Technical Field
[0001] This invention relates to game machines such as a pachinko game machine (pinball-like
game machine of Japanese origin) comprising a display means for displaying game-related
designs and control means such as a microcomputer for controlling the display.
Background Art
[0002] A type of pachinko (spring-driven steel ball) game machine has been on the market,
in which a display means is provided to show variation display of symbols when specific
conditions are met (hereinafter called "special symbols"), and advantage is given
to the player if the variation display stops at a specific combination of the special
symbols. In recent years, many electric display devices are used such as liquid crystal
display devices capable of showing various production (dramatic) displays.
[0003] Concerning such game machines, the greatest concern of the player is whether the
variation display stops at a special game state, the so-called "big hit," a combination
of special symbols, favorable for the player. The combination of the special symbols
is for example a set of three identical special symbols like "7-7-7." Therefore, the
player is to carefully trace visually the special symbols shown as variation display.
[0004] However, since the variation display of the special symbols is made at a high speed,
actually the player is like visually tracing invisible designs. Also, until the result
of stop of special symbols appears, the process is monotonous and not a fun at all,
and the player is bored. As the player visually traces the special symbols moving
at high speeds, the player may suffer eyestrain.
[0005] In recent year, arrangements for enhancing the fun of playing have been put on the
market. In one arrangement, a display (pre-big-hit (Reach) production or Reach action)
is made separately from the ordinary display of the varying special symbols when a
condition of a Reach, where a big hit would happen with one more stop of the special
symbol, is reached, so that the player can feel that the time of a big hit is near.
In another arrangement, the Reach display is made with a story. However, the fact
that the player visually traces the special symbols moving at high speeds until the
Reach state is reached remains unchanged.
[0006] In still another arrangement, production display is performed by causing character
designs to appear before reaching the Reach state.
[0007] In such an arrangement for example, in addition to the display of special symbols
for determining the occurrence of a special game state using a special variation display
device, an animated image of a character playing golf is displayed, and the displayed
result of the animated image is made to correspond to the displayed result of the
special symbols. For example, during the variation display of the special symbols,
an animated image is displayed in which a character performs a series of tee shot
actions of golf. If the ball enters the hole, a big hit symbol is displayed and if
not, a miss symbol is displayed. In this animated image, the common story of golf
is used for different games, and the game to be displayed is switched according to
the number of starting up the special symbols.
[0008] Still another arrangement of conventional technique is known: While a game is going
on with variation display of special symbols (variation display game), a preliminary
variation display game is played as interlocked with the variation display game. Concerning
the preliminary variation display game, an ornamental display is made in which a stop
symbol is extracted when the character design drives out a special symbol for variation
display.
[0009] In still another arrangement of conventional technique, animated image information
constituted to synchronize with the variation display of the special symbol display
device is displayed on an image display device. The animated image shows for example
the story from the step of an angler dropping a fishing line to the step of landing
a fish, corresponding to the states of big hit, Reach, and miss. Specifically, specific
designs such as an octopus, a shark, etc. corresponding to the special symbols defined
as the stop symbols of the special symbol display device are made to appear while
the variation display is performed with the special symbol display device.
[0010] In still another arrangement, it is devised to enhance the player's feeling of expectations:
Magnitude of Reach evolution probability indicating whether a Reach demonstration
appears or big hit probability is indicated with characters and their combinations
caused to appear during the variation display, and the big hit probability is indicated
with the Reach demonstration displayed.
[0011] With the conventional technique described above, however, the story shown with the
animated image is made different only concerning the image corresponding to the finally
stopped result of the special symbols, and the story during the variation display
remains the same. Therefore, the evolution of the story can be easily predicted and
the player becomes bored after viewing for a long time.
[0012] From another viewpoint, the displayed contents of the animated image (showing a golf
ball missing a hole) are the same whether a miss results from a Reach state or not
from a Reach state. Therefore, if the player watches the animated image only, the
game comes to an end without the player learning whether a Reach state is reached
or not. That is, after all, in order for the player to learn the game state, the player
cannot turn the eyes from the monotonously varying display of the special symbols.
[0013] Even if plural kinds of animated images are set on the basis of the same story, since
a monotonous pattern is repeated, the player gets bored.
[0014] According to the another arrangement described above of the conventional technique,
since the preliminary variable display game using the character designs is interlocked
with the variable display game, after all, the player cannot turn the eyes from the
monotonous variation display.
[0015] According to the still another arrangement described above of the conventional technique,
since the animated image information is expressed with close correlation with special
symbols, namely the determined, stopped designs are expressed with character designs
such as octopus or shark, in order to learn the state of the game, it is necessary
every time the varying display stops to check the stopped result after watching the
display of the animated image information. Besides, no change can be seen in the character
design (the angler) before a Reach state is reached, which is monotonous. Moreover,
in case a Reach state is not reached because the special symbols on right and left
hand sides are not in agreement, the story expressed with the animated image information
does not come to an end, and so the player cannot grasp the state of the game by merely
watching the animated image information. That is, even if production display is shown,
nothing changes in that the player must watch the special symbols that are variation-displayed.
[0016] Furthermore, with a game machine performing the varying display continuously for
a long time such as a game machine having the function of changing the winning rate
in a big hit lottery (variable probability machine), the above-mentioned problems
of "eyestrain" and "getting bored with monotonous variation display" become worse.
On top of that, since most of the stopped results of the variation display are misses
and most of which do not even come to a Reach state, watching the variation display
ends up in wasting much effort.
[0017] Some of the production displays include those indicating information that is favorable
for the player such as "Big-hit probability is high." Some of the players enjoy finding
out such a production display during the play. For such players, an explanatory display
because of the difficulty in understanding the contents of the production display
will detract from the fun of the game.
[0018] An object of the invention is to provide a game machine capable of making it possible
for a player to reliably learn the game evolution such as a big hit, Reach evolution,
and a miss even without watching variation-displayed special symbols, by simply watching
production displays.
[0019] Another object of the invention is to provide a game machine capable of making it
possible for a player to grasp production contents without depriving the player of
the pleasure of finding specific production display of information beneficial to the
player.
Disclosure of Invention
[0020] A game machine of a first form of the invention is one comprising a display means
for displaying a special symbol indicating shifting to a special game state if a variation
display stops at a specific state and also displaying game-related production display,
and a control means for determining the stopped result of the variation display and
controlling the display of the display means according to the determination, the control
means being constituted to control the display means to perform production display
of producing a scenario from its beginning to the end during the period from the start
to the end of the variation display.
[0021] A second form is characterized in that the end of the scenario indicates whether
to shift to a special game state.
[0022] A third form is characterized by being constituted to control the display means so
that the production display becomes such that the contents of the scenario progress
according to the stop timing of the variation display.
[0023] A fourth form is characterized by being constituted to control the display means
so that the production display becomes such that the contents of the scenario progress
irrespective of the stop timing of the variation display.
[0024] A fifth form is characterized in that the control means is constituted to change
the production display to show the evolution of the contents of the scenario when
the game state becomes a Reach state which shifts to a special game state if the variation
display stops one more special symbol at a specific stop arrangement.
[0025] A sixth form is characterized in that the evolution of the contents of a scenario
is indicated by changes in the background shown as a production display.
[0026] A seventh form is characterized in that the progress pattern of a scenario shown
with the production display is different by the type of production designs or combination
thereof.
[0027] An eighth form is characterized in that the production display suggests moving on
to a special game state according to the type of the production design or to an appended
design indicated as appended to the production design.
[0028] A ninth form is characterized in that the display means is constituted with a display
zone for the production display greater than a display zone for the variation display
of the special symbol.
