the title mechanism 60 and its drive mechanism. The title mechanism 60 is installed on the upper edge of the center case 200 so as to be able to move up and down vertically. The title mechanism 60 is raised and lowered by the rotational drive of the title gear 603, which is powered by the title mechanism motor 601, causing the rack 602 to move vertically. Reference numeral 604 in the figure indicates the title mechanism sensor. The title mechanism sensor 604 detects when the rack 602 is in its initial position (when the title mechanism 60 is housed on the upper edge of the center case 200 as shown in Figure 2).
[0030] Figure 4 shows the sword mechanism 61 and its drive mechanism. The lower end portion 615 of the sword mechanism 61 is pivotally attached to the left edge of the center case 200 so as to be rotatable in the vertical direction. The sword mechanism 61 is powered by a sword mechanism motor 611, which rotates a sword gear 613. The sword mechanism 61 is configured to swing between an initial position and an operating position, with the lower end portion 615 as the pivot point, through the operation of the sword gear 613 and the sword rack 614 which is linked to it. Reference numeral 612 in the figure indicates a sword mechanism sensor. The sword mechanism sensor 612 detects when the sword mechanism 61 is in its initial position (stored on the left edge of the center case 200).
[0031] Figure 5 shows the shield mechanism 62 and its drive mechanism. The lower end 626 of the arm portion 623 of the shield mechanism 62 is pivotally attached to the right edge of the center case 200 so as to be rotatable in the vertical direction. The shield mechanism 62 is powered by a shield mechanism motor 621, which rotates a shield gear 624. The shield mechanism 62 is configured to swing between an initial position and an operating position, with the lower end 626 as the pivot point, by the operation of the shield gear 624 and the shield rack 625 which is linked to it. Reference numeral 622 in the figure indicates a shield mechanism sensor. The shield mechanism sensor 622 detects when the shield mechanism 62 is in its initial position (stored on the right edge of the center case 200).
[0032] (1-4. Rear view of Pachinko machine 1) Figure 6 shows the back of the pachinko machine 1, where an inner frame 30 for detachably attaching the game board 2 is housed. Similar to the front frame 11, the inner frame 30 is hinged to the outer frame 10 at the upper and lower positions of one side edge (right side in Figure 6), allowing it to be opened and closed. A game ball flow passage is formed in the inner frame 30, and a ball tank 31, a tank rail 32, and a payout unit 33 are provided from the top (upstream), with a payout mechanism inside the payout unit 33. With this configuration, when a game ball enters the prize slot of the game board 2, a predetermined number of game balls (prize balls) are dispensed from the ball tank 31 via the tank rail 32 through the payout ball flow passage to the upper tray 12 by the payout unit 33. In addition, the payout unit 33 that dispenses prize balls also dispenses balls that are dispensed by operating the ball dispensing switch 171.
[0033] On the back side of the pachinko machine 1 are the main control device 40, the payout control device 41, the sub-integrated control device 42, the display symbol control device 43, the launch control device 44, and the power supply board 45. The main control device 40, the sub-integrated control device 42, and the display symbol control device 43 are located on the game board 2, while the payout control device 41, the launch control device 44, and the power supply board 45 are located on the inner frame 30. The launch control device 44 is not shown in Figure 6, but it is located on the back side of the power supply board 45.
[0034] The main control unit 40 is equipped with an RWM clear switch and a setting key switch. The RWM clear switch is primarily operated to clear game information and other data stored in the RWM built into the main control unit 40. The RWM clear switch may also be located in the payout control unit 41 or the power supply board 45.
[0035] The main control unit 40 is equipped with a performance display device consisting of four 7-segment LED displays. By placing the performance display device on the back side of the pachinko machine 1, the performance display device can be positioned in a location that is not visible to the player while they are playing.
[0036] Furthermore, the payout control device 41 is equipped with an fraud alert lamp that lights up an LED when the main control device 40 determines that fraud has occurred, informing employees of the gaming facility that fraud has taken place.
[0037] On the back side of the pachinko machine 1, an external connection terminal board 38 is located to the right of the ball tank 31. The external connection terminal board 38 sends signals indicating the game status and game results to the hall computer 500 (see Figure 7). Conventionally, two types of external connection terminal boards were used to send signals to the hall computer 500: one for the game board (terminals for outputting signals output from the game board to the hall computer 500) and one for the frame (terminals for outputting signals output from the outer frame 10, front frame 11, and inner frame 30 to the hall computer 500). However, in this embodiment, signals indicating the game status and game results are transmitted to the hall computer 500 via a single external connection terminal board 38.
[0038] (1-5. Operation of Pachinko Machine 1) Returning to Figure 2, let's explain the operation of the pachinko machine 1. When a ball enters the regular diagram activation gate 22, the pachinko machine 1 performs a lottery to determine whether the regular diagram is a hit or miss, and starts displaying the hit or miss status on the regular diagram display device 285, which will be described later. If the lottery result is a hit, the regular diagram display device 285 confirms that the regular diagram is a hit and opens the door of the regular electric mechanism. This allows the ball to enter the second special diagram activation opening 24.
[0039] The opening time and number of times the regular electric feature opens are set to, for example, 0.2 seconds x 1 time in normal conditions, and 2.0 seconds x 1 time in a game state that is advantageous to the player (regular electric feature support state described later).
[0040] When a game ball enters the first special symbol start opening 23 of the pachinko machine 1, it extracts several types of random values related to the win / loss determination of the first special symbol and stores a predetermined number of the extracted random values as the first special symbol's reserved memory. Then, the pachinko machine 1 makes a win / loss determination based on the reserved random values and determines whether it is a jackpot or a loss. Based on the result of this win / loss determination, the pachinko machine 1 starts displaying the variation of the first special symbol on the first special symbol display device 281 and displays a confirmation after a predetermined time has elapsed. In addition, the pachinko machine 1 starts displaying the variation of the pseudo-performance symbol 700 (see Figure 27) corresponding to the first special symbol on the performance symbol display device 46 and displays a confirmation after a predetermined time has elapsed.
[0041] Similarly, when a game ball enters the second special symbol start opening 24, the pachinko machine 1 extracts multiple types of random values related to the win / loss determination of the second special symbol and stores a predetermined number of the extracted random values as reserved memories for the second special symbol. Then, the pachinko machine 1 makes a win / loss determination based on the reserved random values of the second special symbol and determines whether it is a big win, a small win, or a loss. Based on this win / loss determination, the pachinko machine 1 starts displaying the variation of the second special symbol on the second special symbol display device 283 and displays the confirmed result of the second special symbol after a predetermined time has elapsed. In addition, the pachinko machine 1 starts displaying the variation of the pseudo-performance symbol 700 corresponding to the second special symbol on the performance symbol display device 46 and displays the confirmed result after a predetermined time has elapsed.
[0042] Furthermore, the fluctuation and confirmation displays for the first and second special symbols are displayed in small print in the corner of the game board 2. The pachinko machine 1 then displays a pseudo-performance using pseudo-performance symbols 700 corresponding to the first and second special symbols on the performance symbol display device 46 located in the center of the game area 20, and informs the player of the result of the win / loss determination through the pseudo-performance display. In the pseudo-performance display, the pachinko machine 1 displays the fluctuation of three pseudo-performance symbols 700, and if the result of the win / loss determination is a jackpot, it stops all three pseudo-performance symbols 700 with the same symbol. In addition, the pachinko machine 1 can give the player a sense of anticipation that the win / loss determination will result in a jackpot by performing a reach performance in the pseudo-performance display, where two of the pseudo-performance symbols 700 are stopped with the same symbol and the remaining pseudo-performance symbol 700 is displayed with the fluctuation.
[0043] Furthermore, the pachinko machine 1 is configured to execute a pre-announcement effect in which, in a predetermined reach effect among the pseudo-effect displays accompanying the variation of the first or second special symbol, the result of the hit / fail judgment of the first or second special symbol during variation is announced prior to the confirmation display of the first or second special symbol. The pre-announcement effect includes a "movable mechanism effect," which indicates the expectation of a big win by moving the title mechanism 60, sword mechanism 61, and shield mechanism 62 from their initial position to their operating position and from their operating position back to their initial position in a predetermined operating manner.
[0044] Furthermore, the "movable mechanism effect" is not limited to reach effects; it can also be implemented prior to the change in the pseudo-effect display, with the change starting after the "movable mechanism effect." In addition, the "movable mechanism effect" could also be used to inform players of information other than the probability of winning a jackpot, such as whether or not they will transition to the probability variation state described later.
[0045] Furthermore, in the "movable mechanism performance," the pachinko machine 1 displays a simulated movable image similar to the movable mechanism at a position corresponding to the operating position in the display area of the performance symbol display device 46 when the movable mechanism is moved to the operating position. The display of the simulated movable image continues for a predetermined period even after the movable mechanism moves from the operating position to the initial position.
[0046] For example, in the pachinko machine 1, when the title mechanism 60 is activated to its activation position, the display device 46 displays a pseudo-image of the title mechanism, identical in shape to the title mechanism 60, at a position corresponding to the activation position of the display area. Furthermore, even after the title mechanism 60 returns to its initial position, the display of the pseudo-image of the title mechanism continues for a predetermined period of time at the position corresponding to the activation position of the display area.
[0047] For example, in the pachinko machine 1, when the sword mechanism 61 is activated to its activation position, the display device 46 displays a simulated image of the sword mechanism, identical in shape to the sword mechanism 61, at a position corresponding to the activation position in the display area. Furthermore, even after the sword mechanism 61 returns to its initial position, the display of the simulated image of the sword mechanism continues for a predetermined period of time at the position corresponding to the activation position in the display area.
[0048] For example, in the pachinko machine 1, when the shield mechanism 62 is activated to its activation position, the display device 46 displays a simulated image of the shield mechanism, identical in shape to the shield mechanism 62, at a position corresponding to the activation position in the display area. Furthermore, even after the shield mechanism 62 returns to its initial position, the display of the simulated image of the shield mechanism at the position corresponding to the activation position in the display area continues for a predetermined period of time.
[0049] Furthermore, in the pachinko machine 1, the determination of whether the first special symbol is correct and the determination of whether the second special symbol is correct are performed in accordance with the ball entering the first special symbol start port 23 and the second special symbol start port 24, respectively, and the configuration allows for simultaneous variation of the first and second special symbols.
[0050] Furthermore, when the first special symbol and the second special symbol are moving simultaneously, the Pachinko machine 1 is configured to display a pseudo-performance on the performance symbol display device 46, which will display a pseudo-performance targeting either the first special symbol or the second special symbol, depending on the current game situation. For example, depending on the game situation, if left-handed play is recommended, where aiming for the first special symbol start opening 23 is advantageous, the performance symbol display device 46 will display a pseudo-performance corresponding to the first special symbol. On the other hand, if right-handed play is recommended, where aiming for the second special symbol start opening 24 is advantageous, the performance symbol display device 46 will display a pseudo-performance corresponding to the second special symbol.
[0051] Furthermore, when the first and second special symbols are changing simultaneously, it is desirable for the pachinko machine 1 to display only the pseudo-effect display of the main special symbol on the effect symbol display device 46. However, it is not limited to this, and when the pseudo-effect display of the main special symbol is being performed and the other special symbol starts or ends changing, it is also possible to display a small effect display in the corner of the display screen corresponding to the start of the other special symbol's change and the effect display corresponding to the end of the other special symbol's change.
[0052] If the result of the aforementioned hit / miss determination is a jackpot, the jackpot symbol (pseudo-animation jackpot symbol) is confirmed and displayed on the first special symbol display device 281 or the second special symbol display device 283 and the performance symbol display device 46, and a jackpot game (special game) is performed accompanied by the opening of the large prize entry opening 25.
[0053] The jackpot game consists of multiple rounds, for example 12 rounds, in which the opening and closing operation of the large prize slot 25 in a predetermined opening manner constitutes one round. Each round ends when the open time of the large prize slot 25 reaches a predetermined time (for example, 29 seconds), or when the number of balls entering the large prize slot 25 reaches a predetermined number (for example, 9 balls).
[0054] If the result of the second special symbol win / loss determination in the pachinko machine 1 is a minor win according to the confirmed display of the second special symbol, a minor win game is performed. In this minor win game, the pachinko machine 1 opens and closes the large prize opening 25. In the minor win game, for example, an opening operation is performed once, which is to open the large prize opening 25 for 6.0 seconds, or until the number of balls entering the large prize opening 25 reaches a predetermined number (for example, 4 balls).
[0055] In pachinko machine 1, when the first and second special symbols are simultaneously changing, for example, if the result of the second special symbol judgment is a minor win and the second special symbol displays a confirmed minor win, the change display of the first special symbol is interrupted. The change display of the first special symbol is then interrupted during the minor win game of the second special symbol and resumes after the minor win game ends.
[0056] Furthermore, in Pachinko Machine 1, when the first and second special symbols are simultaneously changing, for example, if the result of the judgment of either the first or second special symbol is a jackpot, and a confirmation display indicating a jackpot is shown for either the first or second special symbol, the changing display of the other special symbol, the second or first special symbol, is stopped. In this case, even if the win / loss judgment of the other special symbol is performed during the change in one special symbol that results in a jackpot, it is forcibly determined to be a loss, so the changing display of the other special symbol stops on a losing symbol and is confirmed.
[0057] Pachinko machine 1 is a so-called probability variation machine, and is broadly divided into two game states: a game state in which the large prize winning opening 25 is closed and a game state in which the large prize winning opening 25 is open. Furthermore, the game state in which the large prize winning opening 25 is closed includes two game states: the normal state (low probability state) and the probability variation state (high probability state), which is more advantageous to the player than the normal state. The probability variation state is a game state in which the probability of winning a jackpot in the hit / fail judgment of the first and second special symbols is set higher than in the normal state. For example, the probability variation state continues until the next jackpot occurs.
[0058] Furthermore, Pachinko machine 1 includes two types of jackpots: a probability-increasing jackpot and a regular jackpot. When Pachinko machine 1 determines that a probability-increasing jackpot is achieved in the first or second special symbol's hit / miss determination, it selects the probability-increasing symbol as the jackpot symbol. In this case, Pachinko machine 1 transitions to a probability-increasing state after the jackpot game.
