JP-7855476-B2 - Gaming machine
Inventors
- 小倉 敏男
Assignees
- 株式会社三共
Dates
- Publication Date
- 20260508
- Application Date
- 20221004
Claims (1)
- A gaming machine that can display variable special identification information when the starting conditions are met, Display means and Light-emitting means, It comprises a light emission control means, The aforementioned display means is During the first period after the game ends, the background display can be shown. In the second period following the end of the first period, a demonstration display can be shown. It is possible to display a variable display of performance identification information corresponding to the variable display of the special identification information. When the aforementioned starting condition is met, the variable display of the performance identification information can be displayed such that the transparency of the performance identification information changes from a first value to a second value which is higher than the first value. When the aforementioned demonstration display is displayed and the activation condition is met, the display can be switched from the demonstration display to the variable display of the performance identification information before the transparency of the performance identification information reaches the second value. The aforementioned light emission control means is During the second period, the light-emitting means can be controlled using the demonstration display brightness data table corresponding to the demonstration display. When the start condition is met while the demonstration display is displayed by the display means, the light-emitting means can be controlled by switching from the demonstration display brightness data table to the brightness data table corresponding to the variable display of the performance identification information before the display means switches from the demonstration display to the display corresponding to the variable display of the performance identification information. If a specific error occurs, the light-emitting means can be controlled using the specific error brightness data table. When the aforementioned specific error occurs, it is possible to start controlling the light-emitting means using the specific error brightness data table before the display means displays a display corresponding to the specific error. It is possible to control the game to create a favorable state for the player. A predetermined performance that suggests being controlled to the advantageous state can be executed in both cases: when controlled to the advantageous state and when not controlled to the advantageous state . The aforementioned predetermined effect is an effect in which a cracking precursor image is displayed, followed by the display of fragment images corresponding to the cracking precursor image. In the aforementioned predetermined performance , a predetermined background display can be shown as a background display before the fragment image is displayed. In the predetermined performance, as a background display after the fragment image is displayed, it is possible to display any of a plurality of background displays that are different from the predetermined background display , including a first background display and a second background display that suggests a higher probability of being controlled to the advantageous state than the first background display. In the predetermined performance, before the fragment image is displayed and while the predetermined background display is displayed, it is possible to display the object image in any of the multiple forms of the object image. Depending on the form of the object image, it is possible to suggest which of the multiple background displays will be displayed after the fragment image is displayed in the predetermined presentation. It is possible to further perform a specific effect that displays a specific fragment image in a different manner from the aforementioned fragment image. The aforementioned specific performance can be executed when the advantageous state is not controlled. The aforementioned fragment image is larger in size than the aforementioned specific fragment image. A gaming machine characterized by the following features.
Description
This invention relates to a gaming machine that can be played. As a type of pachinko game machine, there was a control system that displayed a normal background during the first waiting period after the variable display of symbols had finished, and then displayed a demonstration display during the second waiting period after the first waiting period had finished (see, for example, Patent Document 1) . Japanese Patent Publication No. 2016-22196 This is a front view showing a gaming machine according to an embodiment.This is a diagram showing the various control boards and other components installed in a pachinko gaming machine.This diagram illustrates the effects control commands.This is an explanatory diagram showing each random number.This is an explanatory diagram showing the display result determination table.(A) is an explanatory diagram showing the jackpot type determination table, and (B) is an explanatory diagram of the jackpot types.This is an explanatory diagram of the fluctuation pattern.This is an explanatory diagram of the variation pattern determination table.This is an explanatory diagram showing the data storage area for game control.(A) is an explanatory diagram showing the data storage area for performance control, and (B) is an explanatory diagram showing the command buffer received when a prize is won at the start.This flowchart shows an example of the main game control process.This flowchart shows an example of timer interrupt processing for game control.This is a flowchart showing an example of the special pattern processing.This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition.This flowchart shows an example of the normal processing of special symbols.This is a flowchart showing an example of the main processing for controlling the visual effects.This flowchart shows an example of the performance control process.This flowchart shows an example of a demo performance control process.This flowchart shows an example of a demo performance control process.This flowchart shows an example of a demo performance control process.(A1) and (A2) are diagrams showing the first performance mode, (B1) and (B2) are diagrams showing the second performance mode, and (C1) and (C2) are diagrams showing the third performance mode.This diagram shows the variable display flow of decorative symbols in the first performance mode.This figure shows the flow of variable display of decorative patterns, following Figure 22.This diagram shows the variable display flow of decorative symbols in the third performance mode.(A) is a timing chart showing the state of each part at the start of variable display in the first performance mode, and (B) is a timing chart showing the state of each part at the start of variable display in the second and third performance modes.This diagram shows the flow of the SP Reach animation in a low base state.This diagram shows the flow of the SP Reach animation in a high base state.(A) is a diagram showing the start and end conditions for displaying the demo movie, and (B) is a diagram showing the configuration of the demo movie display.This diagram shows examples of how each part operates during the demo video.This is a diagram illustrating the transitions in the demo performance while waiting for customers.This figure shows an example of how the demo movie display works.This figure shows an example of how the demo movie display works.(A) is a diagram showing an example of the display in the first scene (company name), (B) is an example of the display in the fourth scene (warning 1), and (C) is an example of the display in the fourth scene (warning 2).This diagram compares the display patterns of the first scene (company name), the fourth scene (warning signs 1 and 2), the number of reserved symbols, and the small symbols.This diagram shows the illumination patterns of the lamps corresponding to the game state.(A) is a diagram showing the arrangement of lamps in a pachinko game machine, and (B) is a schematic diagram of (A).Figures (A1) to (A8) show examples of operation when a customer waiting demo is performed after the variable display of the first special symbol in a low base state has finished.Figures (A4) to (A5) show the main parts of Figure 37.This is a timing chart showing the flow of the demo performance while waiting for customers in a low base state.This is a timing chart showing the flow of the demo performance while waiting for customers in a low base state.Figures (B1) to (B8) show examples of how customer waiting demo effects work in a high base state.This is a timing chart showing the flow of the demo performance while waiting for customers in a high base state.This is a timing chart showing the flow of the demo performance while waiting for customers in a high base state.This diagram shows an example of how a pachinko machine operates when it starts up in a cold start state and th