[0029] A tenth form is characterized by comprising; a display means for displaying designs
related to the game, and a control means for controlling the display on the display
means, said control means performing production display of producing the process from
the beginning to the end of a scenario, and controlling the display means to display
that the game moves on to a special game state when the end of the scenario indicated
with the production display becomes as specified.
[0030] An eleventh form is a recording medium having a recorded game program characterized
in that a function of displaying the production from the beginning to the end of a
scenario during the period from the start to the stop of the variation display is
added to a function of permitting a player to play a game by displaying a special
symbol indicating shifting to a special game state if the variation display stops
at a specific state.
[0031] A twelfth form is characterized by comprising a display means for displaying a special
symbol indicating shifting to a special game state if the variation display stops
at a specific state and game-related designs including a production design indicating
the probability of shifting to the special game state, said display means performing
a suggestion display of relationship between the production design and the probability
of shifting to the special game state.
[0032] A thirteenth form is characterized in that the suggestion display indicates which
of the production designs has a high probability of shifting to the special game state.
[0033] A fourteenth form is characterized in that the suggestion display shows designs identical
to the production designs or ones relating thereto.
[0034] A fifteenth form is characterized in that the suggestion display is performed with
an animated image.
[0035] A sixteenth form is characterized in that the suggestion display is shown when the
game is not played or when the variation display of the special symbol is not shown.
[0036] A seventeenth form is a recording medium having a recorded game program with a function
of permitting a player to play a game while displaying a special symbol indicating
shifting to a special game state if the variation display stops 'at a specific state
and displaying game-related designs including a production design indicating the probability
of shifting to a special game state, with said function added with a function of performing
a suggestion display of relationship between the production design and the probability.
[0037] According to the first form of the invention, the control means controls the display
means to display the production of a scenario from its beginning to end during the
period from the start to the stop of the variation display. Therefore, a production
display is possible with which the player can learn the game evolution such as a big
hit, a Reach evolution, a miss after a Reach state, and a miss, without watching the
special symbols in variation display. With such a production display, since the player
need not concentrate attention to the variation display even when playing a game with
variation display for a long period of time, games that do not cause eyestrain or
boredom can be provided. Even if most of the games result in misses, the player can
play the games with pleasure of watching the evolution of scenario of the production
display.
[0038] According to the second form of the invention, since the end of the scenario of the
production display indicates whether the game shifts to a special game state, the
player can easily learn by simply watching the production display the final result
of the game displayed in variation.
[0039] According to the third form of the invention, since the contents of the scenario
of the production display proceed according to the timing of stops of the variation
display, the player can grasp the timing of each stop of the variation display by
simply watching the production display.
[0040] According to the fourth form of the invention, since the contents of the scenario
of the production display proceed irrespective of the timing of stops of the variation
display, games can be evolved with originality irrespective of the variation display.
[0041] According to the fifth form of the invention, since the control means changes the
production display when a Reach state is reached so that the contents of the scenario
evolve, the player can easily learn the occurrence of the Reach state by simply watching
the production display.
[0042] According to the sixth form of the invention, since the evolution of the contents
of the scenario is indicated with the change in the background indicated as production
display, the player is likely to notice the evolution of the scenario and can easily
learn the change in the game indicated with the variation display by simply watching
the production display.
[0043] According to the seventh form of the invention, since the progress pattern of the
scenario indicated with the production display varies according to the types of production
designs appearing in the production display or their combination, the player can predict
to some extent the ensuing game evolution by simply watching the types of the displayed
production designs (for example character designs) or their combination from the beginning.
Additional fun of anticipating the appearance of production designs leading to scenario
evolution favorable for the player is also provided.
[0044] According to the eighth form of the invention, the production display suggests the
shift to a special game state using the types of the production designs appearing
in the production display or using appended designs indicated as attached to the production
designs. Therefore, situations or final results of the game indicated with the variation
display can be expressed in various ways using the production designs or appended
designs.
[0045] According to the ninth form of the invention, the display means has a display zone
for the production display wider than a display zone for the variation display of
the special symbol. Therefore, the player can watch only the production display and
enjoy its evolution without being distracted with the variation display.
[0046] According to the tenth form of the invention, only the production display of producing
the process from the beginning to the end of a scenario is shown, a game machine nonexistent
in the past is provided that makes it possible to learn the occurrence of a big hit,
a miss, or a Reach state without performing conventional variation display.
[0047] The eleventh form of the invention is a recording medium having a recorded game program
characterized in that a function of displaying the production of a scenario from the
beginning to the end during the period from the start to the stop of the variation
display is added to a function of permitting a player to play a game with a special
symbol displayed to indicate shifting to a special game state if the variation display
stops at a specific state. Therefore, the recording medium with the game program can
be used in home game machines. Also, by installing the program from the recording
medium to general purpose computers, such computers may be used as game machines.
[0048] According to the twelfth form of the invention, suggestion of the relationship between
the production design and the probability of shifting to a special game state is displayed.
Therefore, the player can find a specific relationship between the production design
and the probability of shifting to the special game state by watching the displayed
suggestion. That is, the player can play for a long period of time, without getting
bored, with the pleasure of finding out from the displayed suggestions a specific
production design having a high probability of shifting to a special game state and
with the pleasure of discovering such a specific production design in the versatile
production display actually shown.
[0049] According to the thirteenth form of the invention, which of the production designs
has a high probability of shifting to the special game state is suggested with a display.
Therefore, the player can easily find out a production design having a high probability
of shifting to the special game state.
[0050] According to the fourteenth form of the invention, since suggestion display is shown
with the design that is the same as or related to the production design, the player
can directly grasp the relationship between the production design and the probability
of shifting to the special game state.
[0051] According to the fifteenth form of the invention, since suggestion display is shown
with an animated image, more concrete suggestion display is possible and the fun of
finding out which is the specific production design having a high probability of shifting
to the specific game state is enhanced.
[0052] According to the sixteenth form of the invention, if suggestion display is shown
when no game is played or no variation display of special symbols is shown, for example
when a demonstration image is shown, the demonstration image can be utilized as a
means for displaying important information related to games rather than being used
as a mere demonstration image. When the suggestion display is shown with the demonstration
image in this way, the player can face the game after finding out which of the production
designs is the specific one having a high probability of shifting to the special game
state, even without understanding the meaning of the production design during the
game.
[0053] According to the seventeenth form of the invention, it is possible to prepare a recording
medium in which a game program is recorded, which program having a function of permitting
a player to play a game by displaying game-related designs including the special symbols
and the production designs as described above, to which function is added another
function of showing a suggestion display of the relationship between the production
design and the probability, so that the player can use the program for example in
a home game machine to enjoy the same game as with the above-described game machine.
It is also possible to install the program from the recording medium to a general
purpose personal computer for example and utilize the personal computer as a game
machine.
[0054] This application is based on Japanese patent applications, No. 11-244279 filed in
Japan on August 31, 1999 and No. 11-244280 filed in Japan on August 31, 1999, which
are entirely incorporated herein by reference.
[0055] This invention will be more completely understood through the following detailed
description. Additional application ranges of this invention will become clearer through
the following detailed description. However, specific examples in the detailed explanation
are preferable embodiments of the invention cited for the purpose of explanation only.
For those skilled in the art, it is apparent that various changes and modifications
can be made within the scope and spirit of the invention.
[0056] The applicant has no intention of presenting to the public any of the described embodiments.
Of the disclosed modifications and alternatives, those which may not be included in
what is claimed in words shall be part of the invention under equity.