[0059] Furthermore, when the pachinko machine 1 transitions to a probability variation state, the probability of winning when determining the success or failure of the regular symbols is increased, the variation time of the regular symbols is shortened, and the opening time of the regular electric mechanism is extended. This is provided by the regular electric mechanism support function (probability variation function for regular symbols, time-saving function for regular symbols, and extension function for opening of the regular electric mechanism). This regular electric mechanism support function (regular electric support function) continues until the number of symbol variations associated with determining the success or failure of the first special symbol and the second special symbol reaches a predetermined number (for example, 100 times) or until a jackpot occurs during this time. While this regular electric support function is in operation, the pachinko machine 1 can increase the number of variations of the second special symbol and the regular symbol that occur within a certain period of time.
[0060] On the other hand, if the Pachinko Machine 1 determines that a regular jackpot has been won in the first or second special symbol's win / loss determination, it selects a regular symbol as the jackpot symbol. In this case, after the jackpot game, Pachinko Machine 1 transitions to a regular power support state, which is equipped with a regular power support function. For example, in the regular power support state, the symbol variation time associated with the win / loss determination of the first and second special symbols is shortened, and a probability variation function for the regular symbol, a time reduction function for the regular symbol, and an extended opening function for the regular power mechanism are added. The regular power support state continues until the number of symbol variations associated with the win / loss determination of the first and second special symbols reaches a predetermined number (for example, 100 times) or until a jackpot occurs during this time.
[0061] (2. Electrical configuration of Pachinko machine 1) Next, the electrical configuration of the pachinko machine 1 will be explained with reference to Figure 7. The pachinko machine 1 is configured with a main control device 40 that controls the game, and includes a payout control device 41, a sub-integrated control device 42, and a display symbol control device 43 as sub-control devices. The main control device 40, payout control device 41, sub-integrated control device 42, and display symbol control device 43 are all equipped with a CPU, ROM, RAM, input ports, output ports, etc. In each of these control devices, the CPU starts a program consisting of a main routine and subroutines stored in the ROM in response to an interrupt signal with a period of 2ms or 4ms, and various controls are executed. The main control device 40 is also equipped with a random number counter for extracting various random numbers.
[0062] In this embodiment, the launch control device 44 is not equipped with a CPU, ROM, RAM, etc. However, it is not limited to this, and the launch control device 44 may be equipped with a CPU, ROM, RAM, etc.
[0063] (2-1. Main control device 40) As shown in Figure 7, the electrical configuration of the pachinko machine 1 is mainly centered around a main control unit 40 that controls the gameplay. The main control unit 40 is electrically connected to a hall computer 500 or a test shooting device (not shown) via a back wiring relay terminal board 530 and an external connection terminal board 38. The output signal from the main control unit 40 is then sent to the hall computer 500 or the test shooting device via the back wiring relay terminal board 530 and the external connection terminal board 38.
[0064] The main control unit 40 is connected via a rear wiring relay terminal board 530 to a glass frame release switch 501 that detects whether the front frame 11 (see Figure 1) is open, and an inner frame release switch 502 that detects whether the inner frame 30 (see Figure 6) is open. In the figures, switches are simply referred to as SW. The glass frame release switch 501 and the inner frame release switch 502 output their respective detection signals to the main control unit 40.
[0065] Furthermore, the main control device 40 is connected via the game board relay terminal board 531 to the following: the first special symbol start port SW 503 which detects balls entering the first special symbol start port 23; the second special symbol start port SW 504 which detects balls entering the second special symbol start port 24; the normal symbol operation SW 505 which detects balls entering the normal symbol operation gate 22; the general prize port SW 506 which detects balls entering the general prize port 27; and the count SW 507 which detects balls entering the large prize port 25.
[0066] The first special symbol start port SW503, the second special symbol start port SW504, the normal symbol activation SW505, the general prize entry port SW506, and the count SW507 each output their respective detection signals to the main control device 40.
[0067] Furthermore, the main control device 40 is connected to the large prize opening SOL (solenoid) 510 and the general-purpose device SOL 511 via the game board relay terminal board 531. The main control device 40 controls the large prize opening SOL 510 to open and close the large prize opening 25, and controls the general-purpose device SOL 511 to open and close the general-purpose device (second special feature start opening 24).
[0068] Furthermore, the main control device 40 operates according to the installed program, generates various commands related to the progress of the game based on the detection signals mentioned above, and outputs commands to the payout control device 41, the performance relay terminal board 532, the sub-integrated control device 42, and the performance symbol control device 43.
[0069] Furthermore, the main control device 40 controls the display of the first special figure display device 281, the first special figure reserved number display device 282, the second special figure display device 283, the second special figure reserved number display device 284, the general figure display device 285, and the general figure reserved number display device 286, etc., via the pattern display device relay terminal board 533.
[0070] The MPU (Micro Processing Unit) mounted in the main control unit 40 mainly comprises a CPU, ROM, RAM, a counter circuit, a timer circuit, and a random number circuit. Each of the CPU, ROM, RAM, counter circuit, timer circuit, and random number circuit is connected via an internal bus, and the internal bus is connected to various switches and devices provided in the pachinko machine 1 via an external bus interface for communication.
[0071] (2-2. Dispensing control device 41) Next, the payout control device 41 will be described. The payout control device 41 is connected to the main control device 40 in a bidirectional manner. The payout control device 41 is connected to the glass frame release switch 501 and the inner frame release switch 502 via the payout relay terminal board 534 and the back wiring relay terminal board 530. The payout control device 41 then transmits information regarding the prize balls, information regarding the open / closed state of the front frame 11 and the inner frame 30, etc., to the hall computer 500 or a test firing device (not shown) via the external connection terminal board 38. In addition, the payout control device 41 transmits a firing stop signal to the firing control device 44 to stop the firing of game balls as needed.
[0072] Furthermore, the payout control device 41 is connected via a rear wiring relay terminal board 530 to a bulb failure switch 520 that detects when the bulb tank 31 (see Figure 6) is empty. When the bulb failure switch 520 detects that the bulb tank 31 is empty, it outputs a detection signal to the payout control device 41.
[0073] Furthermore, the payout control device 41 is connected via a payout relay terminal board 534 to a payout motor 521 that dispenses game balls and a payout switch 522 that detects when game balls have been dispensed. The payout control device 41 drives the payout motor 521 in response to a command sent from the main control device 40 to dispense game balls. When the payout switch 522 detects that game balls have been dispensed, it outputs a detection signal to the payout control device 41. In addition, the payout control device 41 is connected to a full-capacity switch 523 that detects when the lower tray 13 is full. When the full-capacity switch 523 detects that the lower tray 13 is full, it outputs a detection signal to the payout control device 41.
[0074] The payout control device 41 stops the payout motor 521 when it receives a detection signal from the bulb failure switch 520 and when it receives a detection signal from the full tray switch 523. This stops the payout operation of the payout unit 33 for prize balls. The bulb failure switch 520 continues to output a detection signal until the bulb failure condition is resolved, and the full tray switch 523 continues to output a detection signal until the full tray 13 is released. Then, when the input of detection signals from the bulb failure switch 520 and the full tray switch 523 stops, the payout control device 41 restarts the operation of the payout motor 521.
[0075] Furthermore, when the present invention is applied to a sealed-type gaming machine that circulates game balls sealed inside the machine, one-way communication from the main control device 40 to the payout control device 41 (in the case of a sealed-type gaming machine, game balls are not dispensed, so it is preferable to call it a frame control device) may be used. In this case, the gaming machine can be configured to be difficult to tamper with.
[0076] Furthermore, the payout control device 41 is connected to the CR unit CR and the settlement display device 170 via the CR unit terminal board 535, enabling bidirectional communication. The settlement display device 170 is connected to a ball dispensing switch 171 and a settlement switch 172, which are operated by the player. The ball dispensing switch 171 is operated when the player requests to be dispensed with game balls, and the settlement switch 172 is operated when the player requests a settlement.
[0077] When the ball dispensing switch 171 detects operation by a player, it outputs an operation signal requesting a ball to be dispensed. The ball dispensing request signal output by the ball dispensing switch 171 is input to the CR unit CR via the settlement display device 170, and the CR unit CR sends a ball dispensing request signal to the payout control device 41. When the payout control device 41 receives the ball dispensing request signal from the CR unit CR, it drives the payout motor 521 to dispense the game balls and controls the display of the balance on the prepaid card inserted into the CR unit CR.
[0078] When the settlement switch 172 detects an operation by a player, it outputs a settlement request operation signal. The settlement request signal output by the settlement switch 172 is input to the CR unit CR via the settlement display device 170, and the CR unit CR controls the balance management and balance display of the prepaid card inserted into the CR unit CR in response to the settlement request signal.
[0079] Furthermore, the payout control device 41 is equipped with an LED fraud alert lamp that lights up when it is determined that the frequency of balls entering the general prize slot 27 is abnormal. When the payout control device 41 receives a fraud command from the main control device 40, it can notify employees of the gaming facility that fraud may have occurred by lighting up the fraud alert lamp.
[0080] (2-3. Sub-integrated control device 42 and display symbol control device 43) The sub-integrated control unit 42 is connected to the main control unit 40 via the performance relay terminal board 532 and enables communication from the main control unit 40 to the sub-integrated control unit 42. The sub-integrated control unit 42 then performs performance control based on commands received from the main control unit 40. Performance buttons 15 and a jog dial 16 are connected to the sub-integrated control unit 42. The performance buttons 15 and the jog dial 16 each input their respective detection signals to the sub-integrated control unit 42.
[0081] The sub-integrated control device 42 is connected to the title mechanism sensor 604, the sword mechanism sensor 612, and the shield mechanism sensor 622. The title mechanism sensor 604, the sword mechanism sensor 612, and the shield mechanism sensor 622 input their respective detection signals to the sub-integrated control device 42.
[0082] The sub-integrated control device 42 is connected to a speaker 112, various LEDs, a lamp 113, a title mechanism motor 601, a sword mechanism motor 611, and a shield mechanism motor 621.
[0083] The sub-integrated control unit 42 controls the output of sound by driving the speaker 112, and also controls the lighting and extinguishing of various LEDs and lamps, including the frame-side decorative lamp 113. The sub-integrated control unit 42 is also provided with a volume control switch to adjust the volume output from the speaker 112. The sub-integrated control unit 42 controls the volume output from the speaker 112 based on the operation signal input from the volume control switch.
[0084] Furthermore, the sub-integrated control device 42 drives the title mechanism motor 601, the sword mechanism motor 611, and the shield mechanism motor 621 to control the operation of the title mechanism 60, the sword mechanism 61, and the shield mechanism 62.
[0085] Furthermore, if the sub-integrated control device 42 determines that the frequency of balls entering the general prize slot 27 is abnormal, it will issue an error notification via the speaker 112, the frame-side decorative lamp 113, and the display symbol display device 46.
[0086] The performance symbol control device 43 is connected to the sub-integrated control device 42 in a bidirectional manner. The sub-integrated control device 42 transmits commands to the performance symbol control device 43 regarding the display mode of pseudo-performances that display characters, etc., and pseudo-symbols of special symbols. Meanwhile, the performance symbol control device 43 displays pseudo-performance symbols 700 corresponding to the commands sent from the sub-integrated control device 42 on the LCD panel of the performance symbol display device 46.
[0087] (2-4. Launch control device 44) The launch control device 44 is connected to the payout control device 41, enabling communication from the payout control device 41 to the launch control device 44. The launch control device 44 controls the launch motor 526 based on commands sent from the main control device 40 via the payout control device 41 and the rotation signal of the launch handle 14, thereby launching and stopping the game balls.
[0088] Furthermore, the launch control device 44 is connected to a launch stop switch 524 provided on the launch handle 14, and a touch switch 525 that detects when a player is touching the launch handle 14. When the touch switch 525 detects that a player is touching the launch handle 14, it inputs a detection signal to the launch control device 44. The launch control device 44 then launches a game ball when it receives a detection signal from the touch switch 525. On the other hand, the launch stop switch 524 inputs a detection signal to the launch control device 44 when it detects an operation by the player. When the launch control device 44 receives a detection signal from the launch stop switch 524, it stops launching game balls even if it has received a detection signal from the touch switch 525.
[0089] (2-5. Power supply board 45) Although not shown in the diagram, the power supply board 45 comprises a power supply circuit, a power receiving circuit, a power failure detection circuit, and a backup power supply circuit. The power supply circuit converts the alternating current voltage supplied from an externally provided AC power supply (main power supply AC24V) to generate a direct current voltage. The power receiving circuit is equipped with a power switch, and the power supply circuit is connected to the AC power supply via the power receiving circuit. When the power switch is turned ON, the power supply circuit conducts with the AC power supply, and the main power supply AC24V is supplied to the power supply circuit. The power supply circuit then supplies the necessary direct current voltage to various control devices, actuators, etc.
[0090] The power outage detection circuit monitors the voltage supplied from the power supply circuit. When the supplied voltage falls below a predetermined voltage, the power outage detection circuit determines that the power switch has been turned OFF or that a power interruption due to a power outage has occurred, and sets the power outage detection signal output to the main control unit 40 and the payout control unit 41 to a high level (ON). On the other hand, when the voltage supplied from the power supply circuit rises above a predetermined voltage, the power outage detection circuit sets the power outage detection signal to a low level (OFF).
[0091] In this embodiment, the power outage detection circuit was described using the example of transmitting a power outage detection signal to the main control unit 40 and the payout control unit 41, but it is not necessarily limited to this. For example, the power outage detection circuit may be configured to transmit the power outage detection signal to only one of the main control unit 40 or the payout control unit 41, and to transmit a power outage command from the main control unit 40 to the payout control unit 41, or from the payout control unit 41 to the main control unit 40.
[0092] The backup power supply circuit is composed of capacitors and the like. The backup power supply circuit charges the DC 5V power generated by the power supply circuit while receiving power from the AC power supply, and in the event of a power outage, it supplies the backup power (DC 5V) to the RWM of the main control device 40 and the RWM of the payout control device 41, etc.
[0093] In this embodiment, backup power is supplied to the RWM of the main control unit 40 and the RWM of the payout control unit 41. Therefore, even after the power supply is cut off, the pachinko machine 1 can retain for a certain period of time the contents that were stored in the main control unit 40 and the payout control unit 41 at the time of the power outage, such as the game state of the pachinko machine 1 and the number of game balls to be paid out as prize balls.
