Search

JP-7856595-B2 - Gaming machine

JP7856595B2JP 7856595 B2JP7856595 B2JP 7856595B2JP-7856595-B2

Inventors

  • 小倉 敏男

Assignees

  • 株式会社三共
  • 株式会社ビスティ

Dates

Publication Date
20260511
Application Date
20230216

Claims (1)

  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 retaining 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. In the first predetermined performance, a predetermined background image can be displayed as the background image before the fragment image corresponding to the first premonition image is displayed. In the first predetermined performance, after the fragment image corresponding to the first premonition image is displayed, any of a plurality of background images can be displayed as the background image, 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 first predetermined performance, before the fragment image corresponding to the first crack premonition 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 object images. 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 corresponding to the first premonition image is displayed in the first predetermined performance. 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. 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. 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 perform variable displays and control the game to a state that is advantageous to the player. 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 of a pachinko game machine.This is a diagram showing the various control boards and other components installed in a pachinko gaming machine.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 main processing for controlling the visual effects.This flowchart shows an example of the performance control process.This is a front view of the pachinko game machine 1 in the feature section 02TM.This is an explanatory diagram showing each random number.(A) is an explanatory diagram showing the display result determination table, and (B) is an explanatory diagram showing the jackpot type determination table.This is an explanatory diagram showing a detailed information table for each type of jackpot.This is an explanatory diagram showing the fluctuation pattern determination table for the normal state.This is an explanatory diagram showing the fluctuation pattern determination table for the time-saving state.This is an explanatory diagram showing the fluctuation pattern determination table for the ST state.(A) is an explanatory diagram showing a list of operation method instruction and animation sequences, and (B) is an explanatory diagram showing a list of error notification and animation sequences.This flowchart shows an example of the process for determining the instruction and performance of an abnormal operation method.(A) is an explanatory diagram showing a condition table related to instructions for abnormal operation methods, and (B) is an explanatory diagram showing a condition table related to error notification.This flowchart shows an example of the process for determining the end of the animation sequence at the start of a big win.This is an explanatory diagram showing a concrete example of the game flow.(A) is a conceptual diagram schematically showing the layer structure, and (B) is an explanatory diagram of the layer structure.This is an explanatory diagram showing specific examples of the various effects related to the abnormal left-handed shooting instruction in normal mode.This is a time chart showing the execution timing of each effect related to the abnormal left-hand shooting instruction (LV1) in normal mode.This is a time chart showing the execution timing of each effect related to the abnormal left-hand shooting instruction (LV2) in normal mode.This is an explanatory diagram showing specific examples of the various effects related to error notification in normal mode.This is a time chart showing the execution timing of each effect related to error notification in normal mode.This is an explanatory diagram showing specific examples of each effect related to the abnormal left-hand shooting instruction in normal mode and the jackpot FF effect in right-hand shooting mode.This is a time chart showing the execution timing of each effect related to the abnormal left-hand shooting instruction in normal mode and the jackpot FF effect in right-hand shooting mode.This is an explanatory diagram showing specific examples of each effect related to error notifications in normal mode and jackpot FF effects in right-hand play mode.This is a time chart showing the timing of execution for each effect related to error notifications in normal mode and the jackpot FF effect in right-hand play mode.This is an explanatory diagram showing specific examples of the abnormal left-hand shooting instruction and error notification in normal mode, and the jackpot FF (Final Fantasy) effect in right-hand shooting mode.This is a time chart showing the execution timing of each effect related to the abnormal left-side indication and error notification in normal mode, and the jackpot FF effect in right-side shooting mode.This is an explanatory diagram showing a specific example of a gaming parlor where gaming machines are installed.This is an explanatory diagram showing specific examples of the various effects related to abnormal right-hand shooting instructions in right-hand shooting mode.This is a time chart showing the timing of each effect related to abnormal right-hand shooting instructions in right-hand shooting mode.This is an explanatory diagram showi