Gaming machine
The gaming machine improves player engagement by transitioning between normal and special states with unique notification sounds and visuals, addressing the need for enhanced excitement in gaming machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANKYO CO LTD
- Filing Date
- 2021-12-22
- Publication Date
- 2026-06-22
AI Technical Summary
Existing gaming machines lack effective mechanisms to enhance player engagement and excitement through improved notification systems for advantageous game states.
A gaming machine with state control means to transition between normal and special states, accompanied by distinct notification sounds and visual displays, using specially processed dialogue sounds and effects to signal advantageous states.
Enhances player interest and engagement by providing clear notifications of advantageous game states, thereby increasing player enjoyment and interaction.
Smart Images

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Abstract
Description
Technical Field
[0006] , Variable display in progress , ,
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine capable of playing games.
Background Art
[0002] Conventionally, Big win notification animation there has been a gaming machine provided with
Prior Art Document
Patent Document
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Regarding a gaming machine in which an effect as described in Patent Document 1 is executed, , revised There was room for improvement.
[0005] This invention has been made in view of the above actual situation , Xing and aims to improve the taste.
Means for Solving the Problems
[0006] The gaming machine of this means is a gaming machine that can be controlled to an advantageous state advantageous to the player, state control means that can be controlled to a normal state and a special state in which variable display is more likely to be executed than the normal state, sound output means, and effect control means capable of executing an effect, and the effect control means is when being controlled to the normal state Variable display in progress able to output, from the sound output means, a first notification sound that is a notification sound not output when not being controlled to the advantageous state and that notifies being controlled to the advantageous state, before being controlled to the advantageous state. When controlled to the aforementioned special state Variable display in progress Furthermore, prior to being controlled to the advantageous state, a second notification sound, which is not output when not controlled to the advantageous state and indicates that the system is being controlled to the advantageous state, can be output from the sound output means. The first notification sound consists of specially processed special dialogue sounds and special sound effects, while the second notification sound consists of specific dialogue sounds that have not been specially processed and specific sound effects. The output period of the first notification sound is longer than the output period of the second notification sound. The display mode of the performance display shown on the display means differs depending on whether the first notification sound is output or the second notification sound is output. It is characterized by the following:
[0007] With this configuration, It can enhance interest.
[0008] Furthermore, the present invention may have only the inventive features described in the claims of the present invention, or it may have the inventive features described in the claims of the present invention along with other features not described therein. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of the pachinko game machine in this embodiment. [Figure 2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 3] This flowchart shows an example of the main game control process. [Figure 4] This flowchart shows an example of timer interrupt processing for game control. [Figure 5] This is a flowchart showing an example of the special pattern processing. [Figure 6] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 7] This flowchart shows an example of the performance control process. [Figure 8-1] It is a front view of the pachinko gaming machine 1 in the feature part 152F. [Figure 8-2] It is a figure showing the winning type table. [Figure 8-3] It is an explanatory diagram showing each random number. [Figure 8-4] It is an explanatory diagram showing the winning determination table and the big winning type determination table. [Figure 8-5] It is an explanatory diagram showing an example of the content of the production control command. [Figure 8-6] It is an explanatory diagram showing an example of the content of the production control command. [Figure 8-7] It is a flowchart showing the process of passing through the start port switch. [Figure 8-8] It is a flowchart showing the normal process of the special symbol. [Figure 8-9] It is a flowchart showing the process before the small win is released. [Figure 8-10] It is a flowchart showing the process during the release of the small win. [Figure 8-11] It is a flowchart showing the process at the end of the small win. [Figure 9-1] It is an explanatory diagram showing the big winning type table in the feature part 05TM. [Figure 9-2] It is an explanatory diagram showing each random number. [Figure 9-3] (A1) and (A2) are explanatory diagrams showing the display result determination table, and (B1), (B2-1), and (B2-2) are explanatory diagrams showing the big winning type determination table. [Figure 9-4] It is an explanatory diagram showing the variable pattern determination table in the normal mode. [Figure 9-5] It is an explanatory diagram showing the variable pattern determination table in