[0094] On the other hand, the backup power is not supplied to the RWM of the sub-integrated control unit 42. Therefore, when the power supply to the pachinko machine 1 is stopped, the contents stored in the RWM of the sub-integrated control unit 42 are erased.
[0095] (3. Specifications of Pachinko Machine 1) Next, the basic specifications of pachinko machine 1 will be explained. As shown in Figure 8, in the normal game state, the probability of winning a jackpot in pachinko machine 1 is set to 1 / 260 for both the first and second special symbols. In the probability variation game state, the probability of winning a jackpot in both the first and second special symbols is set to 1 / 70.
[0096] In Pachinko Machine 1, the first special symbol does not determine whether a win is a minor win. On the other hand, the probability of winning a minor win in the second special symbol is set to 1 / 40 regardless of whether it is a normal game state or a probability variation game state. However, the probability of winning a minor win may differ depending on whether it is a normal game state or a probability variation game state, and the setting value.
[0097] In Pachinko Machine 1, the probability of winning a regular symbol is set to 1 / 6 in normal gameplay. In normal gameplay, the reel spin time for the regular symbol is set to approximately 30 seconds. In the regular electric support state, the probability of winning a regular symbol is set to 5 / 6, and the reel spin time for the regular symbol is set to approximately 1 second.
[0098] In Pachinko machine 1, the maximum number of reserved symbols that can be stored is 4 for both the first special symbol and the second special symbol.
[0099] In Pachinko Machine 1, the probability of entering a probability variation state after a big win is set to 40% for the first special symbol. On the other hand, the probability of entering a probability variation state after a big win is set to 60% for the second special symbol. The probability variation state continues until the next big win occurs, or until the number of spins of the first and second special symbols (= number of win / loss judgments) reaches 100.
[0100] In Pachinko Machine 1, the probability of entering the electric support state, which transitions to the normal electric support state after a big win game, is set to 100% for both the first and second special symbols. Furthermore, the normal electric support state continues until the next big win occurs, or until the number of spins of the first and second special symbols (= number of win / loss judgments) reaches 100.
[0101] When a jackpot occurs in the first or second special symbol of the pachinko machine 1, a jackpot game is played at the large prize entry point 25. In the jackpot game, for example, 12 rounds of games are played in which the large prize entry point 25 is opened. In each round of games, the large prize entry point 25 remains open until the opening time reaches 29 seconds, or until the number of balls entering the large prize entry point 25 reaches a predetermined number of 9.
[0102] In pachinko machine 1, when a minor win occurs in the second special symbol, a minor win game is played at the large prize slot 25. During the minor win game, the large prize slot 25 is opened once for 6.0 seconds. The prescribed number of minor wins is 4.
[0103] In Pachinko machine 1, the operation of the regular electric mechanism differs depending on whether the game is in normal play mode (non-electric support) or electric support mode. When a regular symbol is won in non-electric support mode, the regular electric mechanism opens once for 0.2 seconds. In electric support mode, the regular electric mechanism opens once for 2.0 seconds.
[0104] Next, let's explain the prize balls awarded. The prize balls awarded for each ball entered into the first special feature starting port 23 and the second special feature starting port 24 are set at 3 balls each. The prize balls awarded for each ball entered into the large prize port 25 are set at 13 balls each. The prize balls awarded for each ball entered into other general prize ports such as 27 are set at 10 balls each.
[0105] (4. Startup process) Next, the "startup process" performed by the main control unit 40 will be explained with reference to the flowchart shown in Figure 9. The startup process is performed when the power to the pachinko machine 1 is turned on.
[0106] As shown in Figure 9, the main control unit 40 sets the stack pointer to the stack address as the first step in the startup process (process S1). Subsequently, the main control unit 40 sets the interrupt vector address of the interrupt vector table to the corresponding register (process S2) and also sets the internal register (process S3). The interrupt vector address is used to specify the starting address for the interrupt processing program described later in the address space (memory space).
[0107] Next, the main control unit 40 reads the input port register (process S4) and determines whether the power outage stop signal is OFF or OFF (process S5). If the power outage detection signal remains ON and there is a negative determination (process S5: No), the main control unit 40 determines that the voltage supplied from the power supply board 45 has not reached the predetermined voltage. In this case, the main control unit 40 returns to process S4 and repeatedly executes processes S4 and S5 until the power outage stop signal turns OFF.
[0108] On the other hand, if the power outage detection signal is switched to OFF and the result is positive (process S5: Yes), the main control unit 40 determines that the voltage supplied from the power supply board 45 is above a predetermined voltage and that a stable voltage supply has been established, and permits writing to the RWM630 (process S6).
[0109] After process S6, the main control unit 40 performs an initial setup process (process S7). This initial setup process (process S7) mainly involves setting the transition mode. After that, the main control unit 40 disables interrupts (process S8) and performs register saving (process S9). Furthermore, the main control unit 40 performs a game performance calculation process (process S10) which calculates game performance such as base values. In other words, the main control unit 40 performs calculations related to game performance outside the RWM630 area.
[0110] After process S10, the main control unit 40 performs register restoration (process S11) and enables interrupts (process S12), and returns to process S8. In this way, the main control unit 40 repeatedly executes processes S8 to S12 during the startup process. Meanwhile, between the execution of process S12 and the execution of process S8 again, the main control unit 40 periodically executes the interrupt processing described later (see Figure 10) (for example, every 4ms).
[0111] (5. Interrupt handling) Next, the "interrupt processing" performed by the main control unit 40 will be explained with reference to the flowchart shown in Figure 10. As shown in Figure 10, the main control unit 40 sets the timer and the watchdog timer as the first process to be performed in interrupt processing (process S21). In process S21, the main control unit 40 sets various timers provided in the main control unit 40, and clears and restarts the watchdog timer.
[0112] After processing S21, the main control unit 40 determines whether the mode value stored in the mode value storage area is "3" (processing S22). If the mode value is "3" (processing S22: Yes), it can be determined that the pachinko machine 1 has the game stop mode set as the transition mode. In other words, it can be determined that the pachinko machine 1 is in a state where it cannot start playing and is waiting to switch the power switch to OFF. Therefore, in this case, the main control unit 40 enables interrupts (processing S36) and returns to the startup process (see Figure 9).
[0113] On the other hand, if the mode value stored in the mode value storage area is not "3" (process S22: No), the main control device 40 executes a timer update process to update the various timers provided in the main control device 40 (process S23). Next, the main control device 40 executes an input determination process (process S24), which is a process related to the entry of game balls into the various starting holes and various prize winning holes. Details of the input determination process (process S24) will be described later with reference to the flowchart shown in Figure 12. After process S24, the main control device 40 executes a win / fail determination process (process S25), which is a process related to win / fail determination and jackpot games. Details of the win / fail determination process (process S25) will be described later with reference to the flowchart shown in Figure 14.
[0114] After processing S25, the main control unit 40 executes a game state setting process (processing S26) which sends a signal to the hall computer 500 indicating that the game state has changed. In processing S26, for example, after a jackpot game (special game) or a winning game (regular game) has ended in the win / failure determination process (processing S25) described above, the main control unit 40 sends a signal to the hall computer 500 after a predetermined time has elapsed.
[0115] Furthermore, if the pachinko machine 1 is connected to a test firing device (not shown), the main control device 40 transmits a test signal to the test firing device (not shown) in process S26 indicating that the game state has changed.
[0116] After processing S26, the main control unit 40 performs an error monitoring process (process S27) to monitor whether or not an error has occurred. Examples of errors monitored by the main control unit 40 in the error monitoring process (process S27) include open errors indicating that the front frame 11 or inner frame 30 is open, radio wave errors indicating that an abnormal radio wave has been detected by a radio wave sensor (not shown), and vibration errors indicating that an abnormal vibration has been detected by a vibration sensor (not shown).
[0117] After processing S27, the main control device 40 executes a prize ball command transmission process (process S28) to send a prize ball command to the payout control device 41. Then, based on the received prize ball command, the payout control device 41 executes the payout of prize balls set for each type of starting gate or prize gate into which a ball entered.
[0118] After processing S28, the main control unit 40 executes a performance data output process (process S29) which creates image data and sound data corresponding to the game content during execution and outputs them to the sub-integrated control unit 42. Furthermore, if the main control unit 40 detects the occurrence of an error in the error monitoring process (process S27) described above, it appropriately provides error notification, such as displaying an error on the performance symbol display device 46, lighting or flashing the frame-side decorative lamps 113, or outputting sound from the speaker 112, depending on the content of the detected error.
[0119] After processing S29, the main control unit 40 performs external output processing (processing S30) to the hall computer 500 via the external connection terminal board 38. In processing S30, the main control unit 40 transmits data related to the large prize slot solenoid 510 and the general-purpose mechanism solenoid 511 to the hall computer 500 based on the processing content of the above-mentioned win / failure determination processing (processing S25). Also in processing S30, if the main control unit 40 detects the occurrence of an error in the above-mentioned error monitoring processing (processing S27), it transmits a security signal to the hall computer 500. If a test firing device is connected to the pachinko machine 1, the main control unit 40 transmits data related to the large prize slot solenoid 510 and the general-purpose mechanism solenoid 511, as well as a security signal, to the test firing device in processing S30.
[0120] As shown in Figure 11, after process S30, the main control unit 40 performs register saving (process S31) and executes the performance display data creation process (process S32). In process S32, the main control unit 40 creates data for displaying on the performance display device the calculation results of the performance display calculation process (process S10) performed outside the RWM630 area during the startup process (see Figure 9) and the test results of the test firing test. After process S31, the main control unit 40 performs register restoration (process S33).
[0121] After processing S33, the main control unit 40 executes the segment data creation process (processing S34). In processing S34, the main control unit 40 creates segment data for controlling the emission of light for each common (8-bit display area related to LED segments) of various LEDs provided on the performance display device, in preparation for displaying the data created in processing S31 on the performance display device.
[0122] After processing S34, the main control unit 40 performs display processing (processing S35) for various display devices, displaying game performance and test shooting data on the performance display device. Also in processing S35, the main control unit 40 displays changes and confirmations of various symbols on the first special symbol display device 281, the second special symbol display device 283, and the general symbol display device 285, depending on the game status being played. After processing S35, the main control unit 40 allows interrupts (processing S36) and returns to the startup process (see Figure 9).
[0123] Furthermore, while the main control unit 40 executes the performance display calculation process (process S10) in the startup process (Figure 9), it performs the processing related to displaying the calculation results of the performance display calculation process (process S10) in the interrupt process. In this regard, by executing the performance display calculation process (process S10), which has a large amount of processing load, in the startup process, the main control unit 40 can prevent interrupt disabling (process S8, see Figure 9) from being executed before the performance display calculation process (process S10) is completed. On the other hand, the main control unit 40 can improve the efficiency of display control by executing the display processing for the performance display device at the same timing as the display processing for the first special drawing display device 281, etc.
[0124] (6. Input detection process) Next, the "input determination process" (process S24) executed within the interrupt processing (see Figure 10) will be explained with reference to the flowchart shown in Figure 12. As shown in Figure 12, the main control device 40 executes the special ball entry confirmation process (process S101) as the first process of the input determination process (process S24). The special ball entry confirmation process (process S101) is executed when a game ball enters the first special ball start opening 23 or the second special ball start opening 24. Details of the special ball entry confirmation process (process S101) will be described later with reference to the flowchart shown in Figure 13.
[0125] After process S101, the main control device 40 executes the normal ball entry confirmation process (process S102). The normal ball entry confirmation process (process S102) is executed when a game ball enters the normal operation gate 21.
[0126] After processing S102, the main control device 40 executes the prize count processing (processing S103). The prize count processing (processing S103) is executed when a game ball enters the large prize opening 25 or the general prize opening 27. Specifically, in processing S103, when the count switch 507 or the general prize opening switch 506 detects a game ball, the main control device 40 adds 1 to the value of the counter that counts the number of game balls that have entered the large prize opening 25 or the general prize opening 27.
[0127] After processing S103, the main control device 40 executes the out count processing (processing S104). The out count processing (processing S104) is a process that aggregates the number of outs used in calculating the game performance. Specifically, in processing S104, when the first special symbol start switch 503, the second special symbol start switch 504, the normal symbol activation switch 505, the general prize entry switch 506, the count switch 507, and a switch provided in the discharge port (not shown) detect a game ball, the main control device 40 adds 1 to the value of the counter that counts the number of outs.
[0128] After processing S104, the main control unit 40 determines whether the frequency of balls entering the general prize slot 27 is abnormal (processing S105). Specifically, in processing S105, the main control unit 40 determines that fraud has occurred if the number of game balls that enter the general prize slot 27 within a predetermined time (for example, 60 seconds) exceeds the prescribed number of prizes (for example, 10 balls). As a result, if the ball entry frequency is normal and the determination is negative (processing S105: No), the main control unit 40 terminates this process and returns to the interrupt processing (see Figure 10).
[0129] On the other hand, if the ball entry frequency is abnormal and the determination is positive (process S105: Yes), the main control unit 40 sends an infraction alert command to the payout control unit 41 and the sub-integrated control unit 42 (process S106), and terminates this process. In process S106, the payout control unit 41, having received the infraction alert command from the main control unit 40, lights up the infraction alert lamp provided on the payout control unit 41.
[0130] Furthermore, the sub-integrated control unit 42, upon receiving an error notification command from the main control unit 40, provides error notification through the illumination or flashing of the frame-side decorative lamps 113 and audio output from the speaker 112. In addition, the performance symbol control unit 43, upon receiving the error notification command from the sub-integrated control unit 42, displays a warning on the performance symbol display device 46 indicating that an error has occurred. Note that the error notification via audio output from the speaker 112 ends 30 seconds after the error notification begins, and the warning display on the performance symbol display device 46 and the error notification via the frame-side decorative lamps 113 end 5 minutes after the error notification begins.
