JP-7855481-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 capable of displaying variable information for the first special identification information when the first starting condition is met, and displaying variable information for the second special identification information when the second starting condition is met, Display means and Light-emitting means and It comprises a light emission control means, The aforementioned display means is During the first period after the end of the game, following the termination of the variable display of the first special identification information, the background display can be displayed. In the second post-game period, which follows the end of the first post-game period, a demonstration display can be shown. In the first period after a power outage occurs and the power is restored, the background display can be displayed. During the second period after power-on, following the end of the first period after power-on, the demonstration display can be displayed. It is possible to display a variable display of performance identification information corresponding to the variable display of the first special identification information, When the first activation 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 that is higher than the first value. When the first start condition is met while the demonstration display is being shown, it is possible to switch from the demonstration display to a display corresponding 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 after the completion of the game, the light-emitting means can be controlled using the demonstration display brightness data table corresponding to the demonstration display. During the first period after power-on, the light-emitting means can be controlled using a background display brightness data table corresponding to the background display. During the second period after power-on, the light-emitting means can be controlled using the demonstration display brightness data table. When the first start condition is met during the transition from the first post-game period to the second post-game period, and 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. Before the transition from the first period after power-on to the second period after power-on occurs and the display means switches from the background display to the demonstration display, the light-emitting means can be controlled by switching from the background display brightness data table to the demonstration display brightness data table. It is possible to control the game to create a favorable state for the player. It is possible to perform a predetermined performance that suggests the system is controlled to the aforementioned 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 predetermined performance described above, as a predetermined image after the fragment image is displayed, any of a plurality of predetermined images can be displayed, including a first predetermined image and a second predetermined image that suggests a higher probability of being controlled to the advantageous state than the first predetermined image. In the aforementioned predetermined performance, a predetermined background image can be displayed as the background image before the fragment image is displayed. In the predetermined performance, before the fragment image is displayed and while the predetermined background image 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 predetermined image will be displayed after the fragment image is displayed in the predetermined presentation. 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 customer waiting period after the variable display of symbols had finished, and then displayed a demonstration display during the second customer waiting period after the first customer 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 i