the rush mode. [Figure 9-6] (A) is an explanatory diagram showing the production sound type table, and (B) is an explanatory diagram showing a specific example of the output mode regarding the production sound. [Figure 9-7] It is an explanatory diagram showing a specific example of the graph related to the impact of the sound. [Figure 9-8]This is an explanatory diagram showing a table of sound effects types. [Figure 9-9] This is an explanatory diagram showing a table of sound effects types. [Figure 9-10] This is an explanatory diagram illustrating a specific example of complementary color contrast. [Figure 9-11] This is an explanatory diagram illustrating specific examples of performance methods involving movable parts. [Figure 9-12] This is an explanatory diagram showing a concrete example of the game flow. [Figure 9-13] This is a flowchart showing an example of the process for determining the performance when a prize is awarded at the start of the game. [Figure 9-14] This is an explanatory diagram showing the table referenced in the process of determining the performance when a prize is awarded at the start of the game. [Figure 9-15] This is an explanatory diagram showing the table referenced in the process of determining the performance when a prize is awarded at the start of the game. [Figure 9-16] This is an explanatory diagram showing the table referenced in the process of determining the performance when a prize is awarded at the start of the game. [Figure 9-17] This is an explanatory diagram showing specific examples of presentation methods related to normal change effects. [Figure 9-18] This is an explanatory diagram showing specific examples of presentation methods related to premonitions of change. [Figure 9-19] This is an explanatory diagram showing specific examples of special transformation effects. [Figure 9-20] This is an explanatory diagram showing specific examples of special transformation effects. [Figure 9-21] This is an explanatory diagram showing specific examples of special transformation effects. [Figure 9-22] This is an explanatory diagram showing specific examples of special transformation effects. [Figure 9-23] This is an explanatory diagram illustrating specific examples of presentation patterns related to pre-announcement and prediction effects for changes that are about to occur. [Figure 9-24] This is a flowchart showing an example of the process for determining the animation at the start of a variation. [Figure 9-25] This is a flowchart showing an example of the process for determining the animation at the start of a variation. [Figure 9-26] This is an explanatory diagram showing the table referenced in the process of determining the performance at the start of a variation. [Figure 9-27] It is an explanatory diagram showing a specific example of the development process of the SP reach effect. [Figure 9-28] It is an explanatory diagram showing a specific example of the effect mode related to the story SP development effect. [Figure 9-29] It is an explanatory diagram showing a specific example of the effect mode related to the story SP development effect. [Figure 9-30] It is an explanatory diagram showing a specific example of the effect mode related to the story SP development effect. [Figure 9-31] It is an explanatory diagram showing a specific example of the effect mode related to the CU effect. [Figure 9-32] It is an explanatory diagram showing a specific example of the effect mode related to the first normal jackpot notification effect. [Figure 9-33] It is an explanatory diagram showing a specific example of the effect mode related to the first normal jackpot notification effect. [Figure 9-34] It is an explanatory diagram showing a specific example of the effect mode related to the second normal jackpot notification effect. [Figure 9-35] It is an explanatory diagram showing a specific example of the effect mode related to the second normal jackpot notification effect. [Figure 9-36] It is an explanatory diagram showing a specific example of the effect mode related to the second normal jackpot notification effect. [Figure 9-37] It is an explanatory diagram showing a specific example of the effect mode related to the second normal jackpot notification effect. [Figure 9-38] It is an explanatory diagram showing a specific example of the effect mode related to the third normal jackpot notification effect. [Figure 9-39] It is an explanatory diagram showing a specific example of the effect mode related to the third normal jackpot notification effect. [Figure 9-40] It is an explanatory diagram showing a specific example of the effect mode related to the third normal jackpot notification effect. [Figure 9-41] It is an explanatory diagram showing a specific example of the effect mode related to the third normal jackpot notification effect. [Figure 9-42] It is an explanatory diagram showing a specific example of the effect mode related to the resurrection effect. [Figure 9-43] It is an explanatory diagram showing a specific example of the effect mode related to the resurrection effect. [Figure 9-44]This is an explanatory diagram showing specific examples of presentation methods related to revival sequences. [Figure 9-45] This is an explanatory diagram illustrating specific examples of presentation methods related to round displays. [Figure 9-46] This is an explanatory diagram illustrating a specific example of the timing of the V-stock effect execution. [Figure 9-47] This is a flowchart showing an example of the process for determining the animation sequence at the start of a big win. [Figure 9-48] This is an explanatory diagram showing the table referenced in the process of determining the animation sequence at the start of a jackpot. [Figure 9-49] This