[0131] (7. Special design ball entry confirmation process) Next, referring to the flowchart shown in Figure 13, the special symbol ball entry confirmation process (process S101) executed within the input judgment process (process S24, see Figure 12) will be explained. The special symbol ball entry confirmation process (process S101) extracts and stores multiple types of random numbers for the first special symbol in response to the ball entering the first special symbol start port 23, and also extracts and stores multiple types of random numbers for the second special symbol in response to the ball entering the second special symbol start port 24. Then, it transmits various commands resulting from the ball entering the first special symbol start port 23 and the second special symbol start port 24 to the sub-integrated control device 42.
[0132] As shown in Figure 13, the "Special Feature Ball Entry Confirmation Process" first determines in process S110 whether or not the ball has entered the first special feature start port 23 via the first special feature start port switch 503. If the determination is negative (process S110: No), the process proceeds to process S115.
[0133] If the result is positive (process S110: Yes), in process S111, it is determined whether the number of reserved memories for the first special feature stored in the reserved memory area for the first special feature is full (whether the upper limit has been reached). If the result is positive (process S111: Yes), the process proceeds to process S115.
[0134] If the judgment in the above process S111 is negative (process S111: No), then in process S112, random numbers for determining the jackpot of the first special feature, random numbers for determining the jackpot symbol, random numbers for determining a reach, random numbers for determining the variation pattern, etc. are extracted. The extracted various random numbers are stored in a temporary memory area of the first special feature reserve memory area. Furthermore, the various random numbers stored in the temporary memory area are stored as first special feature reserve memories in the main memory area of the first special feature reserve memory area. Even if the number of reserve memories for the first special feature is "0", various random numbers such as the win / loss random numbers extracted when a game ball enters the first special feature start opening 23 are stored in the same way as when there are memories less than the maximum value.
[0135] Next, the pre-read judgment process for the first special symbol in process S113 is executed. This pre-read judgment process checks whether the random numbers for determining the jackpot and the random numbers for determining the jackpot symbols stored in the temporary storage area of the first special symbol's reserve storage area are specific values before the hit / miss determination is made. For example, it is checked whether the specific values are numbers that will be determined to be a jackpot, numbers that will be determined to be a super reach or a reach, and if it is a jackpot, whether it is a jackpot that will grant a probability variation state or a normal electric support state. In this process, a pre-read command indicating the judgment result of the pre-read judgment for the first special symbol is sent to the sub-integrated control device 42. After that, in process S114, the reserve storage counter indicating the number of reserved memories is added, and a reserve number instruction command indicating the added value of the first special symbol's reserve storage counter is sent to the sub-integrated control device 42.
[0136] Furthermore, it is desirable to send the pre-read command to the sub-integrated control device 42 when there is a possibility of a big win or a near-win. Of course, it is also acceptable to configure the system to send the pre-read command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the pre-read command, the sub-integrated control device 42 performs a pre-read animation on the reserved memory symbols of the performance symbol display device 46 that suggests the possibility of a big win or a near-win.
[0137] In the subsequent process S115, it is determined whether or not the entry of a ball into the second special feature start port 24 has been detected by the second special feature start port switch 504. If the determination is negative (process S115: No), the process returns to the input determination process (see Figure 12) and terminates.
[0138] If the result is positive (process S115: Yes), in process S116, it is determined whether the number of reserved memories for the second special feature stored in the reserved memory area for the second special feature is full (whether the upper limit has been reached). If the result is positive (process S116: Yes), the program returns.
[0139] If the judgment in the above process S116 is negative (process S116: No), then in process S117, random numbers for determining the jackpot of the second special feature, random numbers for determining the jackpot symbol, random numbers for determining the minor jackpot symbol, random numbers for determining a reach, random numbers for determining the variation pattern, etc. are extracted. The extracted various random numbers are stored in a temporary storage area of the second special feature's reserved storage area. Furthermore, the various random numbers stored in the temporary storage area are stored as reserved memories for the second special feature in the main storage area of the second special feature's reserved storage area. Furthermore, random numbers stored in a predetermined storage area are stored as reserved memories. Even if the number of reserved memories for the second special feature is "0", various random numbers such as the win / loss random numbers extracted when a game ball enters the second special feature's start opening 24 are stored in the same way as when there is a number of memories less than the maximum value.
[0140] Next, in process S118, the pre-read judgment process for the second special symbol is executed. This pre-read judgment process checks whether the random numbers for determining the jackpot and the random numbers for determining the jackpot symbols stored in the temporary storage area of the second special symbol's reserve storage area are specific values before the hit / miss judgment is made. For example, specific values include whether they are values that will be judged as a jackpot, values that will be judged as a super reach or reach, and if it is a jackpot, whether it is a jackpot that will grant a probability variation state or a normal electric support state. In this process, a pre-read command indicating the judgment result of the pre-read judgment for the second special symbol is sent to the sub-integrated control device 42. After that, in process S119, the reserve storage counter indicating the number of reserved memories is added, and a reserve number instruction command indicating the added value of the first special symbol's reserve storage counter is sent to the sub-integrated control device 42.
[0141] Furthermore, it is desirable to send the pre-read command to the sub-integrated control device 42 when there is a possibility of a big win or a near-win. Of course, it is also acceptable to configure the system to send the pre-read command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the pre-read command, the sub-integrated control device 42 performs a pre-read animation on the reserved memory symbols of the performance symbol display device 46 that suggests the possibility of a big win or a near-win.
[0142] In the special ball entry confirmation process (process S101), if the number of reserved memories is not full, the extracted random number is stored in a pre-set temporary memory area, and then the random number stored in the temporary memory area is stored in the main reserved memory area. However, if the number of reserved memories is not full, the extracted random number may be stored in both the temporary memory area and the main reserved memory area. Furthermore, when a random number is extracted due to a ball entering the first special ball entry opening 23 or the second special ball entry opening 24, the extracted random number is stored in the temporary memory area. Then, it is checked whether the number of reserved memories is full, and if it is not full, the random number stored in the temporary memory area may be stored in the main reserved memory area. In this case, if the number of reserved memories is full, the random number stored in the temporary memory area is erased.
[0143] Furthermore, in the special ball entry confirmation process (process S101), the look-ahead determination process looks at random numbers stored in a temporary memory area, but it is not limited to this, and may also look at random numbers stored in the main reserved memory area.
[0144] (8. Correct / Incorrect Determination Process) Next, the pass / fail determination process (process S25) executed within the interrupt processing will be explained with reference to the flowchart shown in Figure 14. As shown in Figure 14, the main control unit 40 executes the general drawing pass / fail determination process (process S200), which is the first process to be executed in the pass / fail determination process (process S25), which is the process related to the pass / fail determination of the general drawing.
[0145] Next, the main control device 40 executes a regular diagram game processing (processing S250), which is processing related to a regular diagram winning game (regular diagram game) in accordance with the determination of whether the regular diagram is correct or incorrect.
[0146] Next, the main control device 40 executes a special drawing validity determination process (process S300), which is a process related to determining whether the first or second special drawing is valid.
[0147] Next, the main control device 40 executes a jackpot game processing (processing S400), which is processing related to a jackpot game (special game), according to the determination of whether the first special figure or the second special figure is correct or incorrect.
[0148] (8-1. Special Symbol Validity Determination Process) Next, referring to the flowcharts shown in Figures 15 to 21, we will explain the "special drawing validity determination process" (process S300) that is executed within the validity determination process (process S25, see Figure 10). The special drawing validity determination process (process S300) consists of the "first special drawing validity determination process" shown in Figures 15 to 16 and the "second special drawing validity determination process" shown in Figures 17 to 21, which are executed in sequence.
[0149] In the "Special Drawing Correct / Failure Determination Process" (process S300), the correct / failure determination of the first special drawing and the correct / failure determination of the second special drawing are performed separately in the "First Special Drawing Correct / Failure Determination Process" and the "Second Special Drawing Correct / Failure Determination Process".
[0150] (8-2. First Special Feature Validity Determination Process) As shown in Figure 15, the "First Special Symbol Win / Loss Determination Process" first checks in process S301 whether the special electric mechanism is not in operation and determines whether or not a big win game or a small win game is in progress. If the determination is negative (process S301: No), this process ends and the process returns to the Special Symbol Win / Loss Determination Process.
[0151] If the result is positive (Process S301: Yes), then in Process S302, it is determined whether the first special symbol is in a state of rotation stop. If the result is positive (Process S302: Yes), then in Process S303, it is determined whether the confirmed symbol of the first special symbol is not yet displayed.
[0152] If the result in process S303 is positive (process S303: Yes), then in process S304, it is determined whether or not there is a reserved memory for the first special feature. If the result is negative (process S304: No), the system returns. If the result is positive (process S304: Yes), in process S305, the number of reserved memories for the first special feature is subtracted and a reserved memory shift process is performed. As a result of this shift process, the oldest reserved memory among the reserved memories for the first special feature becomes the subject of the win / failure determination.
[0153] Next, in process S310 shown in Figure 16, it is determined whether the current game state is a special bonus (high probability) state. Specifically, it is determined whether the bonus flag is "1". The bonus flag is a flag that indicates the game state is a bonus state, and when it is set (when the value of the flag becomes "1"), the game is in a bonus state. On the other hand, when it is released (when the value of the flag becomes "0"), the game is in a normal (low probability) state.
[0154] If the result in process S310 is positive (S310: Yes), then in process S311, a determination is made by comparing the win / loss determination table for the probability variation with the random number for determining the jackpot stored in the reserve of the first special symbol that is the subject of the win / loss determination. If the result in process S310 is negative (S310: No), then in process S312, a determination is made by comparing the win / loss determination table for the low probability with the random number for determining the jackpot stored in the reserve of the first special symbol that is the subject of the win / loss determination.
[0155] Next, in process S313, it is determined whether or not the second special symbol is in a winning state. If the determination is positive (process S313: Yes), the win / loss determination of the first special symbol is forcibly set to a loss, and the process proceeds to S320. If the determination is negative (process S313: No), in process S314, it is determined whether or not the win / loss determination in process S311 or process S312 is a win. If the determination is negative (process S314: No), the win / loss determination of the first special symbol is set to a loss, and the process proceeds to S320.
[0156] If the result in process S314 is positive (process S314: Yes), then in process S315, the winning symbol is determined based on the random number for determining the winning symbol in the reserved memory of the first special figure that is the subject of the win / failure determination.
[0157] Next, in process S316, the variation pattern, such as the variation time of the winning symbol of the first special symbol, is determined from the variation table based on the random number used to determine the variation pattern of the reserved memory of the first special symbol that is the subject of the win / failure determination. In this case, the pachinko machine 1 determines the variation table according to the previous winning symbol and the game state at the time of the win / failure determination. Then, the variation pattern is determined from the determined variation table based on the random number used to determine the variation pattern.
[0158] After determining the variation pattern, the jackpot setting process is performed in process S317. In this process, based on the determined jackpot symbols, settings are made for the content of the jackpot game, such as performing a 10R jackpot game, the transition to a probability variation state or a normal electric support state after the jackpot game ends, the number of times these will continue, the setting of the jackpot start animation for the jackpot game performed by the animation symbol display device 46, the setting of the jackpot end animation, and so on.
[0159] Next, in process S318, information regarding the reserved storage of the first special figure after the success or failure determination (for example, information indicating the decrease in reserved storage after the success or failure determination) is transmitted to the sub-integrated control device 42.
[0160] Furthermore, in processing S319, the first special symbol display device 281 controls the start of symbol variation and sends a symbol variation start command and a symbol specification command to the sub-integrated control device 42. After that, it returns. The variation start command and symbol specification command include the variation pattern of the first special symbol and the result of the win / loss determination of the first special symbol. Depending on the configuration, a symbol confirmation command may also be sent to indicate the end of the variation time. However, this is not mandatory as the variation time is predetermined by the variation pattern, etc.
[0161] If the judgment in process S313 is positive (process S313: Yes), or if the judgment in process S314 is negative (process S314: No), the first special symbol is judged as a miss, so in process S320 the missing symbol is determined, and in process S321 the variation pattern of the missing symbol is determined based on the random number used to determine the variation pattern of the reserved memory of the first special symbol that is the subject of the win / fail judgment. Furthermore, in process S322 the miss setting process is performed. After that, processes S318 and S319 are performed in the same way as when a jackpot is determined. After that, the game returns.
[0162] (8-3. Second Special Feature Validity Determination Process) Next, as shown in Figure 17, the "Second Special Symbol Win / Loss Determination Process" first checks in process S331 whether the special electric mechanism is not operating and determines whether or not a big win game or a small win game is in progress. If the determination is negative (process S331: No), this process ends and the process returns to the Special Symbol Win / Loss Determination Process.
[0163] If the result is positive (processing S331: Yes), processing S332 determines whether the second special symbol is in a state of rotation stoppage. If the result is positive (processing S332: Yes), processing S333 determines whether the confirmed symbol of the second special symbol is not yet displayed.
[0164] If the result in process S333 is positive (process S333: Yes), then in process S334, it is determined whether or not there is a reserved memory for the second special feature. If the result is negative (process S334: No), the system returns. If the result is positive (process S334: Yes), in process S335, the number of reserved memories for the second special feature is subtracted and a reserved memory shift process is performed. As a result of this shift process, the oldest reserved memory among the reserved memories for the second special feature becomes the subject of the win / failure determination.
[0165] Next, in process S340 shown in Figure 18, it is determined whether the current game state is a probability variation state for the special symbol. If the determination is positive (process S340: Yes), in process S341, the win / loss determination table for probability variation is compared with the random number used to determine the jackpot for the second special symbol that is the subject of the win / loss determination, and a determination is made. If the determination is negative (process S340: No), in process S342, the win / loss determination table for low probability is compared with the random number used to determine the jackpot for the second special symbol that is the subject of the win / loss determination, and a determination is made.
[0166] Next, in process S343, it is determined whether or not the first special symbol is in a winning state. If the determination is positive (process S343: Yes), the win / loss determination of the second special symbol is forcibly set to a loss, and the process proceeds to process S355. If the determination is negative (process S343: No), in process S344, it is determined whether or not the win / loss determination in process S341 or process S342 is a win.
[0167] If the result in process S344 is positive (process S344: Yes), then in process S345, the winning symbol is determined based on the random number used to determine the winning symbol of the second special feature that is the subject of the win / failure determination.