Brief Description of Drawings
[0057] FIG. 1 is a front view of the game board of a pachinko game machine as an embodiment
of the invention.
[0058] FIG. 2 shows a flow of display on the display screen.
[0059] FIG. 3 is a continuation from FIG. 2, showing the flow of display on the display
screen.
[0060] FIG. 4 shows a flow of display on the display screen in case of "super love-love
Reach (pre-big-hit)."
[0061] FIG. 5 shows a flow of display on the display screen in case of "direct-to-hotel
Reach."
[0062] FIG. 6 shows a flow of display on the display screen in case of "date spot Reach."
[0063] FIG. 7 shows a flow of display on the display screen in case of "another guy Reach."
[0064] FIG. 8 shows a flow of display on the display screen while playing a bit hit game.
[0065] FIG. 9 shows Reach evolution rate, big hit probability for every combination of male
and female characters.
[0066] FIG. 10 shows a scene with background "station plaza."
[0067] FIG. 11 shows a scene on the display screen with a background of "seaside park."
[0068] FIG. 12 is an overview table of designs representing real intentions.
[0069] FIG. 13 is a table of probability and occurrence rate of big hit for every combination
of real intention designs.
[0070] FIG. 14 is a table of good couples.
[0071] FIG. 15 shows demonstration images on the display screen.
[0072] FIG. 16 shows another example of demonstration images on the display screen.
[0073] FIG. 17 is a block diagram, showing an electric circuit constitution of a pachinko
game machine.
[0074] FIG. 18 is a flowchart of a main game control process related to a game played with
a liquid crystal display device performed with a main circuit board.
[0075] FIG. 19 is a flowchart of an interruption process.
[0076] FIG. 20 is a flowchart of a special symbol game control process.
[0077] FIG. 21 is a flowchart, showing the continuation of FIG. 20.
[0078] FIG. 22 is a flow chart of main processing performed with a symbol control circuit
board.
[0079] FIG. 23 is a flow chart of image processing performed with the symbol control circuit
board.
[0080] FIG. 24 is a flow chart of production pattern determination processing performed
with a symbol control circuit board.
[0081] FIG. 25 is a table of count value renewal ranges of various types of random number
counters.
[0082] FIG. 26 is a big hit judgment table.
[0083] FIG. 27 is a big hit symbol determination table.
[0084] FIG. 28 is a table of determining production groups.
[0085] FIG. 29 is a Reach state judgment table.
[0086] FIG. 30 is a stop symbol determination table.
[0087] FIG. 31 is a production pattern determination table (1) for misses without reaching
a Reach state.
[0088] FIG. 32 is a production pattern determination table (2) for misses without reaching
a Reach state.
[0089] FIG. 33 is a production pattern determination table (1) for misses after reaching
a Reach state.
[0090] FIG. 34 is a production pattern determination table (2) for misses after reaching
a Reach state.
[0091] FIG. 35 is a production pattern determination table (1) for big hits.
[0092] FIG. 36 is a production pattern determination table (2) for big hits.
[0093] FIG. 37 is table of looks of male characters.
[0094] FIG. 38 is table of looks of female characters.
Best Mode for Carrying Out the Invention
[0095] Here will be described a pachinko game machine as an embodiment of the invention.
[0096] FIG. 1 is a front view of the game board 10 of the pachinko game machine. A liquid
crystal display device 3 as a means for displaying designs related to games is placed
in about the center of the game board 10. The liquid crystal display device 3 variation-displays
plural symbols expressed with images to show three rows of reels of a slot machine
in simulated manner. The variation-displayed symbols are termed "special symbols."
The special symbol, if its variation display stops at a specific stop arrangement
(such as a stop arrangement "7-7-7" which is termed a "big hit"), indicates a shift
to a special game state favorable for the player. In the special game state, to be
specifically described later, a big prize hole 5 described later is converted to a
favorable state.
[0097] The liquid crystal display device 3 also displays various production displays during
the variation display of the special symbols. The production display is expressed
in various forms of images: An omen production design representing a "big hit probability"
of shifting to the above-mentioned special game state or a "Reach evolution probability"
of evolving to the Reach state, or a Reach state production design displayed in the
Reach state which may shift to the above-mentioned special game state if one more
stop occurs. These omen production design and Reach state production design are expressed
in various image forms.
[0098] In this embodiment, as shown in FIG. 2(a) to be described later, special symbols
constituted with stylized numerical symbols etc. are displayed in the display zones
50L, 50C, and 50R in the upper part of the display screen 3a of the liquid crystal
display device 3. In other display zones are displayed the above-mentioned omen production
designs and Reach production designs as game-related production displays. The special
symbols are images, expressed with electric signals, of the symbols on the three reels
of rotary reels of a slot machine. The omen production designs and Reach production
designs are displayed also with animated pictures and letters etc. as well as with
designs. In FIG. 2(a) are shown omen production designs using a male character 51
and a female character 52 with the background of a station plaza. The male character
51 and the female character 52 chat with each other, changes their expressions and
physical movements. Evolution from the beginning to the end of a specific scenario
is displayed with different situations realized by changing the background. That is,
depending on the kind of a scenario along which the production display evolves, the
ensuing game result varies, and the contents appearing in the course of the production
display suggests probabilities of a big hit and evolving into a Reach state.
[0099] The omen production design heralds either that the variation display of the special
symbol thereafter becomes a Reach state or that the variation display stops after
reaching a Reach state at a specific state indicating a "big hit" such as "7-7-7."
The omen production design is constituted to change into various display states.
[0100] Therefore; the player can predict to some extent the probability of evolving into
a Reach state or the appearance of a big hit thereafter by recognizing along which
scenario the contents displayed with the omen production design are evolving and by
grasping the development of a story.
[0101] When a Reach state is reached, the production display is shown with contents of the
scenario in the state of having greatly evolved. For example, when two, male and female
characters are placed in a different situation with a different background, the player
can easily understand that the scenario has evolved greatly and easily recognize that
the game has reached a Reach state. The probability of a big hit is made different
according to the extent of evolution. Such a production display will be described
later more in detail for specific contents of the display.
[0102] In this way, it is arranged that, in case a Reach state is reached, a Reach state
production design separate from the omen production design is displayed as a production
display for informing the player of reaching that state. The Reach state production
design is shown in the course of the evolving story and its display manner is made
different according to the big hit probability.
[0103] Again referring to FIG. 1, a startup win hole 4 for a game ball to enter and start
variation display of the special symbols of the liquid crystal display device 3 is
provided below the liquid crystal display device 3. The startup win hole 4 comprises
a variable prize device convertible to a first state unfavorable for the player and
a second state favorable for the player. It is designed that, when a game ball enters
the hole 4 and the second state occurs, a specified number (for example five) of prize
balls are dispensed.
[0104] The startup win hole 4 has a prize space that can hold a game ball or two even in
the first state unfavorable for the player, and so a ball can enter the hole.
[0105] An LED display device 2 having seven segments is provided above the liquid crystal
display device 3. The LED display device 2 starts a variation display when a game
ball passes through passage ball gates 6a, 6b located on the game board 10. When the
variation display of the LED display device 2 stops at a predetermined specific state,
for example "7," the startup win hole 4 is converted to the second state favorable
for the player.
[0106] Four LED operation memory lamps 16 are provided around the LED display device 2.
The LED operation memory lamps 16 memorizes the number, up to four, of passages of
game balls through the passage ball gates 6a, 6b every time the ball passes, and notifies
the player of the number of variations, possible at that time, of the LED display
device 2. The fifth and later passages are not counted and become invalid.