is an explanatory diagram showing specific examples of presentation patterns related to the notification of the type of jackpot. [Figure 9-50] This is an explanatory diagram illustrating specific examples of presentation patterns when the first V-stock presentation is not executed during a big win. [Figure 9-51] This is an explanatory diagram illustrating a specific example of the presentation patterns when the first V-stock is executed during the jackpot fanfare period. [Figure 9-52] This is an explanatory diagram illustrating a specific example of the presentation patterns when the first V-stock is executed during the jackpot fanfare period. [Figure 9-53] This is an explanatory diagram illustrating a specific example of the presentation patterns when the first V-stock is executed during the jackpot fanfare period. [Figure 9-54] This is an explanatory diagram illustrating a specific example of the presentation patterns when the first V-stock is executed during the jackpot round period. [Figure 9-55] This is an explanatory diagram illustrating a specific example of the presentation patterns when the first V-stock is executed during the jackpot round period. [Figure 9-56] This is an explanatory diagram illustrating a specific example of the presentation patterns when the first V-stock is executed during the jackpot round period. [Figure 9-57] This is an explanatory diagram illustrating a specific example of the presentation patterns when the first V-stock is executed during the jackpot round period. [Figure 9-58] This flowchart shows an example of the process for determining the ending sequence of a big win. [Figure 9-59]This is an explanatory diagram showing specific examples of presentation patterns when selecting a presentation mode in Rush Mode. [Figure 9-60] This is a flowchart showing an example of the process for determining the animation while waiting for the start of a variation. [Figure 9-61] This flowchart shows an example of the process for determining whether or not to execute the second V stock animation at the start of a fluctuation. [Figure 9-62] This is an explanatory diagram illustrating specific examples of presentation patterns when the 2nd V Stock presentation is not executed during the time-saving state. [Figure 9-63] This is an explanatory diagram illustrating a specific example of the presentation when the 2nd V Stock presentation is executed in a time-saving state. [Figure 9-64] This is an explanatory diagram illustrating specific examples of presentation patterns related to the round display after the V-stock effect. [Figure 9-65] This is an explanatory diagram showing specific examples of presentation patterns related to the time-saving mode entry sequence. [Figure 9-66] This is an explanatory diagram showing specific examples of presentation patterns related to the time-saving mode entry sequence. [Figure 9-67] This is an explanatory diagram showing specific examples of presentation patterns related to the time-saving mode entry sequence. [Figure 9-68] This is an explanatory diagram showing specific examples of presentation styles related to the Annihilation SP (Special) effect. [Figure 9-69] This is an explanatory diagram illustrating specific examples of output patterns for sound effects in the Annihilation SP performance. [Figure 9-70] This is an explanatory diagram showing specific examples of the presentation patterns related to the jackpot notification presentation during the first right-hand play. [Figure 9-71] This is an explanatory diagram showing specific examples of the presentation patterns related to the special jackpot notification presentation during the first right-hand play. [Figure 9-72] This is an explanatory diagram showing specific examples of the presentation patterns related to the jackpot notification presentation during the second right-hand shot. [Figure 9-73] This is an explanatory diagram showing specific examples of the presentation patterns related to the special jackpot notification presentation during the second right-hand play. [Figure 9-74] This is an explanatory diagram showing specific examples of the presentation patterns related to the jackpot notification presentation during the third right-hand shot. [Figure 9-75]This is an explanatory diagram showing specific examples of the presentation patterns related to the special jackpot notification presentation during the third right-hand play. [Figure 9-76] This is an explanatory diagram showing the playback output period table for the sound effects used in the jackpot notification sequence. [Figure 9-77] This is a time chart showing the timing of the execution of a series of effects in this embodiment. [Figure 9-78] This is a time chart showing the timing of the execution of a series of effects in this embodiment. [Figure 9-79] This is a time chart showing the timing of the execution of a series of effects in this embodiment. [Figure 9-80] This is an explanatory diagram showing specific examples of the performance modes related to the series of performances in this embodiment. [Figure 9-81] This is an explanatory diagram showing specific examples of the performance modes related to the series of performances in this embodiment. [Figure 9-82] This is an explanatory diagram showing specific examples of the performance modes related to the series of performances in this embodiment. [Figure 9-83] This is an explanatory diagram showing specific examples of the performance modes related to the series of performances in this embodiment. [Modes for carrying out the invention]
[0010] (Basic explanation) First, we will explain the basic configuration and control of Pachinko Gaming Machine 1 (which is also the configuration and control of a typical Pachinko Gaming Machine).