[0168] Next, in process S346, the variation pattern, such as the variation time of the winning symbol of the second special symbol, is determined from the variation table based on the random number used to determine the variation pattern of the second special symbol that is the subject of the win / failure determination. In this case as well, the variation table is determined according to the previous winning symbol and the game state at the time of the win / failure determination, etc. Then, the variation pattern is determined from the determined variation table based on the random number used to determine the variation pattern.
[0169] After determining the variation pattern, the jackpot setting process is performed in process S347. In this process, based on the determined jackpot symbols, the content of the jackpot game is set, for example, to perform a 10R jackpot game. In addition, settings are made for transitions to the probability variation state and the normal electric support state after the jackpot game ends, the number of times these states will continue, the time of the jackpot start animation and the time of the jackpot end animation performed by the animation symbol display device 46.
[0170] Next, in process S348, information about the reserved storage after the hit / fail determination of the second special figure (for example, information indicating the decrease in reserved storage after the hit / fail determination is performed) is transmitted to the sub-integrated control device 42.
[0171] In the subsequent process S349, the second special symbol display device 283 controls the start of symbol variation and sends a symbol variation start command and a symbol specification command to the sub-integrated control device 42. After that, it returns. The aforementioned variation start command and symbol specification command include the variation pattern of the second special symbol and the result of the win / loss determination of the second special symbol. Furthermore, depending on the configuration, a symbol confirmation command may be sent to indicate the end of the variation time. However, this is not mandatory as the variation time is predetermined by the variation pattern, etc.
[0172] If the result in process S344 is negative (process S344: No), then in process S350, a determination is made as to whether the win / fail determination in process S341 or process S342 is a minor win or not. If the result is positive (process S350: Yes), then in process S351, the minor win symbol is determined based on the random number used to determine the minor win symbol of the second special figure that is the subject of the win / fail determination.
[0173] Next, in process S352, the variation pattern of the second special symbol, such as the variation time of the small winning symbols of the second special symbol, is determined based on the random number used to determine the variation pattern of the second special symbol that is subject to the win / fail judgment.
[0174] Next, in process S353, the minor win setting process is performed. In this process, based on the determined minor win symbols, the content of the minor win game, the setting of the minor win start animation for the minor win game performed by the animation symbol display device 46, the setting of the minor win end animation, etc. are made. After that, processes S348 and S349 are executed and the system returns.
[0175] If the result in process S343 is positive (process S343: Yes) or in process S350 is negative (process S350: No), the second special symbol is determined to be a miss, so in process S355 the missing symbol for the second special symbol is determined, and in process S356 the variation pattern, such as the variation time of the missing symbol, is determined based on the random number used to determine the variation pattern of the second special symbol that is the subject of the win / failure determination. Next, in process S357 the miss setting process is performed. After that, processes S348 and S349 are executed, and then the system returns.
[0176] If the result of process S302 (Figure 15) or process S332 (Figure 17) is negative (process S302 or process S332: No), then in process S360, as shown in Figure 19, it is determined whether the symbol variation time for the first special symbol or the second special symbol has elapsed (process S360). If the result is positive (process S360: Yes), in process S361, control is performed to terminate the variation display of the first special symbol display device 281 and confirm the display of the first special symbol, or to terminate the variation display of the second special symbol display device 283 and confirm the display of the second special symbol. Furthermore, commands are sent to the sub-integrated control device 42 and the performance symbol control device 43 to confirm the display of the pseudo-performance symbols corresponding to the special symbols. Note that since the variation time is specified in the variation start command, it is also possible to configure the system so that no symbol confirmation command is sent. With this configuration, performance displays can be performed at the same level while keeping the number of commands down.
[0177] Next, in process S362, it is determined whether the special symbol confirmed and displayed in process S361 is a minor win symbol. If the determination is positive (process S362: Yes), the interruption flag is set to "1" in process S363. After that, the process proceeds to "Big Win Game Processing".
[0178] If the result in process S362 is negative (process S362: No), then in process S364, it is determined whether the special symbol is a winning symbol. If the result is negative (process S364: No), the process proceeds to "winning game processing". If the result is positive (process S364: Yes), the stop flag is set to "1" in process S365. After that, the process returns to the win / failure determination process (see Figure 14) and proceeds to "winning game processing".
[0179] If the result in process S360 is negative (process S360: No), process S366 determines whether the interruption flag is set to "1". If the result is positive (process S366: Yes), process S367 performs the special symbol variation interruption process. After that, the system returns and proceeds to the jackpot game process.
[0180] The aforementioned special symbol variation interruption process is performed when one of the special symbols (the second special symbol) is confirmed to be a minor win symbol, and the variation of the other special symbol (the first special symbol) that is currently varying is interrupted. Furthermore, this process stops the measurement of the variation time of the other special symbol, and when the minor win game based on the confirmed display of one of the special symbols ends, the variation of the other special symbol is resumed.
[0181] If the result in process S366 is negative (process S366: No), process S368 determines whether the stop flag is set to "1". If the result is negative (process S368: No), return and proceed to "Big Win Game Processing". If the result is positive (process S368: Yes), process S369 performs the special symbol variation stop processing, then returns and proceeds to "Big Win Game Processing".
[0182] The aforementioned special symbol variation stop process is performed when one of the special symbols, either the first or the second, is confirmed to be a winning symbol, and the variation of the other special symbol, which is currently in variation, is stopped with a losing symbol.
[0183] If the judgment in process S303 or process S333 is negative (process S303 or process S333: No), then, as shown in Figure 20, process S370 determines whether the display time for the confirmed symbols of the first or second special symbol has elapsed. If the judgment is negative (process S370: No), the process returns and proceeds to the "jackpot game processing".
[0184] On the other hand, if the result is positive (processing S370: Yes), in processing S371, control is performed to terminate the display of the confirmed symbols for the first special feature by the first special feature display device 281 or the display of the confirmed symbols for the second special feature by the second special feature display device 283, and a command is sent to the sub-integrated control device 42 to terminate the display of the confirmed pseudo-effect symbols corresponding to the first or second special feature.
[0185] Next, in process S372, it is determined whether the symbols in the first or second special symbol are a winning combination. If the determination is positive (process S372: Yes), in process S373, it is determined whether the probability variation flag, which indicates a probability variation state, is "1". If the determination is negative (process S373: No), the process proceeds to S375. If the determination is positive (process S373: Yes), in process S374, the probability variation flag is reset to "0".
[0186] Process S375 determines whether the electric support flag, which indicates the normal electric support state, is "1". If the result is negative (process S375: No), the process proceeds to S377. If the result is positive (process S375: Yes), the electric support flag is reset to "0" in process S376.
[0187] The electric support flag indicates that the game state is in the normal electric support state. When set (the flag value becomes "1"), the game is in the normal electric support state. Conversely, when deactivated (the flag value becomes "0"), the game is in the non-normal electric support state.
[0188] These processes reset the game state, including the probability variation state and the normal power support state during a big win, back to the normal game state.
[0189] Next, in process S377, the condition device is activated. The condition device is activated when the hit / fail determination of the first or second special symbol is a jackpot and the jackpot symbol is displayed, thereby fulfilling the conditions for starting the jackpot game, and is also a device necessary for the operation of the continuous mechanism operation device during the jackpot game.
[0190] In the subsequent process S378, the continuous mechanism for operating the special features is activated. Furthermore, in response to the activation of the continuous mechanism for operating the special features, the special electric feature is activated. This makes it possible to start a jackpot game, and in the subsequent process S379, the jackpot game start process is performed.
[0191] In the aforementioned jackpot game start process, a command to start the jackpot game and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) are transmitted to the sub-integrated control device 42. After that, it returns and proceeds to the "jackpot game process".
[0192] If the determination in process S372 is negative (process S372: No), then in process S380, as shown in Figure 21, it is determined whether the symbols of the second special symbol are a combination that results in a minor win. If the determination is negative (process S380: No), the process proceeds to process S383, which will be described later. If the determination is positive (process S380: Yes), the special electric mechanism is started in process S381. The minor win game start process is then performed in the subsequent process S382. In this process, a command to start the minor win game and information related to the minor win game (minor win opening time, opening pattern, minor win ending time, etc.) are transmitted to the sub-integrated control device 42.
[0193] In process S383, which follows from process S382, or is initiated by a negative determination in process S380 (process S380: No), it is determined whether the probability change flag is "1". If the determination is negative (process S383: No), the process proceeds to process S386. If the determination is positive (process S383: Yes), process S384 is used to determine whether the conditions for ending the probability change state have been met.
[0194] This process determines whether the number of spins for the first and second special symbols after transitioning to the probability variation state has reached 100. If the determination in process S384 is negative (process S384: No), the process proceeds to process S386.
[0195] If the result in process S384 is positive (process S384: Yes), the probability change flag is reset to "0" in process S385. As a result, the game state transitions to the non-probability change state (low probability).
[0196] Next, in process S386, it is determined whether the electric support flag is "1". If the result is negative (process S386: No), the process proceeds to S389. If the result is positive (process S386: Yes), in process S387, it is determined whether the termination condition for the normal electric support state has been met.
[0197] This process determines whether the number of changes in the first and second special patterns after transitioning to the normal power support state has reached 100. If the determination in process S387 is negative (process S387: No), the process proceeds to process S389.
[0198] If the result in process S387 is positive (process S387: Yes), the electric support flag is reset to "0" in process S388. As a result, the game state transitions to the non-normal electric support state.
[0199] Next, in process S389, a state specification command indicating whether the current game state is a probability variation state or a normal power support state is sent to the sub-integrated control device 42. After that, it returns and proceeds to "jackpot game processing".
[0200] (9. Movable role production) Next, we will explain the pseudo-effects (variation effects) associated with the determination of whether the first or second special symbol is correct, and the pre-announcement effects (movable mechanism effects) performed in the reach effect of a big win. In the movable mechanism effect, the pachinko machine 1 displays a pseudo-image of a movable object similar to the movable object at a position corresponding to the operating position in the display area of the effect symbol display device 46 when the movable mechanism is operated to the operating position. Furthermore, even after the movable mechanism moves from the operating position to the initial position, the display of the pseudo-image of the movable object is continued for a predetermined period of time.
[0201] (9-1. Setting the presentation pattern) Figure 22 shows the "performance pattern setting process" executed in the sub-integrated control device 42. The "performance pattern setting process" sets a performance pattern, including whether or not to perform a movable mechanism performance, in response to a variation start command transmitted from the main control device 40, and starts the performance based on the set performance pattern. The "performance pattern setting process" is a subroutine that branches off from the main routine executed in the sub-integrated control device 42.
[0202] As shown in Figure 22, the "performance pattern setting process" first determines in process S501 whether or not a variation start command has been received from the main control device 40. The variation start command is a command transmitted by the main control device 40 in process S319 of the first special symbol win / failure determination process (see Figure 16) or in process S349 of the second special symbol win / failure determination process (see Figure 18). The variation start command contains information such as whether or not it is a jackpot, whether or not it is a probability variation if it is a jackpot, and the variation time of the special symbols.
[0203] If the result in process S501 is negative (process S501: No), this "performance pattern setting process" is terminated and the system returns to the main routine executed by the sub-integrated control device 42.
[0204] If the result in process S501 is positive (process S501: Yes), the performance pattern determination process is executed in process S502. Process S502 selects a performance that lasts the same amount of time as the variation time of the special symbol included in the variation start command.
[0205] Next, in process S503, the initial position confirmation process for the special features is executed. Process S503 confirms that the title feature 60, the sword feature 61, and the shield feature 62 are in their initial positions. For example, the title feature 60 is confirmed to be in its initial position by the title feature sensor 604. The sword feature 61 is confirmed to be in its initial position by the sword feature sensor 612. The shield feature 62 is confirmed to be in its initial position by the shield feature sensor 622.
[0206] Next, in process S504, the process of moving the initial positions of the special features is executed. Process S504 is the process of moving the title feature 60, the sword feature 61, and the shield feature 62 to their respective initial positions. For example, for the title feature 60, the title feature motor 601 is driven to move the title feature 60 until the title feature sensor 604 detects that it is in its initial position. For the sword feature 61, the sword feature motor 611 is driven to move the sword feature 61 until the sword feature sensor 612 detects that it is in its initial position. For the shield feature 62, the shield feature motor 621 is driven to move the shield feature 62 until the shield feature sensor 622 detects that it is in its initial position.
[0207] Next, in process S505, it is determined whether the title mechanism 60, the sword mechanism 61, and the shield mechanism 62 are functioning correctly. That is, if they are at their initial values in the mechanism initial position confirmation process (process S503) and the mechanism initial position movement process (process S504), it is determined that they are functioning correctly.
[0208] If the result in process S505 is positive (process S505: Yes), then in process S506, the movable mechanism performance pattern determination process is executed. In the movable mechanism performance pattern determination process, it is determined whether the performance pattern determined in process S502 includes a movable mechanism performance pattern, and if it does, one of the performance patterns from "Mechanism Performance Pattern 1" to "Mechanism Performance Pattern 7" shown in Figure 23 is determined.
[0209] Here, the accessory effect patterns will be described with reference to FIG. 23. As shown in FIG. 23, seven types of patterns from "accessory effect pattern 1" to "accessory effect pattern 7" are provided as accessory effect patterns. Each accessory effect pattern has a configuration in which the movable accessory to be activated differs, and the expectation level for a jackpot differs.
[0210] "Accessory effect pattern 1" is a pattern in which the sword accessory 61 is activated, and the jackpot expectation level is set to "low". "Accessory effect pattern 2" is a pattern in which the shield accessory 62 is activated, and the jackpot expectation level is set to "low". "Accessory effect pattern 3" is a pattern in which the title accessory 60 is activated, and the jackpot expectation level is set to "medium".
[0211] "Accessory effect pattern 4" is a pattern in which the shield accessory 62 is activated after the sword accessory 61 is activated, and the jackpot expectation level is set to "high". "Accessory effect pattern 5" is a pattern in which the title accessory 60 is activated after the sword accessory 61 is activated, and the jackpot expectation level is set to "high". "Accessory effect pattern 6" is a pattern in which the title accessory 60 is activated after the shield accessory 62 is activated, and the jackpot expectation level is set to "high".
[0212] "Accessory effect pattern 7" is a pattern in which all movable accessories are activated. For example, a pattern is conceivable in which the title accessory 60 is activated after the sword accessory 61 is activated, and the shield accessory 62 is activated after the title accessory 60 is activated. In addition, "accessory effect pattern 7" is set to have the highest jackpot expectation level.