[0107] Four startup win memory lamps 15, two for each of right and left sides, are provided
above the liquid crystal display device 3. This is arranged to memorize the number
of wins, up to a limit of four, with balls entering the startup win hole 4 while the
variation display is being performed with the liquid crystal display device 3, and
to notify the player of the number of variation displays that can be shown on the
liquid crystal display device 3 at that time by causing the startup win memory lamps
15 to be on. Therefore, in the state of all the four lamps 15 being lit, a ball entry
into the startup win hole 4 is invalid as a variation display startup condition.
[0108] A big win hole (so called "attacker") 5 convertible to either a closed state disadvantageous
to the player or an open state advantageous to the player is provided below the startup
win hole 4. The big win hole 5 comprises a variable win device of a type having doors
and convertible to an open state advantageous to the player when the variation display
of the special symbols on the liquid crystal display device 3 stops to show a specific
combination of the special symbols, a "big hit." It is arranged that when a game ball
enters the hole 5, a specified number (for example 15) of prize balls are dispensed.
[0109] The afore-mentioned special game state is the game state of permitting 16 rounds
of a big hit game with the big win hole 5 open until 10 balls enter the hole or 30
seconds elapse. However, in order to play a next round after the first round of big
hit game is over, a specific condition, generally called "V win" must be met.
[0110] Here, the big win hole 5 is constituted with plural win holes. The V win is the case
in which a game ball enters specific one of the plural win holes. The specific win
hole is usually set in the center of the big win hole 5.
[0111] On the game board 10 are further provided, pin wheels 12a, 12b, general win holes
13a, 13b, 13c, 13d, 13e, 13f for dispensing five prize balls to the player for every
entry of a win ball, and board side lamps 14a, 14b.
[0112] The contents of display on the display screen 3a are described below using specific
examples.
[0113] when a game is started with the liquid crystal display device 3, variation display
of specific symbols begins on the display zones 50L, 50C, and 50R of the display screen
3a as shown in FIG. 2(a). At the same time, a production display begins to produce
a scenario.
[0114] FIG. 2(a) shows the state immediately after the variation display of the specific
symbols begins. A production display is shown as follows: A background scene of a
station plaza is shown on the display screen 3a. Next, a male character 51 as an omen
production design comes into the scene from the left of the display screen 3a, and
a female character 52 from the right. And as shown in FIG. 2(b), the display changes
to show both characters 51 and 52 standing close to each other.
[0115] After that, as the scenario evolves, attachment designs attached to the production
design are shown. For example as shown in FIG. 2(c), when the variation display in
the left display zone 51L stops, a word design 53a representing the words the male
character 51 speaks to the female character 52 and a true (real) intention design
54a not necessarily in agreement with the contents of the word design 53a are shown
respectively as the attachment designs. Here, the word design 53a of the male character
51 is shown as "You wanna sleep with me, yeah?" and the true intention design 54a
shows that the true intention of the male character 51 is almost the same as the contents
of the word design 53a.
[0116] In succession as shown in FIG. 2(d), when the variation display in the right display
zone 51R stops, a word design 55a representing the words the female character 52 speaks
back to the male character 51 and a true intention design 56a are shown respectively
as the attachment designs. Here, the word design 55a of the female character 52 is
shown as "That's what I'm gonna say!" and the true intention design 56a shows that
the true intention of the female character 52 is almost the same as the contents of
the word design 55a.
[0117] On the contrary, in some cases, the true intention design is different in contents
from the word design, namely the words do not in agreement with the true intention.
Such a case is shown for example in FIG. 2(e) in which the true intention design is
56b when the true intention design 56a is shown. When the word design is in disagreement
in the contents with the true intention design, the big hit probability thereafter
is low.
[0118] Here, various patterns as shown later in FIGs. 31 to 36 (production pattern determination
table) are prearranged for the contents of the word designs. Therefore, as for the
contents of the word designs shown, conversations of the male and female characters
are not necessarily going on smoothly under mutual understanding, namely consistent,
as shown in FIG. 2 (d). The contents of the word designs show big hit probability
and Reach probability. When the conversation between the male and female characters
is consistent as shown in FIG. 2 (d), the big hit probability and Reach evolution
rate are high.
[0119] Various patterns are preset to the true intention designs, specifically 20 patterns,
H1 to H20, as shown in FIG. 12. In FIG. 2 (d), the true intention of the female character
52 is shown with the true intention design 56a (H14 in FIG. 12) indicating that the
true intention of the female character is almost the same as the contents of the word
design 55a. However, if the true intention design H19 of FIG. 12 is shown in FIG.
2 (d), it cannot be considered to be in agreement with the contents of the word design
55a. In that case, the big hit probability or Reach evolution rate is low.
[0120] However, even if the conversation between the male and female characters is inconsistent,
or if the true intention design 56a is inconsistent with the word design 55a in contents,
a big hit may occur depending on the scenario evolution. Therefore, the player's attention
to the production display is not distracted.
[0121] As shown in FIG. 2 (d), if a Reach state is reached with the same stop symbols in
the right and left display zones 50R and 50L, the contents change according to the
evolution of the scenario. However, if the stop symbols in the right and left display
zones 50R and 50L are not the same each other as shown in FIG. 2 (e), a miss results.
In case of such a miss, the word design 55b shows a harsh contents such as "Go away,
bozo!"
[0122] As described above, the contents of the attachment designs such as the word design
and the true intention design greatly influence the expectations of the player for
a big hit. Each attachment design is shown simultaneously with the stop time point
of the variation display, and in case their contents are consistent, the stop-displayed
special symbols also show a Reach state. Namely, it is constituted that the game situation
can be accurately grasped by only watching the attachment design display, without
paying attention to the special symbols moving at high speeds.
[0123] When the game comes to a Reach state, the production display changes, after displaying
"Reach" as shown in FIG. 3 (f), to that of an evolved, completely different state
of the scenario. Therefore, the player not only can easily recognize from the production
display the occurrence of a Reach state but also can have enhanced expectations for
big hits to follow.
[0124] The scenario evolves roughly in four patterns; "super love-love Reach," "direct to
hotel Reach," "date spot Reach," and "another guy Reach." Although these evolution
patterns have different contents, the end of the scenario is whether the two, male
and female characters finally check in the hotel. If the final display indicates that
the male and female characters check in the hotel, the game results in a big hit with
the three display zones 50L, 50C, and 50R showing the same designs. If the male and
female characters do not check in the hotel, the game results in a miss.
[0125] FIG. 4 shows a scenario evolution of the above-mentioned "super love-love Reach."
In this "super love-love Reach" state, many heart marks are shown in the background,
and the scenario evolves that the male and female characters go directly to and check
in the hotel. That is, once the game results in this "super love-love Reach" state,
thereafter the game results in a big hit with a probability of 100 %. And after showing
a big hit image of FIG. 4 (h3), the display changes to a big hit game image.
[0126] Referring again to FIG. 3, in case the scenario evolves to a state other than the
"super love-love Reach," there may be a case as shown in FIG. 3 (g) in which large
letters are shown in the center of the display screen 3 (a) after reaching to a Reach
state. Here, an expression "I'm gonna make it tonight!" is shown. To this phrase too,
various patterns are allocated which correspond to the words before reaching a Reach
state as shown in FIGs. 31 to 36 (production pattern determination table). These phrases
represent the player's zeal or spirit for the future evolution of either of the characters
coming into the scene. In case these phrases are shown, the big hit probability is
higher than usual and so the player can hope further evolution of the scenario.