[0011] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.
[0012] A first special symbol display device 4A and a second special symbol display device 4B are provided at a predetermined position on the game board 2 (to the right of the game area in the example shown in Figure 1) to perform a variable display (also called a special symbol game) of multiple types of special identification information, special symbols (also called special symbols). These each consist of 7-segment LEDs or the like. Special symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Special symbols may also include patterns in which all LEDs are turned off.
[0013] The "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Variations also include the display of a symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derivation or derivation display, etc.) (the same applies to the variable display of other symbols described later). Variable display may also be expressed as variable display or simply variable.
[0014] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.
[0015] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5.
[0016] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the special symbol game and the variable display of decorative symbols that are executed in synchronization are collectively referred to simply as variable display.
[0017] The screen of the image display device 5 may be provided with display areas for displaying pending displays corresponding to variable displays whose execution is pending, and active displays corresponding to variable displays that are currently being executed. The pending displays and active displays are collectively referred to as corresponding displays for variable displays. Furthermore, the pending display corresponding to the variable display of the first special symbol whose execution is pending is referred to as the "first pending display," and the pending display corresponding to the variable display of the second special symbol whose execution is pending is referred to as the "second pending display." The first pending display and the second pending display may be collectively referred to as "pending displays" as appropriate.
[0018] The number of variable displays that are being held in reserve is also called the reserved memory count. The reserved memory count corresponding to the first special feature game is called the first reserved memory count, and the reserved memory count corresponding to the second special feature game is called the second reserved memory count. The sum of the first reserved memory count and the second reserved memory count is also called the total reserved memory count.
[0019] Furthermore, a first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at predetermined positions on the game board 2. The first reserve indicator 25A displays the first reserve memory count based on the number of lit LEDs, and the second reserve indicator 25B displays the second reserve memory count based on the number of lit LEDs.
[0020] Below the image display device 5, a prize ball device 6A and a variable prize ball device 6B are provided.
[0021] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number of prize balls (for example, 3) are dispensed, and the first special game may be started.
[0022] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 2). The variable prize ball device 6B includes, for example, an electric tulip-type mechanism having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in a vertical position, so the tips of the movable wing pieces are close to the prize ball device 6A, resulting in a closed state where game balls cannot enter the second starting prize opening (also said to be the second starting prize opening being in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable wing pieces of the variable prize ball device 6B are in a tilted position, resulting in an open state where game balls can enter the second starting prize opening (also said to be the second starting prize opening being in the open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B does not need to be one that changes between a closed state and an open state, and is not limited to one equipped with an electric tulip-shaped mechanism.
[0023] General prize slots 10 are provided at predetermined locations on the game board 2 (four locations on the left, right, and lower sides of the game area in the example shown in Figure 1), which are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.
[0024] Below the prize ball device 6A and the variable prize ball device 6B, a special variable prize ball device 7 is provided, which has a large prize opening. The special variable prize ball device 7 is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 2), and the large prize opening door forms a large prize opening as a specific region that changes between an open state and a closed state.
[0025] For example, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0026] When a game ball enters the large prize slot, a predetermined number of game balls (for example, 14) are dispensed as prize balls. When a game ball enters the large prize slot, more prize balls are dispensed than when a game ball enters, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.
[0027] When a game ball enters any of the prize-winning slots, including the general prize-winning slot 10, it is also called "winning a prize." In particular, when a ball enters the starting slots (first starting prize-winning slot, second starting prize-winning slot), it is also called a starting prize.
[0028] A regular symbol display unit 20 is provided at a predetermined position on the game board 2 (on the left side of the game area in the example shown in Figure 1). For example, the regular symbol display unit 20 consists of a 7-segment LED and performs a variable display of regular symbols as multiple types of regular identification information distinct from special symbols. Regular symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Regular symbols may also include a pattern in which all LEDs are turned off. Such a variable display of regular symbols is also called a regular symbol game.
[0029] To the left of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed.
