JP-7855484-B2 - Gaming machine
Inventors
- 小倉 敏男
Assignees
- 株式会社三共
Dates
- Publication Date
- 20260508
- Application Date
- 20221011
Claims (1)
- A gaming machine that displays variable information and can be controlled 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 aforementioned predetermined performance, a predetermined background image can be displayed as the background image before the fragment image is displayed. In the predetermined performance, as the background image after the fragment image is displayed, any of a plurality of background images can be displayed, which is different from the predetermined background image and includes a first background image and a second background image that suggests a higher probability of being controlled to the advantageous state than the first background image. 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 of the multiple background images will be displayed after the fragment image is displayed in the predetermined presentation. Game control means, Means of execution of the performance, Equipped with a retained memory means, The aforementioned reserved storage means is capable of storing information related to the variable display as reserved storage, up to a predetermined number, based on the occurrence of a starting prize. The game control means can execute the next variable display when a variable display has finished, provided that there is a reserved memory corresponding to the next variable display. The aforementioned performance execution means is When a hold memory is stored, it is possible to display one of several types of hold displays, including a first hold display and a second hold display that is different in form from the first hold display. It is possible to move the hold display corresponding to the already stored hold memory from its current position to the position corresponding to the next variable display over a specific period of time, starting from the hold shift start timing based on the timing when the next variable display begins. In a situation where fewer than the predetermined number of reserved memories are stored, If a starting prize is awarded at a first timing where the period until the next variable display starts is longer than a predetermined period, the first hold display can be displayed in the first starting mode, then changed to the first intermediate mode, and then changed to the first completed mode. If a starting win occurs at the first timing, the second hold display can be displayed in the second start mode, then changed to the second intermediate mode, and then changed to the second completion mode. If a start-up win occurs at a second timing that occurs after the first timing, and the period until the next variable display starts is shorter than the predetermined period, but not immediately before the next variable display starts, the first hold display can be displayed in the first start mode, changed to the first intermediate mode, and then changed to the first completed mode based on the start of the next variable display. If a starting win occurs at the second timing, the second hold display can be displayed in the second start mode, then changed to the second intermediate mode, and then changed to the second completed mode based on the start of the next variable display. If a start-up win occurs at a third timing that is after the second timing and immediately before the next variable display starts, the first hold display can be displayed in the first completion mode without being displayed in the first start mode and the first intermediate mode, and then moved to the hold display position corresponding to the next variable display over the specified period of time. If a starting win occurs at the third timing, the second hold display can be displayed in the second completion mode without being displayed in the second start mode or the second intermediate mode, and then moved to the hold display position corresponding to the next variable display over the specified period of time. A gaming machine characterized by the following features.
Description
This invention relates to a gaming machine that can be played. Some conventional gaming machines have a step-up effect in which the image displayed on the liquid crystal display device changes in stages. This effect involves treating the display screen of the liquid crystal display as glass, displaying cracks (a glass plate as a precursor image of cracking), and then displaying multiple fragment images as if the screen had actually broken (see, for example, Patent Document 1). Furthermore, some machines are capable of variable display and can control the game state to a favorable jackpot state for the player. When a new starting win occurs, a hold memory containing information related to the variable display is generated, and an appearance animation is displayed that shows the hold display in stages based on this hold memory (see, for example, Patent Document 2). Japanese Patent Publication No. 2020-127593Japanese Patent Publication No. 2016-97173 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 th