[0213] Returning to FIG. 22, the description of the "effect pattern setting process" will be continued. After the aforementioned process S506, an effect start process is executed in process S507. In the effect start process, variable display of pseudo effect symbols corresponding to the fluctuation of the special figure is started on the effect symbol display device 46 via the effect symbol control device 43. Further, the movable accessories are appropriately activated according to the movable accessory effect pattern. Thereafter, the present "effect pattern setting process" is terminated, and the process returns.
[0214] If the result in process S505 is negative (process S505: No), it is determined that there is some abnormality in the title mechanism 60, sword mechanism 61, or shield mechanism 62, and the performance start process is executed in process S507 without determining the movable mechanism performance pattern. After that, this "performance pattern setting process" is terminated and the system returns.
[0215] In this case, the performance will begin with a malfunction in either the title mechanism 60, the sword mechanism 61, or the shield mechanism 62, but the performance will be carried out without activating the movable mechanism, and will only include the effects involving the movable mechanism.
[0216] (9-2. Simulated image processing for title effects) Figure 24 shows the "title gimmick pseudo-image processing" performed by the sub-integrated control device 42. The "title gimmick pseudo-image processing" is a process that displays a pseudo-image of the title gimmick 800 (see Figure 30) on the display area of the performance symbol display device 46 at a position corresponding to the operating position of the title gimmick 60 in response to its operation to the operating position. The "title gimmick pseudo-image processing" is a subroutine that branches off from the main routine executed by the sub-integrated control device 42.
[0217] As shown in Figure 24, the "title effect pseudo-image processing" first determines in process S601 whether the title image flag is "0". The title image flag is set to "1" when the title effect pseudo-image 800 is displayed in this "title effect pseudo-image processing".
[0218] If the title effect animation is already displayed and the result in process S601 is negative (process S601: No), the process proceeds to S605.
[0219] If the pseudo-image for the title mechanism is not displayed and the result in process S601 is positive (process S601: Yes), then in process S602, it is determined whether the title activation flag is "1". The title activation flag is set to "1" when the title mechanism 60 is activated to the activation position.
[0220] If the title mechanism 60 is not activated to the operating position and a negative determination is made in process S602 (process S602: No), this "title mechanism pseudo-image processing" is terminated and the system returns to the main routine executed by the sub-integrated control device 42.
[0221] If the title mechanism 60 is activated to its activation position and the determination in process S602 is positive (process S602: Yes), then the title mechanism pseudo-video start process is performed in process S603. By executing this title mechanism pseudo-video start process, the display of the title mechanism pseudo-video 800 is started in the display area of the performance symbol display device 46 at the position corresponding to the activation position of the title mechanism 60. In the subsequent process S604, the title video flag is set to "1".
[0222] As processing progresses, in process S605, the title activation flag is referenced to determine whether the title mechanism 60, which was activated to the activation position, has returned to its initial position. If the determination is negative (process S605: No), this "title mechanism pseudo-image processing" is terminated and the system returns.
[0223] If the title mechanism 60 has returned from the operating position to the initial position and the determination in process S605 is positive (process S605: Yes), then in process S606, it is determined whether the condition for ending the display of the pseudo-title mechanism image 800 has been met. For example, the pseudo-title mechanism image 800 is set to continue displaying for a predetermined period (a predetermined time, e.g., 3 seconds) after the title mechanism 60 has returned from the operating position to the initial position. Therefore, as a termination condition, process S606 determines whether the predetermined period has elapsed after the title mechanism 60 has returned from the operating position to the initial position. If the determination is negative (process S606: No), this "pseudo-title mechanism image processing" is terminated and the system returns.
[0224] If the result in process S606 is positive (process S606: Yes), then in process S607, the title effect pseudo-video termination process is executed, and the display of title effect pseudo-video 800 is terminated. Subsequently, in process S608, the title video flag is reset to "0". After that, this "title effect pseudo-video processing" is terminated, and the program returns.
[0225] (9-3. Simulated image processing for sword props) Figure 25 shows the "sword prop simulated image processing" performed by the sub-integrated control device 42. The "sword prop simulated image processing" is a process that displays a simulated image of the sword prop 810 (see Figure 28) on the display area of the performance symbol display device 46 at a position corresponding to the operating position of the sword prop 61 in response to its operation. The "sword prop simulated image processing" is a subroutine that branches off from the main routine executed by the sub-integrated control device 42.
[0226] As shown in Figure 25, the "sword prop simulated image processing" first determines in process S631 whether the sword prop image flag is "0". The sword prop image flag is a flag that is set to "1" when the sword prop simulated image 810 is displayed in this "sword prop simulated image processing".
[0227] If the simulated image of the sword prop is already displayed and the result in process S631 is negative (process S631: No), the process proceeds to S635.
[0228] If the simulated image of the sword mechanism is not displayed and the result in process S631 is positive (process S631: Yes), then in process S632, it is determined whether the sword mechanism activation flag is "1". The sword mechanism activation flag is set to "1" when the sword mechanism 61 is activated to the activation position.
[0229] If the sword prop 61 is not in the operating position and a negative determination is made in process S632 (process S632: No), this "sword prop pseudo-image processing" is terminated and the system returns to the main routine executed by the sub-integrated control device 42.
[0230] If the sword prop 61 is in the operating position and the determination in process S632 is positive (process S632: Yes), then the sword prop pseudo-video start process is performed in process S633. By performing this sword prop pseudo-video start process, the display of the sword prop pseudo-video 810 is started in the display area of the performance symbol display device 46 at the position corresponding to the operating position of the sword prop 61. In the subsequent process S634, the sword prop video flag is set to "1".
[0231] As processing progresses, in process S635, the sword mechanism activation flag is referenced to determine whether the sword mechanism 61, which was activated to the activation position, has returned to its initial position. If the determination is negative (process S635: No), this "sword mechanism pseudo-image processing" is terminated and the system returns.
[0232] If the sword prop 61 has returned from the operating position to its initial position and the determination in process S635 is positive (process S635: Yes), then in process S636, it is determined whether the condition for ending the display of the sword prop pseudo-image 810 has been met. For example, the sword prop pseudo-image 810 is set to continue displaying for a predetermined period (a predetermined time, for example, 3 seconds) after the sword prop 61 has returned from the operating position to its initial position. Therefore, as a termination condition, process S636 determines whether the predetermined period has elapsed after the sword prop 61 has returned from the operating position to its initial position. If the determination is negative (process S636: No), this "sword prop pseudo-image processing" is terminated and the system returns.
[0233] If the result in process S636 is positive (process S636: Yes), then in process S637, the sword prop pseudo-video termination process is executed, and the display of the sword prop pseudo-video 810 is terminated. Subsequently, in process S638, the sword prop video flag is reset to "0". After that, this "sword prop pseudo-video processing" is terminated, and the program returns.
[0234] (9-4. Simulated image processing for shield props) Figure 26 shows the "shield prop simulated image processing" performed by the sub-integrated control device 42. The "shield prop simulated image processing" is a process that displays a simulated image of the shield prop 820 (see Figure 29) on the display area of the performance symbol display device 46 at a position corresponding to the operating position of the shield prop 62 in response to its operation to the operating position. The "shield prop simulated image processing" is a subroutine that branches off from the main routine executed by the sub-integrated control device 42.
[0235] As shown in Figure 26, the "shield prop simulated image processing" first determines in process S661 whether the shield prop image flag is "0". The shield prop image flag is a flag that is set to "1" when the shield prop simulated image 820 is displayed in this "shield prop simulated image processing".
[0236] If the simulated image of the shield prop is already displayed and the result in process S661 is negative (process S661: No), the process proceeds to S665.
[0237] If the simulated image of the shield mechanism is not displayed and the result in process S661 is positive (process S661: Yes), then in process S662, it is determined whether the shield mechanism activation flag is "1". The shield mechanism activation flag is set to "1" when the shield mechanism 62 is activated to the activation position.
[0238] If the shield mechanism 62 has not moved to the operating position and the determination in process S662 is negative (process S662: No), then this "shield mechanism pseudo-image processing" is terminated and the system returns to the main routine executed by the sub-integrated control device 42.
[0239] If the shield prop 62 is in the operating position and the determination in process S662 is positive (process S662: Yes), then the shield prop pseudo-image start process is performed in process S663. By executing this shield prop pseudo-image start process, the display of the shield prop pseudo-image 820 is started in the display area of the performance symbol display device 46 at a position corresponding to the operating position of the shield prop 62. In the subsequent process S664, the shield prop image flag is set to "1".
[0240] As processing progresses, in process S665, the shield mechanism activation flag is referenced to determine whether the shield mechanism 62, which was activated to the activation position, has returned to its initial position. If the determination is negative (process S665: No), this "shield mechanism simulated image processing" is terminated and the system returns.
[0241] If the shield prop 62 has returned from the operating position to its initial position and the determination in process S665 is positive (process S665: Yes), then in process S666, it is determined whether the condition for ending the display of the shield prop pseudo-image 820 has been met. For example, the shield prop pseudo-image 820 is set to continue displaying for a predetermined period (a predetermined time, for example, 3 seconds) after the shield prop 62 has returned from the operating position to its initial position. Therefore, as a termination condition, process S666 determines whether the predetermined period has elapsed after the shield prop 62 has returned from the operating position to its initial position. If the determination is negative (process S666: No), this "shield prop pseudo-image processing" is terminated and the system returns.
[0242] If the result in process S666 is positive (process S666: Yes), then in process S667, the shield prop pseudo-video termination process is executed, and the display of the shield prop pseudo-video 820 is terminated. Subsequently, in process S668, the shield prop video flag is reset to "0". After that, this "shield prop pseudo-video processing" is terminated, and the program returns.
[0243] (9-5. Variation display patterns) When the Pachinko machine 1 determines whether a win or loss occurs using the first special symbol display device 281 or the second special symbol display device 283 and the symbols of the first or second special symbol begin to change, the performance symbol display device 46 begins to change the pseudo-performance symbols corresponding to the first or second special symbol. As shown in Figure 27(a), the display screen of the performance symbol display device 46 displays a pseudo-performance symbol 700 consisting of three number symbols, etc., corresponding to the change of the first or second special symbol, in large detail in the lower half. Also, the upper right part of the display screen displays a character image 710 of "Kuma no Tatsukichi," the main character of the Pachinko machine 1. Furthermore, the lower left part of the display screen displays a first reserved memory display image 731 indicating the existence of a reserved memory for the first special symbol. Similarly, the lower right part displays a second reserved memory display image 732 indicating the existence of a reserved memory for the second special symbol.
[0244] In pachinko machine 1, if the probability of a big win is high when the pseudo-performance symbol 700 is changing, it develops into a reach performance. In this case, as shown in Figure 27(b), the display screen of the performance symbol display device 46 displays the reach suggestion display section 722 in the upper left, and the pseudo-reach performance symbol 701 is displayed largely in the lower half of the display screen. In the pseudo-reach performance symbol 701, the two symbols on both sides stop as the same symbol, and only the symbol in the center is changing.
[0245] If the result of the hit / fail judgment for the first or second special symbol is a jackpot (symbol jackpot), the pachinko machine 1 displays a jackpot indication display section 723 in the upper left of the display screen of the performance symbol display device 46, as shown in Figure 27(c). Then, in the lower half of the display screen, a large jackpot pseudo-performance symbol 702 consisting of three identical symbols corresponding to the jackpot symbol of the first or second special symbol is displayed to confirm its status. In addition, a character image 710 of "Kuma no Tatsukichi" with a big smile is displayed.
[0246] If the result of the win / loss determination is a minor win, the pachinko machine 1 displays a confirmed minor win pseudo-performance symbol 703 consisting of three identical minor win symbols corresponding to the minor win symbol of the second special symbol, in large format in the lower half of the display screen of the performance symbol display device 46, as shown in Figure 27(d).
[0247] Next, with reference to Figures 28 to 34, the operation of the movable mechanism and the display of the simulated image of the movable mechanism in "Mechanism Performance Pattern 1" to "Mechanism Performance Pattern 7" will be explained.
[0248] (9-5. Special Effects Pattern 1) "Mechanism effect pattern 1" is a feature in which the sword mechanism 61 is activated to indicate the expectation of a big win, as shown in Figure 28. "Mechanism effect pattern 1" is performed during the reach effect of the pseudo-effect symbols on the effect symbol display device 46. During the reach effect, at a predetermined timing, as shown in Figure 28(a), the sword mechanism 61 rotates clockwise (in the direction of arrow F1) and appears in an operating position that protrudes in front of the display area of the effect symbol display device 46, obstructing the display area of the effect symbol display device 46, from its initial position along the left edge of the center case 200. The sword mechanism 61 remains stationary in the operating position for about 2 seconds. After that, the sword mechanism 61 rotates counterclockwise and returns to its initial position inside the center case 200.
[0249] On the other hand, in "Mechanism Performance Pattern 1," when the sword mechanism 61 is activated to its activation position, the display device 46 starts displaying a simulated image 810 of the sword mechanism, which is identical in shape to the sword mechanism 61, at a position corresponding to the activation position in its display area. Then, as shown in Figure 28(b), after the sword mechanism 61 rotates counterclockwise and returns to its initial position (arrow R1 direction), the display of the simulated image 810 of the sword mechanism continues for 3 seconds, and then the display ends. In this way, even if the player misses the activation of the sword mechanism 61, "Mechanism Performance Pattern 1" allows them to recognize that the sword mechanism 61 has been activated by the display of the simulated image 810 of the sword mechanism.
[0250] (9-6. Special effect pattern 2) "Mechanism effect pattern 2" is a feature in which the shield mechanism 62 is activated to indicate the expectation of a big win, as shown in Figure 29. "Mechanism effect pattern 2" is performed during the reach effect of the pseudo-effect symbols on the effect symbol display device 46. During the reach effect, at a predetermined timing, as shown in Figure 29(a), the shield mechanism 62 rotates counterclockwise (in the direction of arrow F2) and appears in an activated position that protrudes in front of the display area of the effect symbol display device 46, obstructing the display area. The shield mechanism 62 remains stationary in the activated position for about 2 seconds. After that, the shield mechanism 62 rotates clockwise and returns to its initial position inside the center case 200.