[0127] FIG. 5 shows a scenario evolution in the "direct to hotel Reach" case. In this "direct
to hotel Reach" case, like in FIG. 4, the scenario evolves that the male and female
characters go direct to a hotel. If the characters check in the hotel without any
happening, the game results in a big hit as shown in Fig. 5(j3). However, unlike the
above case of "super love-love Reach," they do not necessarily check in the hotel.
[0128] For example, in the scene shown in FIG. 5 (j4), if the female character in front
of the hotel expresses the phrase "I'm leaving, then." and disappears, the game results
in a miss. As a matter of course, the special symbols in the stopped state are not
the same each other.
[0129] Even in the case a big hit like FIG. 5 (j3) as the final result of the scenario evolution
is to be shown, there may be a case in which the display of FIG. 5 (j5) is shown and
the two characters do not smoothly check in the hotel. In that case, the player frets
about the game evolving to a big hit. With such a scenario evolution along with a
display causing fret about the game evolving to a big hit, the player's mind is mixed
with expectations to a big hit and anxiety about a miss, and so the tension of the
player is enhanced.
[0130] FIG. 6 shows the scenario evolution of the case of the above "date spot Reach." In
this "date spot Reach" case, various dating spots are shown where the male and female
characters 51, 52 visit. In this FIG. 6, scenes are shown in which the male and female
characters 51, 52 pass in front of a rahmen (Chinese noodle) shop (FIG. 6 (k1)), enter
a bar (FIG. 6 (k2)), and come out of the bar (FIG. 6 (k3)). The scenario evolution
thereafter is the same as that of the "direct to hotel Reach" case shown in FIG. 5.
[0131] In FIG. 6, there may be a case in which the words of the female character 52 are
shown with "I don't wanna eat here!" as shown in FIG. 6 (k4). In that case, the game
later results in a miss.
[0132] FIG. 7 shows the scenario evolution of the above "another guy Reach" case. In this
"another guy Reach" case (FIG. 7 (m1)), scenes are shown in which male and female
characters 51, 52 pass in front of various dating spots while another male character
57 comes walking from the opposite direction. After that, if the another male character
57 simply passes by, the display shifts to that of FIG. 5 (j2), namely the above "direct
to hotel Reach," and the game results in a big hit. That is, in case the another male
character 57 simply passes by, it indicates that the big hit probability is 100 %.
[0133] However, there may be a case in which the female character 52 says "Sorry. I have
a date with that boyfriend." as shown with the word design 55e in FIG. 7 (m2), and
leaves with the another male character 57 as in Fig. 7(m3). This corresponds to a
miss, with the special symbols not in agreement with each other in their stopped state,
and the game with this display screen 3a is over.
[0134] When a game played with the liquid crystal display 3 results in a big hit, the game
becomes the special game state during which a display as shown in FIG. 8 begins on
the display screen 3a. In this special game state, as described before, the big hit
game in which the big win hole 5 is converted to a favorable state may be played up
to 16 rounds. Here, the display on the display screen 3a is changed at every turn
of the round to notify the player of the turn of the round.
[0135] For example, in the special game state, a display is made as shown in FIG. 8 (p1)
followed by a round display as shown in FIG. 8 (p2) to notify that the first round
of the big hit game is going on. With the round display shown in FIG. 8 (p2), the
screen shows an introduction of a female character coming into the scene of a production
display.
[0136] After that, the display changes to introduce each of the other female characters
in succession at every turn of the round. The female character introduction screen
displays all the female characters except Gloria and Sandra shown in FIG. 9 (to be
described later) up to the seventh round of the big hit game.
[0137] When the game enters the eighth round, the display state of each round displays the
female character and her favorite male partner (a male character that makes a best
couple later). This round display shows all the female characters except Gloria and
Sandra shown in FIG. 9 (to be described later) up to the 14th round of the big hit
game.
[0138] In the 15th round, along with the female character display, a round display with
letters is made as "Gotcha, two more rounds to go." In the final 16th round, along
with the female character display, a round display with letters is made as "It's the
final round, watch out, hold on."
[0139] Here, FIG. 9 shows the combinations of male and female characters appearing during
the production display; and big hit probability, Reach evolution rate, and appearance
rate when the combinations come into the scene during the production display. In the
production display of this embodiment, two, male and female characters appear as the
scenario goes on. As shown in FIG. 9, plural types of male and female characters appear
and their combinations (types of couples) are made to represent different Reach evolution
rates and big hit probabilities.
[0140] In FIG. 9, the male-female combinations indicated with black hearts ((I) to (VII))
are called "the best couples." Their Reach evolution rate is 100 %, namely the game
evolves to a Reach state with a probability of 100 %, and their big hit probability
is 15.182 % which is higher than other couples in probability of evolving to a big
hit.
[0141] Here, the couple appearing in the display examples in the above FIGs. 2 to 8 is the
combination of the male character "Bob" and the female character "Cathy" in FIG. 9,
which is one of the best couples.
[0142] The male-female combinations indicated with white hearts are called "normal couples,"
with a Reach evolution rate of 18.575 %, and a big hit probability of 0.391 %, both
lower than those of the best couples.
[0143] The male-female combinations indicated with broken hearts are called "worst couples,"
with a Reach evolution rate of 2.002 %, namely little probability of evolving to a
Reach state, and a big hit probability of a very low 0.020 %. Here, as seen in FIG.
9, the female characters "Gloria" and "Sandra" are not included in any of the best
couples or the normal couples. The best couples and the normal couples are constituted
with combinations of seven female characters, other than "Gloria" or "Sandra," and
specific male characters. Therefore, the contents of the round display shown during
the special game suggest not only the ordinal number of the round but also the characters
constituting the best couples of high probabilities of big hits.
[0144] Plural backgrounds are preset to the scene where the male and female characters appear.
An example of the background is a "station plaza" as shown in FIG. 10, and another
is a "seaside park" as shown in FIG. 11. Changing the scene setting by the use of
different backgrounds makes it possible to evolve the scenario according to respective
backgrounds, increase the number of variations of the production display, and enhance
the fun of the game.
[0145] There may be a case as shown in FIG. 10 in which a train design 58 passes across
the background of the scene where the male and female characters appear, or a case
as shown in FIG. 11 in which a dog design 59 appears. These are the omen production
designs indicating the Reach evolution rate and the big hit probability. In this embodiment,
the passage of the train design 58 and the appearance of the dog design 59 are very
rare. Therefore, if they appear, the big hit probability is 100 %.
[0146] The true intention designs 54a and 56a are arranged to produce different probabilities
of big hit depending on combinations they make. FIG. 12 is an overview table of the
true intention designs shown as the production display. FIG. 13 shows combinations
of the true intention designs shown in FIG. 12 and their probabilities of big hit.
As shown in FIG. 13, when any combination corresponding to the affectionate rank is
shown on the production display, the big hit probability is 2.47 %. When any combination
corresponding to the date rank is shown on the production display, the big hit probability
is 0.28 %. When any combination corresponding to the no-way rank is shown on the production
display, the big hit probability is 0.07 %.
[0147] According to FIG. 13, any combination in the affectionate rank or in the date rank
is constituted with true intention designs related to each other to some extent. Any
combination in the no-way rank is constituted with true intention designs having nothing
to do with each other. The case of FIG. 2 (d) described before corresponds to the
combination 1 (H14 + H14) of the affectionate rank with a high probability of big
hit. The case of FIG. 2 (e) corresponds to the combination 6 (H14 + H19) of the no-way
rank with a low probability of big hit.
[0148] As described above, the production display makes it possible to completely grasp
the contents of the game played on the liquid crystal display device 3 by simply watching
the scenario evolution shown with the production display. Therefore, there is no need
any more to watch the special symbols displayed to vary at high speeds.