[0030] Above the regular symbol display unit 20, a regular symbol hold indicator unit 25C is provided. The regular symbol hold indicator unit 25C is composed of, for example, four LEDs and displays the number of regular symbol hold memories, which is the number of regular symbol games whose execution is pending, by the number of lit LEDs.
[0031] In addition to the above configuration, the surface of the game board 2 is equipped with windmills and numerous obstacle pins that change the direction and speed of the game balls. At the very bottom of the game area is an outlet where game balls that do not enter any of the winning pockets are collected.
[0032] Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3, and a game effect lamp 9 for game effects is provided around the gaming area. The game effect lamp 9 is composed of LEDs.
[0033] A movable body 32 that operates in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in Figure 1).
[0034] A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device.
[0035] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the gaming area, which holds (stores) the game balls dispensed as prize balls and the game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.
[0036] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 2).
[0037] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 2).
[0038] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.
[0039] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be immediately executed), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).
[0040] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).
[0041] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.
[0042] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.
[0043] Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game, or during the period when the game is controlled to be in a jackpot game state or a minor jackpot game state as described later (i.e., a starting entry occurs, but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined upper limit (for example, 4) is reached.
[0044] In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of win described later) stops and is displayed as a confirmed special symbol, it is a "jackpot." If a predetermined special symbol different from the jackpot symbol (a minor win symbol, for example, "2") stops and is displayed, it is a "minor win." Also, if a special symbol different from the jackpot or minor win symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss."
[0045] After the display result in the special game is "Big Win," the game is controlled to a Big Win state, which is advantageous for the player. After the display result in the special game is "Minor Win," the game is controlled to a minor win state.
[0046] In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player.
[0047] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (such as normal state, time-saving state, and probability-changing state, as described later), and the jackpot type may be set according to these. There may also be jackpot types that award a large number of prize balls, and jackpot types that award few or almost no prize balls.
[0048] In the minor win state, the large prize slot formed by the special variable prize ball entry device 7 opens in a predetermined opening pattern. For example, in the minor win state, the large prize slot opens in the same opening pattern as in the jackpot state for some jackpot types (the number of times the large prize slot opens is the same as the number of rounds, and the closing timing of the large prize slot is also the same, etc.). In addition, similar to the jackpot types, there may also be minor win types.
[0049] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.
[0050] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).
[0051] In this embodiment, the time-saving state is controlled based on the display result of the special symbol variation display being "Big Win". However, the time-saving state is not limited to this form, and may be controlled based on triggers other than the display result of the special symbol variation display being "Big Win".
[0052] For example, a "time-saving miss" may be included as a display result for the variation of special symbols. When a time-saving miss symbol is displayed, the machine is controlled to time-saving state B (for example, a chance time with 7 time-saving rounds) in which time-saving control is performed for a first predetermined number of times. Also, if 500 variations occur in a low probability state without being controlled to a jackpot, the machine is controlled to time-saving state C (for example, a playtime with 99 time-saving rounds) in which time-saving control is performed for a second predetermined number of times. However, even if another 500 variations occur in a low probability state without being controlled to a jackpot after the end of time-saving state C, the machine will not be controlled to time-saving state C again based on this.
[0053] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur.
[0054] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).
[0055] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial setting state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).
[0056] The state in which probability variation control is being performed is also called a high probability state, and the state in which probability variation control is not being performed is also called a low probability state. The state in which time reduction control is being performed is also called a high base state, and the state in which time reduction control is not being performed is also called a low base state. Combining these, the time reduction state is also called a low probability high base state, the probability variation state is also called a high probability high base state, and the normal state is also called a low probability low base state. The state that is both a high probability state and a low base state is also called a high probability low base state.
[0057] After the minor win game state ends, the game state is not changed, and the game continues to be controlled to the state before the special symbol game display result became "minor win" (however, if the special symbol game at the time of the "minor win" is the special symbol game of the predetermined number in the above count cut, the game state will naturally be changed). Note that the special symbol game display result does not have to be "minor win".
[0058] Furthermore, the game state may change based on the fact that the game ball passes through a specific area (for example, a specific area within the jackpot entry point) during a jackpot game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variation state after the jackpot game state.
[0059] (Progress of effects, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed in accordance with the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of such display, they may also be performed by sound output from speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, the operation of the movable body 32, etc.
[0060] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived).
[0061] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.
[0062] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.
