JP-7855492-B2 - Gaming machine
Inventors
- 小倉 敏男
Assignees
- 株式会社三共
Dates
- Publication Date
- 20260508
- Application Date
- 20221107
Claims (1)
- A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Game control means, A means of controlling the performance, A means of holding memory, Equipped with multiple light-emitting means, The plurality of light-emitting means include a game control means-side light-emitting means controlled by the game control means and a performance control means-side light-emitting means controlled by the performance control means, It is possible to perform a predetermined performance that suggests the system is controlled to the aforementioned advantageous state, The aforementioned predetermined performance includes a first predetermined performance and a second predetermined performance. The first predetermined performance includes a first predetermined part that displays a first premonition image of cracking, and a second predetermined part that displays a plurality of fragment images corresponding to the first premonition image of cracking. The second predetermined performance includes a third predetermined part that displays a second premonition image of cracking, and a fourth predetermined part that displays a plurality of fragment images corresponding to the second premonition image of cracking. The execution periods for the first predetermined performance and the second predetermined performance do not overlap. The execution period differs between the first predetermined part and the third predetermined part. Before the first predetermined part is executed and when the fragment image in the second predetermined part is displayed, the type of background image displayed in a layer with a lower priority than the layer on which the first crack precursor image is displayed is different. Before the third predetermined part is executed and when the fragment image in the fourth predetermined part is displayed, the type of background image displayed in the layer with a lower priority than the layer on which the second crack precursor image is displayed is different. 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. If a starting prize is awarded, the prize award animation can be executed. 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. In a situation where fewer than the predetermined number of reserved memories are stored, If a starting win occurs at the first timing, the first hold display can be displayed in the first start mode, then changed to the first intermediate mode, and then changed to the first completion 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 starting win occurs at a second timing after the first timing, the first hold display can be displayed in the first start mode, then 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 starting win occurs at a third timing after the second timing, 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. 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 and the second intermediate mode. In either case, whether the initial win occurs at the second timing or the third timing, the win animation can be performed over a specified period of time. The aforementioned game control means is capable of changing the mode of the light-emitting means on the game control means side based on the occurrence of a starting prize. The aforementioned performance control means is capable of changing the mode of the performance control means-side light-emitting means based on the occurrence of a starting prize. Based on the occurrence of a starting prize, it is possible to change the mode of the light-emitting means on the game control means side and then change the mode of the light-emitting means on the performance control means side. A gaming machine characterized by the following features.
Description
This invention relates to a gaming machine that can be played. Conventional gaming machines are capable of performing variable displays and controlling the game to enter a jackpot state (advantageous state) that is advantageous to the player, and when a new starting win occurs and a hold memory containing information about the variable display is generated, some machines are capable of displaying an appearance animation that sequentially displays the hold display based on the hold memory (see, for example, Patent Document 1) . Japanese 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 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