[0149] The pachinko game machine of this invention is further arranged to show various demonstration
displays (hereafter 'demo displays' for short) when no variation display is shown
on the liquid crystal display device 3. The demo display not only shows the flow of
the entire game played on the liquid crystal display device 3 but includes important
information related to the game.
[0150] This demo display shows suggestion of relationship of various production displays
appearing during the variation display relative to the Reach evolution rate and the
big hit probability. Specifically the display shows the omen production designs constituted
with the male and female characters, and suggests the presence of strong relationship
between the omen production designs and the Reach evolution rate and the big hit probability.
[0151] As described above, the omen production design shown with the combination of the
male and female characters of the best couple has very high Reach evolution rate and
high big hit rate. Here, that the seven best couples ((I) to (VII) in FIG. 9) have
very high probabilities of Reach evolution and big hit is implicitly notified by the
random display of the couples during the demo display. That is, the demo display implicitly
notifies the player of important information related to the game.
[0152] Therefore, the player, seeing the demo display repeatedly, is impressed with the
couple of the characters appearing in the scene. As the player continues playing,
the player becomes aware that the impressed couples are high in the Reach evolution
rate and the big hit probability, and can have additional fun of anticipating the
appearance of the best couple during the variation display. That is, notifying the
player of the best couple not directly but implicitly, additional fun of finding information
advantageous to the player is provided and the pleasure of the game is enhanced.
[0153] FIG. 14 shows combinations of the male and female characters for the best couples
shown in FIG. 9. The best couple (I) is the combination of the male character "Bob"
and the female character "Cathy," the best couple (II) is "Larry" and "Jean," the
best couple (III) is "Alex" and "Mary," the best couple (IV) is "Ted" and "Ann," the
best couple (V) is "Paul" and "Martha," the best couple (VI) is "Bruce" and "Cindy,"
and the best couple (VII) is "Mark" and "Karen." These best couples appear randomly
in the demo display.
[0154] Specific situations of the demo display in which the above best couples ((I) to (VII)
in FIG. 9) appear are shown in FIGs. 15-D1 to 15-D4. Here, a scene with a station
plaza as a background is displayed on the display screen 3a and the above best couples
pass right and left across the scene. As shown in this FIG. 15, the contents of the
display is likely to be overlooked by the players who do not know the meaning of the
best couples. However, as the play goes on and the meaning is gradually understood,
the contents of the demo display become very interesting to the player.
[0155] The female characters "Gloria" and "Sandra" without partners to make up the best
couples shown in FIG. 9 are supposed to pass by themselves during the demo display.
That the female characters "Gloria" and "Sandra" pass by themselves implies a very
low probability of a big hit, which the player does not want.
[0156] For those players who become aware that the demo display is implying important information
on the game, additional pleasure is provided to seek more advantageous information.
For example, in FIG. 15-D5, the train design 58 passes through the background during
the demo display, and in FIG. 16-D6, a dog design 59 appears in front of the background
during the demo display. Since the train design 58 and the dog design 59 correspond
to the big hit probability of 100 % as described above, a new fun of play, namely
the player's finding those, is added.
[0157] As for beginners, if they become aware at an early stage that the demo display is
suggesting important information on the game, they can face the game with adequate
knowledge of the production display without acquiring much experience.
[0158] The above demo display on the liquid display device 3 may alternatively arranged
to be shown at specific time intervals when no game is played on the liquid display
device 3, or on demand by the player. Further alternatively, it may be arranged that
the demo display is started when no game is played on the liquid display device 3
continuously for a specific period of time, namely when the symbol variation is not
made continuously for a specific period of time, and that the demo display is finished
upon starting the game on the liquid display device 3.
[0159] FIG. 17 is a block diagram of an electric circuit part of the pachinko game machine
of the invention.
[0160] As shown in FIG. 17, the electric circuit part of the pachinko game machine of the
invention is constituted with a main circuit board 30, a relay circuit board 34, a
symbol control circuit board 31, a voice control circuit board 32, and a prize ball
control circuit board 33.
[0161] The main circuit board 30 is constituted about a microcomputer with a central processing
unit (CPU), a read-only memory (ROM), and a random access memory (RAM), readable and
writable memory means.
[0162] The main circuit board 30 is connected to the relay circuit board 34 to which are
connected the following components; a passage ball sensor 20 as a game ball detecting
means for detecting game balls passing through the passage ball gates 6a and 6b described
before, a start win ball sensor 22 for detecting balls entering the start win hole
4 described before, a big win ball sensor 25 for detecting balls entering the big
win device 5 described before, a win ball sensor 21 for detecting balls entering the
general win holes 13a, 13b, 13c, 13d, 13e, and 13f, an ejected ball sensor 23 for
detecting balls ejected from a ball ejector (not shown), a return ball sensor 24 for
detecting balls ejected but returned without reaching the game board. To the relay
circuit board 34 are further connected actuators; an LED display device 2, a lamp
display device 41 for connection to board side lamps 14a and 14b, the start win hole
4, and the big win device 5.
[0163] When the above sensors detect balls, their detection signals are inputted to the
CPU in the main circuit board 30 to operate and control the respective actuators according
to the input signals. Control orders are also transmitted to the symbol control circuit
board 31, to the voice control circuit board 32, and to the prize ball control circuit
board 33.
[0164] When a game is being played, if the passage ball sensor 20 detects a game ball passing
through the passage ball gates 6a or 6b, and a detection signal is outputted, the
microcomputer in the main circuit board 30 judges a win in response to the detection
signal, and controls the display on the LED display device 2 according to the judgment
result.
[0165] When the start win sensor 22 detects a ball entering the start win hole 4 and outputs
a detection signal, the microcomputer in the main circuit board 30 transmits a control
signal to the symbol control circuit board 31 to carry out various settings for the
game on the liquid display device 3 according to the detection signal, and controls
the liquid display device 3 according to the judgment with the symbol control circuit
board 31. Here, the symbol control circuit board 31 comprises, separately from the
main circuit board, a CPU, a ROM, and a RAM. Control programs for the game played
on the liquid display device 3 and graphic data necessary for the game are stored
in the ROM in the symbol control circuit board 31.
[0166] Based on the above detection of the game ball with the start win sensor 22, the microcomputer
in the main circuit board 30 makes a judgment if the game resulted in a big hit. In
case the judged result is a big hit, the big win device 5 is converted to the open
state with the doors of the big win device 5 opened to facilitate game balls to enter.
[0167] The voice control circuit board 32 is provided with various voice data and produces
voices with the speaker 40 according to control orders transmitted from the main circuit
board 30.
[0168] The prize ball control circuit board 33 operates a prize ball device 43 according
to control orders transmitted from the main circuit board 30 according to each type
of win, and dispenses game balls.
[0169] The control process for the games played with the liquid crystal display device 3
using the main circuit board 30 and the symbol control circuit board 31 is described
below in reference to the flowcharts shown in FIGs. 18 to 24.
[0170] The game control process shown in FIGs. 18 to 24 is performed with the main circuit
board 30.
[0171] With the main circuit board 30, a main game control process (ST1 to ST7) shown in
FIG. 18 is repeated and also periodical interruption process (ST10 to ST20) shown
in FIG. 19 is performed at specific time intervals (for example every three milliseconds)
on condition that an interruption permitting flag is set.
[0172] The flow of the main game control process shown in FIG. 18 is described below:
[0173] ST1: Set an interruption permitting flag.
[0174] ST2: Renew the random number counter for the stop symbol determination and the random
number counter for the Reach judgment.