[0251] On the other hand, in "Mechanism Performance Pattern 2," when the shield mechanism 62 is activated to its activation position, the display device 46 starts displaying a simulated image 820 of the shield mechanism, which is identical in shape to the shield mechanism 62, at a position corresponding to the activation position in its display area. Then, as shown in Figure 29(b), after the shield mechanism 62 rotates clockwise and returns to its initial position (arrow R2 direction), the display of the simulated image 820 of the shield mechanism continues for 3 seconds, and then the display ends. In this way, even if the player misses the activation of the shield mechanism 62, they can recognize that the shield mechanism 62 has been activated by the display of the simulated image 820 of the shield mechanism.
[0252] (9-7. Special Effects Pattern 3) "Feature animation pattern 3" is an animation in which the title feature 60 is activated to indicate the expectation of a big win, as shown in Figure 30. "Feature animation pattern 3" is performed during the reach animation of the pseudo-animation symbols on the animation symbol display device 46. During the reach animation, at a predetermined timing, as shown in Figure 30(a), the title feature 60 descends (in the direction of arrow F3) and appears in an operating position that protrudes in front of the display area of the animation symbol display device 46, obstructing the display area. The title feature 60 remains stationary in the operating position for about 2 seconds. After that, the title feature 60 rises and returns to the initial position on the center case 200.
[0253] On the other hand, in "accessory effect pattern 3", in a state where the title accessory 60 has been actuated to the operating position, the effect symbol display device 46 starts displaying a title accessory pseudo image 800 having the same shape as the title accessory 60 at a position corresponding to the operating position in the display area of the effect symbol display device 46. Then, as shown in FIG. 30(b), after the title accessory 60 ascends and returns to the initial position (in the direction of arrow R3), the display of the title accessory pseudo image 800 is continued for 3 seconds, and then the display is ended. As described above, in "accessory effect pattern 3", even if a player misses the actuation of the title accessory 60, the player can recognize that the title accessory 60 has been actuated through the display of the title accessory pseudo image 800.
[0254] (9-8. Accessory Effect Pattern 4) As shown in FIG. 31, "accessory effect pattern 4" is an effect in which the sword accessory 61 and the shield accessory 62 are actuated to indicate the expectation degree of a jackpot. "Accessory effect pattern 4" is implemented in a reach effect of pseudo effect symbols on the effect symbol display device 46. In "accessory effect pattern 4", at a predetermined timing during the reach effect, as shown in FIG. 31(a), the sword accessory 61 rotates clockwise (in the direction of arrow F1), and appears from the initial position along the left edge of the center case 200 to the operating position so as to block the display area of the effect symbol display device 46. Subsequently, the shield accessory 62 rotates counterclockwise (in the direction of arrow F), and appears from the initial position along the right edge of the center case 200 to the operating position where it protrudes to the front side of the display area so as to block the display area of the effect symbol display device 46. It should be noted that the operation periods during which both the sword accessory 61 and the shield accessory 62 are stationary at the operating position overlap with each other.
[0255] Thereafter, the sword accessory 61 remains stationary at the operating position for about 2 seconds. After that, the sword accessory 61 rotates counterclockwise and returns to the initial position in the center case 200. The shield accessory 62 also remains stationary at the operating position for about 2 seconds. After that, the shield accessory 62 rotates clockwise and returns to the initial position in the center case 200.
[0256] On the other hand, in "Accessory Effect Pattern 4", with the sword accessory 61 operated to the operating position, the effect symbol display device 46 starts displaying a pseudo video 810 of the sword accessory having the same shape as the sword accessory 61 at a position corresponding to the operating position in the display area thereof. Then, as shown in FIG. 31(b), after the sword accessory 61 rotates counterclockwise and returns to the initial position (in the direction of arrow R1), the display of the pseudo video 810 of the sword accessory continues for 3 seconds, and then the display ends.
[0257] Furthermore, in "Accessory Effect Pattern 4", with the shield accessory 62 operated to the operating position, the effect symbol display device 46 starts displaying a pseudo video 820 of the shield accessory having the same shape as the shield accessory 62 at a position corresponding to the operating position in the display area thereof. Then, as shown in FIG. 31(b), after the shield accessory 62 rotates clockwise and returns to the initial position (in the direction of arrow R2), the display of the pseudo video 820 of the shield accessory continues for 3 seconds, and then the display ends. Note that the display periods of the pseudo video 810 of the sword accessory and the pseudo video 820 of the shield accessory are configured to overlap each other.
[0258] As described above, in "Accessory Effect Pattern 4", even if a player misses the operation of the sword accessory 61, the player can recognize that the sword accessory 61 has been operated by the display of the pseudo video 810 of the sword accessory. Furthermore, even if the player misses the operation of the shield accessory 62, the player can recognize that the shield accessory 62 has been operated by the display of the pseudo video 820 of the shield accessory.
[0259] (9-9. Accessory Effect Pattern 5) "Feature animation pattern 5" is an animation in which the sword feature 61 and the title feature 60 are activated to indicate the expectation of a big win, as shown in Figure 32. "Feature animation pattern 5" is performed during the reach animation of the pseudo-animation symbols on the animation symbol display device 46. During the reach animation, at a predetermined timing, as shown in Figure 32(a), the sword feature 61 rotates clockwise (in the direction of arrow F1) and appears in an activated position that obstructs the display area of the animation symbol display device 46, from its initial position along the left edge of the center case 200. Subsequently, the title feature 60 descends (in the direction of arrow F3) and appears in an activated position that protrudes in front of the display area of the animation symbol display device 46, obstructing the display area of the animation symbol display device 46, from its initial position along the upper edge of the center case 200. Note that the period during which the sword feature 61 and the title feature 60 are stationary in their activated positions overlaps.
[0260] After that, the sword mechanism 61 remains stationary in its operating position for approximately 2 seconds. Then, the sword mechanism 61 rotates counterclockwise and returns to its initial position inside the center case 200. The title mechanism 60 also remains stationary in its operating position for approximately 2 seconds. Then, the title mechanism 60 rises and returns to its initial position inside the center case 200.
[0261] On the other hand, in "Mechanism Performance Pattern 5," when the sword mechanism 61 is activated to its operating position, the performance symbol display device 46 starts displaying a simulated image 810 of the sword mechanism, which is identical in shape to the sword mechanism 61, at a position corresponding to the operating position of its display area. Then, as shown in Figure 32(b), after the sword mechanism 61 rotates counterclockwise and returns to its initial position (arrow R1 direction), the display of the simulated image 810 of the sword mechanism continues for 3 seconds, and then the display ends.
[0262] Furthermore, in "Mechanism Performance Pattern 5," when the title mechanism 60 is activated to its activation position, the performance symbol display device 46 starts displaying a pseudo-title mechanism image 800, which is identical in shape to the title mechanism 60, at a position corresponding to the activation position of its display area. Then, as shown in Figure 32(b), after the title mechanism 60 rises and returns to its initial position (arrow R3 direction), the pseudo-title mechanism image 800 is displayed for 3 seconds, and then the display ends. Note that the display periods of the pseudo-sword mechanism image 810 and the pseudo-title mechanism image 800 overlap.
[0263] Thus, in "Mechanism Performance Pattern 5," even if the player misses the activation of the sword mechanism 61, they can recognize that the sword mechanism 61 has been activated by the display of the simulated sword mechanism image 810. Furthermore, even if the player misses the activation of the title mechanism 60, they can recognize that the title mechanism 60 has been activated by the display of the simulated title mechanism image 800.
[0264] (9-9. Special effect pattern 6) "Feature animation pattern 6" is an animation in which the shield feature 62 and the title feature 60 are activated to indicate the expectation of a big win, as shown in Figure 33. "Feature animation pattern 6" is implemented in the reach animation of the pseudo-feature symbols on the animation symbol display device 46. In this case, since the operating areas (trajectories) of the shield feature 62 and the title feature 60 overlap to their operating positions, the shield feature 62 and the title feature 60 are activated sequentially and individually. For example, the shield feature 62 is activated first and then returned to its initial position before the title feature 60 is activated.
[0265] In "Mechanism Performance Pattern 6," at a predetermined timing during the reach performance, as shown in Figure 33(a), the shield mechanism 62 rotates counterclockwise (in the direction of arrow F2) and appears in an operating position that obstructs the display area of the performance symbol display device 46, from its initial position along the right edge of the center case 200. The shield mechanism 62 remains stationary in the operating position for approximately 2 seconds. After that, the shield mechanism 62 rotates clockwise and returns to its initial position inside the center case 200.
[0266] In "Mechanism Performance Pattern 6," in response to the operation of the shield mechanism 62, the display of a simulated image 820 of the shield mechanism, identical in shape to the shield mechanism 62, begins on the performance symbol display device 46 at a position corresponding to the operation position of its display area. Then, as shown in Figure 33(b), after the shield mechanism 62 rotates clockwise and returns to its initial position (arrow R2 direction), the display of the simulated image 820 of the shield mechanism continues.
[0267] In "Mechanism Performance Pattern 6," after the shield mechanism 62 returns to its initial position, the title mechanism 60 then descends (in the direction of arrow F3) and appears in an operating position that protrudes in front of the display area, obstructing the display area of the performance symbol display device 46, from its initial position along the upper edge of the center case 200.
[0268] In this way, "Mechanism Performance Pattern 6" is designed so that the display period of the shield and sword mechanism pseudo-image 802 and the period during which the title mechanism 60 is stationary in its operating position overlap. This makes it appear as if both the shield mechanism pseudo-image 820 and the title mechanism 60 in its operating position are in operation, allowing the player to recognize the operation of both the shield mechanism 62 and the title mechanism 60.
[0269] Furthermore, the title mechanism 60 remains stationary in the operating position for a predetermined period of time, then rises and returns to the initial position of the center case 200. In this case, the display device 46 may be configured to display the pseudo-image 800 of the title mechanism, or it may be configured not to display the pseudo-image 800 of the title mechanism.
[0270] (9-10. Special effect pattern 7) "Accessory effect pattern 7", as shown in FIG. 34, is an effect where a sword accessory 61, a title accessory 60 and a shield accessory 62 are operated to indicate the expectation level for a jackpot. "Accessory effect pattern 7" is implemented in the reach effect of the pseudo-effect symbols on the effect symbol display device 46. In this case, since the (trajectory) of the operation area of the title accessory 60 and the shield accessory 62 to the operation position overlap, the sword accessory 61, the title accessory 60 and the shield accessory 62 are sequentially operated individually. For example, first the sword accessory 61 is operated, then the title accessory 60 is operated and returned to the initial position, after which the shield accessory 62 is operated.
[0271] In "accessory effect pattern 7", at a predetermined timing during the reach effect, as shown in FIG. 34(a), the sword accessory 61 rotates clockwise (in the direction of arrow F1) and appears from the initial position along the left edge of the center case 200 at the operation position so as to block the display area of the effect symbol display device 46.
[0272] Subsequently, the title accessory 60 descends (in the direction of arrow F3), and appears from the initial position along the upper edge of the center case 200 at the operation position protruding to the front side of the display area so as to block the display area of the effect symbol display device 46. The title accessory 60 rests at the operation position for about 2 seconds. Thereafter, the title accessory 60 ascends (in the direction of arrow R3) and returns to the initial position of the center case 200.
[0273] In "accessory effect pattern 7", in response to the operation of the title accessory 60, the effect symbol display device 46 starts displaying the pseudo image 800 of the title accessory having the same shape as the title accessory 60 at a position corresponding to the operation position of the display area. Then as shown in FIG. 34(b), after the title accessory 60 ascends and returns to the initial position (in the direction of arrow R3), the display of the pseudo image 800 of the title accessory is continued.
[0274] In "accessory effect pattern 7", after the title accessory 60 returns to the initial position, the shield accessory 62 then rotates counterclockwise (in the direction of arrow F2), and appears from the initial position along the right edge of the center case 200 at the operation position protruding to the front side of the display area so as to block the display area of the effect symbol display device 46.
[0275] As described above, in "Accessory Effect Pattern 7", the operation period during which the sword accessory 61 is stationary at the operation position, the display period of the title accessory pseudo-image 800, and the operation period during which the shield accessory 62 is stationary at the operation position are configured to overlap with each other. Accordingly, with the title accessory pseudo-image 800 and the sword accessory 61 and shield accessory 62 at the operation positions, it can be made to appear as if all movable members are operating, and the player can be made to recognize the operation of the title accessory 60, the sword accessory 61, and the shield accessory 62.
[0276] Furthermore, after moving to the operation position of the shield accessory 62, the sword accessory 61 and the shield accessory 62 each stand still at the operation position for about 2 seconds, and then return to the initial position of the center case 200. In this case, the effect symbol display device 46 may be configured to display the sword accessory pseudo-image 810 and the shield accessory pseudo-image 820, or may be configured not to display the sword accessory pseudo-image 810 and the shield accessory pseudo-image 820.
[0277] (10. Functions and Effects of the Present Embodiment) The pachinko machine 1 according to the present embodiment has the following configuration. That is, it is provided with effect movable members (title accessory 60, sword accessory 61, shield accessory 62) that operate when a predetermined game condition is satisfied. It is provided with a win / fail determination means (processing S311, processing S312, processing S341, processing S342) that performs a win / fail determination whether a winning occurs or not based on the satisfaction of a start condition. It is provided with an effect display means (effect symbol display device 46) that performs an effect variation display corresponding to identification information according to the result of the win / fail determination. The effect movable member is movable between an initial position located outside the display area of the effect display means and an operation position at which it operates to block the display area. The pachinko machine 1 further includes a display control means (processing S603, processing S633, processing S663) that displays movable member pseudo-images (title accessory pseudo-image 800, sword accessory pseudo-image 810, shield accessory pseudo-image 820) that are the same as the effect movable member at a position corresponding to the operation position within the display area. The gist of the present invention is that the display control means is configured to display the movable member pseudo-image when the effect movable member operates to the operation position, and continues displaying the movable member pseudo-image for a predetermined period even after the effect movable member moves from the operation position back to the initial position.