[0175] The stop symbol determination random number counter is for extracting stop symbol
determination random numbers used to determine the stop arrangement with the liquid
crystal display device 3 when a miss is determined in the above big hit judgment,
and renews count values within the range of 0 to 11 shown in FIG. 25. The renewal
process is arranged to start from 0 increasing by 1 up to the upper limit value of
11 (hereafter called 'count-up') and again starts counting from 0 up. Incidentally,
the stop symbol determination random number counter is constituted with three counters;
a left stop symbol determination random number counter, a middle stop symbol determination
random number counter, and a right stop symbol determination random number counter,
to perform the renewal process individually.
[0176] The Reach judgment random number counter is for extracting the Reach judgment random
numbers used to determine whether or not the variation display of the special symbols
is made to the Reach state in case of a miss, and renews count values within the range
of 0 to 9 shown in FIG. 25. That is, the renewal process is arranged to count from
0 up to the upper limit value of 9, and again from 0 up.
[0177] ST3: Judge if a control command for the error check process is being transmitted.
If yes, return to the above step ST1; if no, go to the process of ST4.
[0178] ST4: Generate a command for the error check process.
[0179] ST5: Perform error check process according to the command generated in ST4.
[0180] ST6: Judge if error is occurring. If yes, return to ST1. If no, go to the process
ST7.
[0181] ST7: Perform the special symbol game control process shown in FIGs. 20, 21 to be
described later. As described before, periodical interruption process is performed
according to the process flow of ST10 to ST20 shown in FIG. 19.
[0182] ST10: Retract all the registers.
[0183] ST11: Perform renewal process with the big hit judgement random number counter, the
big hit symbol determining random number counter, and the production group determining
random number counter.
[0184] The big hit judgment random number counter is for extracting the big hit judgment
random numbers used to determine whether the game result with the liquid crystal display
device 3 is to be made a big hit (big hit judgment) in which the same special symbols
appear, and renews count values within the range of 0 to 334 shown in FIG. 25. That
is, the renewal process is arranged to count from 0 up to the upper limit value of
334, and again from 0 up.
[0185] The big hit symbol determining random number counter is for extracting the big hit
symbol determining random numbers used to determine the stop arrangement with the
liquid crystal display device 3 when the above big hit judgment results in a big hit,
and renews count values within the range of 0 to 11 shown in FIG. 25. That is, the
renewal process is arranged to count from 0 up to the upper limit value of 11, and
again from 0 up.
[0186] The production group determining random number counter is for extracting the production
group determining random numbers used to determine the production group to be described
later, and renews count values within the range of 0 to 1023 shown in FIG. 25. That
is, the renewal process is arranged to count from 0 up to the upper limit value of
1023, and again from 0 up.
[0187] ST12: Perform renewal process with each timer.
[0188] ST13: Upon detecting input signals from various sensors such as the passage ball
sensor 20, the win ball sensor 21, and the start win ball sensor 22, perform processes
according to the input signals. For example, in case an input signal from the start
win ball sensor 22 is detected, whether the start win memory number is less than the
upper limit value (above-mentioned four) is judged. If below the upper limit value,
the count values renewed respectively with the big hit judgment random number counter,
the big hit symbol determining random number counter, and the production group determining
random number counter are extracted as the random numbers and, transferred to and
stored in the RAM of the main circuit board 30.
[0189] ST14: Perform a process related to the display with the LED display device 2 (this
is called "ordinary symbol process"). In this ordinary symbol process are performed
a win judgment with the LED display device 2 and a display control of the LED display
device 2 based on the judgment result.
[0190] ST15: Perform decoration control process of turning on, off, and flashing various
LEDs according to the game state.
[0191] ST16: Perform prize ball dispensing process in response to requests for dispensation
requested as a result of game balls entering the win hole.
[0192] ST17: Perform error judgment process if various errors have occurred in the game
machine.
[0193] ST18: Perform the process of transmitting control commands to the symbol control
circuit board 31, etc.
[0194] ST19: Reset each register.
[0195] ST20: Set an interruption permitting flag.
[0196] As shown in FIG.20, a special symbol game control process judges whether or not any
startup prize is stored (ST30). When it is judged that any startup prize is not stored,
following processes are performed.
[0197] A demonstration display switching timer for governing the switching timing between
the demonstration display in the liquid crystal display device 3 and the game in the
variation display of special symbols (hereinafter referred as "ordinary game), counts
the predetermined time duration to judge if an order to switch to the demonstration
display is outputted (ST31). If it is judged to output the switching order, then it
is judged whether the demonstration display is in display state (ST32). If the demonstration
display is in display state, the process switches the state to the ordinary game (ST33)
and if in the ordinary game state, then changes to the demonstration display (ST34).
[0198] If it is judged at ST30 that a memory of the startup prize is stored, then the following
processes are performed.
[0199] The random number for big hit judgment which is stored in RAM at ST13 is read, and
it is then judged whether or not in the big hit state, using a big hit judgment table
stored in a ROM, as shown in FIG.27 (ST35). In the case if the random number read
for big hit judgment is "7" it is judged as big hit.
[0200] When the big hit judgment is provided at ST35, the random number for big hit symbol
determination which is stored in RAM at ST13 is read, and the big hit symbol is determined
from the big hit symbol determination table stored in the ROM, as shown in FIG.27
(ST41). As shown in this FIG.27, in the embodiment twelve types of special symbols
are provided. The big hit is a stop arrangement in which three of each special symbol
are aligned. The data of these symbols are in turn stored in a ROM in the symbol control
circuit board 31.
[0201] When the big hit symbol is determined, a production group determination table for
big hit (FIG.28C) is selected from three production group determination tables stored
in the ROM, as shown in FIG.28 and the random number for production group determination
which is stored in the RAM at ST13 is used to determine the production group required
to determine the production display (ST42).
[0202] When the judgment of miss is provided at ST35, the random number for Reach judgment
which is stored in the RAM at ST13 is read, and it is determined whether or not in
Reach state (whether or not the variation display is to be switched to the pre-bi-hit
state), using the Reach judgment table stored in the ROM, as shown in FIG.29 (ST36).
[0203] When the Reach judgment is provided at ST36, the random numbers for left side stop
symbol determination, central stop symbol determination and right side stop symbol
determination which are stored in the RAM at ST13 are read, and the stop arrangement
of the special symbol is determined from a left side stop symbol determination table,
central stop symbol determination table and right side stop symbol determination table
(ST39). In this determination process, the left side stop symbol is firstly determined
and the same symbol is then determined for the right side stop symbol. If the symbol
determined from a random number for the central stop symbol determination is identical
to the left side and right side stop symbols, the central stop symbol is changed to
one fed by one frame.
[0204] If a stop arrangement of miss after reaching a Reach is determined, then a production
group determination table (FIG.28B) for misses after reaching a Reach is selected,
as shown in Fig.28 and the random number for production group determination which
is stored in the RAM at ST13 is used to determine the production group (ST40).
[0205] If the judgment of miss without Reach is provided at ST36, as is the case with ST39,
the random numbers for left side stop symbol determination, central stop symbol determination
and right side stop symbol determination which are stored in the RAM at ST13 are read
to determine the stop symbol. Different from the determination process in ST39, the
left side and the central stop symbols are firstly determined from random numbers
for left side and central stop symbol determinations. If the right side stop symbol
determined from a random number for the right side stop symbol determination is identical
to the left side stop symbol, the right side stop symbol is changed to one fed by
one frame (ST37).
[0206] If a stop arrangement of miss without reaching a Reach is determined, then a production
group determination table (FIG.28A) for misses without reaching a Reach is selected,
as shown in Fig.28 and the random number for production group determination which
is stored in the RAM at ST13 is used to determine the production group (ST38).
[0207] As described above, when the stop arrangement of special symbol is determined, a
symbol variation command is generated to control the liquid crystal device for displaying
on the basis of such determination (ST43) and then the symbol variation command is
transmitted to the symbol control circuit board 31 (ST44).
[0208] Now, entering a flow chart in FIG.21, it is judged whether or not a big hit is provided
(ST45). If judged as a miss, the process goes to ST53 described hereinafter in details.
If judged as a big hit, then a big hit fanfare process is performed to control the
sound control circuit board 32 for outputting sound (big hit fanfare) which is generated
in a loud speaker 40 to notice the big hit (ST46).
[0209] Then, a round display switching timer for governing the timing when an ordinary game
state is changed to a round display of a big hit state with the liquid crystal display
device 3, counts predetermined time duration to perform the switching of the ordinary
game to the round display (ST47).
[0210] A big hit game time check process for governing the execution time (30 sec) for one
round of a big hit at a big prize hole 5 and for governing the latency for switching
of the round display is performed (ST48). As a result of the check process, if the
lapse of the execution time duration of one round of the big hit state is verified,
the flapper of the big prize hole 5 is processed to close. If the lapse of the latency
for the switching of the big hit state is verified, then the flapper of the big prize
hole 5 is processed to open (ST49).
[0211] Following ST49, it is judged whether or not the big prize hole 5 is being opened
(ST50). When it is opened, the process returns to ST48 process to continue the big
hit state. When it is not opened, the process judges if the V win described before
is established (ST51). If the V win is established then the process returns to ST48
process to continue the big hit state. If the V win is not established then the bit
hit state is completed (ST52).
[0212] And the working area of the RAM which has been used for the special symbol game control
process is reset (ST53).
[0213] FIG.22 is a flow chart, showing a main process performed by the special symbol control
circuit board 31.
[0214] The count value of the random number counter for extracting a random number for production
pattern determination which is used for determining the production pattern of a production
display described hereinafter is renewed in a range between 0 and 127, as shown in
FIG.25 (ST60).
[0215] Then, it is judged whether or not a symbol variation command is received from the
main circuit board 30 (ST61). If the symbol variation command is received, a command
receipt flag is set (ST62).
[0216] And, it is. judged whether or not in error state (ST63). If not in error state, image
processing is performed (ST64).
[0217] Referring to a flow chart in FIG.23, the image processing will be described hereinafter.
[0218] If in big hit state ("YES" at ST70), then it is judged at ST62 whether or not the
command receipt flag is set (ST71). If not set, the round display is kept to be in
display state (ST74). If the command receipt flag is set, then an image to be displayed
in the round display is set (ST72) according to the symbol variation command received
from the main circuit board 30. After canceling the command receipt flag (ST73), the
round display process is performed according the setting (ST74).
[0219] If in demonstration display state ("YES" at ST75), then it is judged whether or not
the command receipt flag is set (ST76). If not set, the demonstration display is kept
to be in display state (ST79). If the command receipt flag is set, then an image to
be displayed in the demonstration display is set (ST77) according to the symbol variation
command received from the main circuit board 30. After canceling the command receipt
flag (ST78), the demonstration display process is performed according the setting
(ST79).
[0220] If in an ordinary game state ("YES" at ST80), then it is judged whether or not the
command receipt flag is set (ST81). If not set, the variation display and production
display are kept to be in display state (ST84). If the command receipt flag is set,
then variation display related setting for the special symbol in the ordinary game
(ST82) and the production pattern determination process (ST83) are performed according
to the symbol variation command received from the main circuit board 30. After canceling
the command receipt flag (ST84), the ordinary game process (display process for the
variation display and production display) is performed (ST85).
[0221] Referring to a flow chart in FIG.24, a production pattern determination process performed
at ST83 will be described hereinafter.
[0222] Based on the production group which are determined at ST38, ST40 and ST42 and contained
in the symbol variation command received from the main circuit board 30, one of the
production pattern determination tables in FIG. 31 through FIG.36 is selected to determine
the production pattern to be displayed as a production display.
[0223] If the production group 0 is selected ("YES" at ST86), in other words, in the state
of a miss without reaching a Reach, as shown in FIG.28, a production pattern determination
table (1) for misses without reaching a Reach in FIG.31 and a production pattern determination
table (2) for misses without reaching a Reach in FIG.32 are selected. Then the count
value of the random number counter for production pattern determination which is renewed
at ST60 is extracted as the random number for production pattern determination to
determine the production pattern allocated with a range of random numbers in which
said random number is included, as a production pattern to be displayed (ST87).
[0224] If the production group 0 is not selected and one of the production groups 1 to 20
is selected ("YES" at ST88), in other words, in the state of a miss after reaching
a Reach, as shown in FIG.28, a production pattern determination table (1) for misses
after reaching a Reach in FIG.33 and a production pattern determination table (2)
for misses after reaching a Reach in FIG.34 are selected. Then the count value of
the random number counter for production pattern determination which is renewed at
ST60 is extracted as the random number for production pattern determination to determine
the production pattern allocated with a range of random numbers in which said random
number is included, as a production pattern to be displayed (ST89).
[0225] If one of the production groups other than 0 to 20, or the production groups 21 to
37 is selected ("NO" at ST88), in other words, in the state of a big hit, as shown
in FIG.28, a production pattern determination table (1) for big hit in FIG.35 and
a production pattern determination table (2) for big hit in FIG.36 are selected. Then
the count value of the random number counter for production pattern determination
which is renewed at ST60 is extracted as the random number for production pattern
determination to determine the production pattern allocated with a range of random
numbers in which said random number is included, as a pattern to be displayed (ST90).
[0226] As shown in FIG.31 through FIG.36, in the embodiment 252 types of pattern are provided
as the production pattern, and those patterns are stored in the ROM within the symbol
control circuit board. In these various production patterns, appearing characters,
expressions of the characters, true intention designs, words, backgrounds, words upon
entering a Reach and types of Reach is previously set in advance and a variety of
scenarios are configured by combining them each other.
[0227] Now, F1 - F4 in FIGs.31 to 36 represent expressions of respective characters, practical
forms of which are shown in FIG.37 and FIG.38. FIG.37 shows varied expression types
of male characters and FIG.38 shows varied expression types of female characters.
H1 H20 represent true intention designs of respective characters, practical forms
of which are shown in FIG.12.
[0228] Also, as the display means, a display apparatus configured of an array of a number
of LEDs, CRT, plasma display device and electro-luminescence device or the like may
be used, as well as liquid crystal display device.
[0229] Although the embodiments described are applied to a pachinko game machine, this invention
may be also applied to other game machines, such as one including an electrical display
device or any imaging device. The player can enjoy the game in a home game machine,
using a game program capable to perform pseudo-operations of the pachinko game machine
described above. It is also possible to install the program from the recording medium
to a general purpose personal computer for example and utilize the personal computer
as a game machine.
[0230] Also, the special game state may correspond to a great deal of release of coins (or
tokens) in a slot machine.
Industrial Applicability
[0231] A game machine capable of making it possible for a player to reliably learn the game
evolution such as a big hit, a Reach evolution, and a miss even without watching variation-displayed
special symbols, by simply watching production displays can be provide. Furthermore,
a game machine capable of making it possible for a player to grasp production contents
without depriving the player of the pleasure of finding specific production display
of information beneficial to the player can be also provided.