[0278] Furthermore, the pachinko machine 1 of this embodiment is equipped with multiple movable parts for performance. It is configured to display simulated images of movable parts corresponding to all of the movable parts for performance. However, it is not limited to this configuration, and it may also be configured to display simulated images of movable parts corresponding to one or more of the movable parts for performance.
[0279] Furthermore, in this embodiment of the pachinko machine 1, when multiple movable parts for performance are provided, the operating ranges between the initial position and the operating position of each of the multiple movable parts for performance intersect with each other. In this case, the multiple movable parts for performance are configured to operate sequentially, with the previous movable part for performance operating and moving from the operating position to the initial position, after which the next movable part for performance moves from the initial position to the operating position.
[0280] In this case, the system is configured to display a simulated image of the movable object when the previous movable object is moved to its operating position, and to continue displaying the simulated image of the previous movable object for at least the duration that the next movable object is in its operating position, even after the previous movable object has moved from its operating position to its initial position.
[0281] In the pachinko machine 1 of this embodiment, even if a player misses the operation of a moving part for performance, the simulated image of the moving part can make the player aware that the moving part has been operated. This allows the player to fully enjoy the performance, which combines the operation of the moving part with the image of the moving part, thereby enhancing the enjoyment of the game. Furthermore, since there is no need to keep the moving part for performance in the operating position for a long time, it does not interfere with other performances. For example, even if other performances include displays that overlap with the simulated image of the moving part, such as simulated performance symbols or character symbols, the simulated image of the moving part, unlike actual moving parts, does not completely hide the simulated performance symbols or character symbols.
[0282] It should be noted that the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from the spirit of the invention. For example, the movable mechanism is not limited to a configuration that provides multiple types of mechanisms. Also, the initial position of the movable mechanism is not limited to being outside the display area, but may also be located at the edge of the display area.
[0283] The "movable mechanism effect" is not limited to reach effects; it can be implemented prior to the change in the pseudo-effect display, or the change can begin after the "movable mechanism effect." Furthermore, the "movable mechanism effect" can be implemented in two ways: one in which the display of the movable pseudo-image continues after the movable mechanism moves from its operating position to its initial position, and another in which the display of the movable pseudo-image does not occur even when the movable mechanism is activated. These can be used interchangeably depending on the game situation. In this case, for example, the effect that displays the movable pseudo-image could be implemented when the expectation of a big win is higher than the effect that does not display the movable pseudo-image. Conversely, the effect that does not display the movable pseudo-image could be implemented when the expectation of a big win is higher than the effect that displays the movable pseudo-image. This broadens the range of "movable mechanism effects" and increases their appeal.
[0284] Furthermore, the "movable mechanism effect" may also convey useful information to the player other than the probability of winning a jackpot, such as whether or not the game will enter a bonus round. Also, when operating multiple movable parts for the effect, movable parts that do not have overlapping operating areas may be operated simultaneously. In addition, the simulated image of the movable part corresponding to the movable part may be displayed in a way that allows it to be recognized as the movable part, such as showing only the silhouette or outline of the movable part. Furthermore, the "movable mechanism effect" may also display a simulated image of the movable part without the movable part being operated.
[0285] (Variation 1) Modification 1 is described below. Note that explanations of parts that are the same as those exemplified in the above embodiment will be omitted. As shown in Figure 35, the modified version 1 of the gaming machine differs from the first embodiment in that the gaming area 20 provided on the gaming board 2 is formed into a left-handed gaming area and a right-handed gaming area. Gaming balls that flow down into the left-handed gaming area can enter the first special symbol start opening 23 and the general prize opening 27, while gaming balls that flow down into the right-handed gaming area can enter the general symbol operation gate 22, the second special symbol start opening 24, the first large prize opening 25a, the second large prize opening 25b, and the general prize opening 27.
[0286] With this configuration, during normal gameplay, the goal is to launch the game ball into the left-hand play area and enter the first special symbol start opening 23, which is always accessible, to trigger a big win or a small win. However, even if the game ball is launched into the right-hand play area during normal gameplay, the second special symbol start opening 24 cannot be entered because the normal electric mechanism will not open unless the normal symbol is won at the normal symbol activation gate 22. Furthermore, the normal symbol has a low probability of winning during normal gameplay and is rarely won. Also, the normal electric mechanism only opens for a very short time during normal gameplay, making it practically difficult to get the ball into the second special symbol start opening 24, and thus it is relatively more advantageous to launch the game ball into the left-hand play area.
[0287] However, when the game state is in an extended opening state (a state in which the opening time of the regular electric mechanism is longer than in the normal game state), it becomes easier to hit the second special symbol start opening 24 provided in the regular electric mechanism, so it is advantageous to shoot the game ball into the right-hand shooting area when in the extended opening state. Also, since the large prize winning opening is located in the right-hand shooting area, the game ball will be shot into the right-hand shooting area during minor win games (first large prize winning opening 25a) and major win games (second large prize winning opening 25b).
[0288] In the right-handed play area, the large prize-winning mechanism 65 for special effects, which is a characteristic feature of Modification 1, is located next to the second large prize-winning opening 25b. The large prize slot mechanism 65 is shaped to resemble the movable wing of the large prize slot, and is made considerably larger than the actual movable wing. While there are sliding doors and plate-shaped doors used as opening and closing mechanisms for the large prize slot, a mechanism mimicking these would also be acceptable. Furthermore, it is not necessary to make it the same shape as the movable wing of the actual second large prize slot 25b; it is sufficient if it creates the illusion that the large prize slot is operating when it is activated.
[0289] The large prize slot mechanism 65 for special effects can move from the position shown in Figure 35 (also referred to as the closed position) to the position shown in Figure 36 (also referred to as the open position or first mode). It may also have an intermediate position (second mode) where it stops, or a further tilting motion (third mode). The movement should be appropriate to the purpose of the special effect. Since the opening width of the large prize slot is strictly defined by regulations, the opening width of the large prize slot mechanism 65 for special effects shown in Figures 35 and 36 is an impossible width for an actual large prize slot, and can create an impact on the player by making it appear as if the large prize slot is opening to a size they have never seen before.
[0290] The large prize-winning opening mechanism 65 for special effects is located near the second large prize-winning opening 25b. After a game ball enters the second large prize-winning opening 25b and is detected by the count SW507, it proceeds through the performance area entrance 70 to the detected game ball performance area 72, where the large prize-winning opening mechanism 65 is built. The second large prize-winning opening 25b is compactly designed, and when it opens at the same time as the large prize-winning opening mechanism 65, attention is drawn to the large prize-winning opening mechanism 65, making the operation of the second large prize-winning opening 25b less noticeable. This makes it appear as if the game ball launched into the game area 20 enters the large prize-winning opening mechanism 65 directly.
[0291] In Modification 1, the large prize-winning opening mechanism 65 for the performance opens in conjunction with the opening of the second large prize-winning opening 25b during the round of play in the jackpot game, and closes in conjunction with the closing of the second large prize-winning opening 25b. It is possible to open and close at the same time as the second large prize-winning opening 25b, or to operate with a delay.
[0292] Although not shown in the diagram, when the large prize-winning mechanism 65 for special effects is in the closed position (the position shown in Figure 35), even if a game ball enters the detected game ball display area 72 (see Figure 37), it flows down in a position that is difficult for the player to see and is discharged directly from the display area exit 71, and the discharged game ball is taken into the game machine. In this way, when the large prize-winning mechanism 65 for special effects is not being used, no unnecessary effects are performed, and the display can be made more distinct.
[0293] When the large prize-winning opening mechanism 65 for special effects moves to the open position, it largely overlaps the display area of the special effect symbol display device 46. At that time, by displaying effects that match the movement of the large prize-winning opening mechanism 65, it is possible to perform various effects that are not possible with an actual large prize-winning opening, thereby creating an impact. In addition, it is conceivable to display a symbol resembling a game ball, game ball symbol B, in conjunction with the movement of the large prize-winning opening mechanism 65 to make it appear as if more game balls have entered than are actually there, or to perform a preview effect depending on the display pattern of game ball symbol B, thus creating a variety of effects. In this way, it is possible to show various winning situations that would not occur in reality, and not only to show the ball entry situation, but also to perform mini-games and preview effects, thereby enhancing the enjoyment of the game.
[0294] Furthermore, during a jackpot game, the number of balls won is displayed on the display device 46, but in the case of modification 1, instead of displaying the number of balls won based on balls entering the second large prize pocket 25b, it is also conceivable to configure the system to display the number of balls won based on balls entering the large prize pocket mechanism 65 for special effects. In some cases, this may result in a situation where the displayed number differs from the actual number of balls won, but this can be resolved by displaying the accurate number of balls won after the jackpot game ends. If the system displays the game ball symbol B as described above, there is a risk that the displayed number of balls won will be higher than the actual number, but in that case, it is conceivable to avoid displaying specific numbers by representing the number of balls won with a level meter without writing specific numbers, or to display the number of balls won as part of the special effects while also displaying the actual number of balls won separately. In this way, the ball entry status into the large prize pocket for special effects can be grasped by the number of balls won. Furthermore, when implementing the above, it is conceivable to provide a detection means in the large prize-winning slot mechanism 65 for special effects or in the detected game ball display area 72. By providing a detection means, the number of prize balls can be added at a different timing than the count SW507 of the second large prize-winning slot 25b, or the large prize-winning slot mechanism 65 for special effects can be moved to the closed position. In this way, various effects can be performed at the timing of detection, eliminating discrepancies in the effects.
[0295] Furthermore, it is conceivable to use not only the display device 46 but also the light guide plate 73 shown in Figure 37 for the effects. By reflecting light with the light guide plate 73 to display the symbols and making the display area of the display device 46 difficult to see, the large prize winning slot 65 for the effects can be operated, and when the symbol display on the light guide plate 73 ends, the large prize winning slot 65 for the effects will be in the open position, giving the player the sensation that a large gaming device has suddenly appeared, thus creating an impact.
[0296] The above describes the configuration of Modified Example 1. It is characterized by the use of game balls that have entered the large prize slot and a special effect device to create a spectacle in which a large prize slot, impossible to install under regulations, opens and takes in the game balls. This gives players the feeling of playing on a game machine equipped with an unprecedentedly large game device, providing them with a novel gaming experience. While Modification 1 was described using a device that mimics a large prize winning opening, it is also possible to use a device that mimics a large prize winning opening (the first large prize winning opening 25a in Figure 35) equipped with a specific area 74 inside the large prize winning opening. In that case, a device that also mimics the specific area 74 can be placed, and instead of just having a large movable wing open, it is conceivable to show how the game ball enters the device that mimics the specific area 74. In this case, since a big win occurs when the ball enters the specific area 74, the device will be operated during a small win. Of course, it may also be operated during a big win. With this configuration, if a device that can show whether or not a big win will occur during a small win is used, which is larger and more visually appealing than the actual game device, the game development can be dramatically altered, and the enjoyment of the game can be enhanced.
[0297] Alternatively, instead of a large prize slot, it might be possible to use a special effect mechanism that mimics a regular electric mechanism (second special symbol start slot 24). In game configurations where the main draw is done using regular symbols, winning in the regular electric mechanism becomes important, so using a special effect mechanism that mimics an important game device in the progression of the game will enhance the enjoyment of the game. In the so-called "normal symbol time reduction" game configuration, when the opening extension state is reached, the normal symbol's reel spin time becomes shorter than the special symbol's. When the normal symbol reaches a predetermined number of spins, the opening extension state ends. When the normal symbol wins, which causes the normal electric mechanism to open for a long time, a game ball can be inserted into the normal electric mechanism. Once a game ball is inserted, a win / loss lottery is held for the second special symbol. Since the second special symbol has a very high probability of resulting in a small win, a big win is essentially guaranteed when a long opening is won in the normal symbol. If the second special symbol has a reserve memory device, the number of big wins will be determined by that number, making it possible to create a gameplay experience where multiple big wins are guaranteed with a single long opening win. Even in gaming machines equipped with such time-saving features, it is possible to dramatically enhance the presentation within a range that reflects the actual ball entry situation by using special effects to enhance the regular electric effects.
[0298] In addition, if the machine has multiple large prize slots, it is possible to provide separate performance features for each slot, or to provide performance features that correspond to the large prize slots and the regular electric features, or to provide a common performance feature that corresponds to both. Furthermore, it is conceivable to include special effects devices that mimic a device for determining the number of consecutive operations used to decide the number of rounds in a jackpot game, as well as special effects devices that mimic non-electric devices that do not use power.
[0299] Furthermore, the present invention may be applied to a sealed-type gaming machine in which launched game balls are collected inside the gaming machine and launched again by a launching device, and the number of balls held by the player is managed as data using a storage medium such as an IC card. Moreover, the present invention may be applied to a revolving-type gaming machine. [Explanation of symbols]
[0300] 1: Pachinko machine, 2: Game board, 23: First special symbol start port, 24: Second special symbol start port, 281: First special symbol display device (variation display means), 283: Second special symbol display device (variation display means), 40: Main control device (win / loss determination means, jackpot game execution means), 42: Sub-integrated control device (display control means), 46: Performance symbol display device (performance display means), 60: Title prop (movable prop for performance), 61: Sword prop (movable prop for performance), 62: Shield prop (movable prop for performance), 25b: Second big prize slot, 65: Big prize slot prop for performance, 72: Performance area for game balls
Claims
[Claim 1] A gaming machine that can be controlled to be in an advantageous state for the player, The aforementioned advantageous state is a special game state in which the entry of game balls becomes easier by displacing the opening and closing device of the variable ball entry opening located in the game area to the open position, A display device used for displaying effects, A detected game ball display area that a game ball that has entered the variable ball entry opening can reach, A movable prop for performance is provided within the detected game ball performance area, The system includes a special performance execution means capable of performing a special performance using the aforementioned movable props for performance, The aforementioned movable object for performance purposes has a shape that mimics the opening and closing mechanism of the variable ball entry opening, and is formed to be larger than the opening and closing mechanism of the variable ball entry opening. The aforementioned special performance is a performance that is performed in the aforementioned special game state, and is characterized in that, in response to the opening and closing device of the variable ball entry opening being displaced to the open position, the performance movable object is moved to the front of the performance display device, and a performance is performed in which a game ball symbol is displayed on the performance display device as a result of a game ball entering the variable ball entry opening.
Citation Information
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