[0063] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R.
[0064] In the case of a "probability-increasing jackpot," where the game state is controlled to a probability-increasing state after the jackpot state ends, odd-numbered decorative symbols (for example, "7") may be displayed when the symbols line up. In the case of a "non-probability-increasing jackpot (normal jackpot)," where the game state is not controlled to a probability-increasing state after the jackpot state ends, even-numbered decorative symbols (for example, "6") may be displayed when the symbols line up. In this case, odd-numbered decorative symbols are also called probability-increasing symbols, and even-numbered decorative symbols are also called non-probability-increasing symbols (normal symbols). After a reach-out sequence with non-probability-increasing symbols, an upgrade sequence that ultimately results in a "probability-increasing jackpot" may be performed.
[0065] When the display result of the special feature game is a "minor win," a predetermined combination of confirmed decorative symbols (for example, "1 3 5") is derived as the display result of the variable display of decorative symbols on the screen of the image display device 5 (the display result of the variable display of decorative symbols is a "minor win"). As an example, decorative symbols that constitute a chance combination are stopped and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. In addition, a common confirmed decorative symbol may be derived and displayed when the display result of the special feature game is a "jackpot" of a certain type of jackpot (a type of jackpot game state that is similar in nature to a minor win game state) and when it is a "minor win."
[0066] If the display result of the special game is "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called "non-reach miss") (the display result of the variable display of the decorative symbols will be "non-reach miss"). In addition, if the display result is "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a jackpot combination (also called "reach miss") (the display result of the variable display of the decorative symbols will be "reach miss").
[0067] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement prediction effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.
[0068] Furthermore, the image display device 5 may perform a pseudo-consecutive display effect by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.
[0069] Even during a big win, a special animation is performed to inform the player of the big win state. This animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the big win state. Similarly, during a minor win, a special animation is performed to inform the player of the minor win state. It is also possible to perform the same animation during a minor win and during certain types of big wins (types of big wins that have a similar nature to the minor win state, for example, a type of big win that makes the subsequent game state a high probability state) so that the player does not know whether they are currently in a minor win state or a big win state. In such cases, it is also possible to perform the same animation at the end of both the minor win state and the big win state so that the player cannot distinguish between a high probability state and a low probability state.
[0070] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).
[0071] (Circuit board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and other components, as shown in Figure 2. In addition, various other boards are located on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a launch control board, and a power supply board.
[0072] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), big win game state, small win game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0073] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes a ROM (ReadOnly Memory) 101, a RAM (RandomAccess Memory) 102, a CPU (CentralProcessingUnit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0074] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped, in part or in whole. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.
[0075] The random number circuit 104 keeps an updatable count of numerical data representing various random values (game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0076] The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals).
[0077] The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start switch (first start switch 22A and second start switch 22B), count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.
[0078] The solenoid circuit 111 transmits solenoid drive signals from the game control microcomputer 100 (for example, signals to turn on solenoid 81 and solenoid 82) to solenoid 81 for the regular electric mechanism and solenoid 82 for the large prize door.
[0079] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error.
[0080] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands.
[0081] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.
[0082] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.
[0083] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).
[0084] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.
[0085] The display control unit 123 displays the performance image on the image display device 5 by supplying a video signal corresponding to the performance to be executed to the image display device 5 based on the performance control CPU 120's instruction to execute the performance. Furthermore, the display control unit 123 supplies a sound specification signal (a signal that specifies the sound to be output) to the sound control board 13 and a lamp signal (a signal that specifies the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn the game effect lamp 9 on / off. In addition, the display control unit 123 supplies a signal to operate the movable body 32 to the movable body 32 or the drive circuit that drives the movable body 32.
[0086] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R.
[0087] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp.
[0088] Furthermore, the control of audio output, lamp on / off (supply of sound specification signals and lamp signals, etc.), and control of the movable body 32 (supply of signals to operate the movable body 32, etc.) may be performed by the performance control CPU 120.
[0089] The random number circuit 124 keeps an updatable count of numerical data representing various random values (random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0090] The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, lamp signals).
[0091] Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of machine 1 may be configured to have multiple functions.
[0092] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.
[0093] (Main operations of the main board 11) First, the main operations of the main board 11 will be explained. When power is supplied to the pachinko game machine 1, the game control microcomputer 100 starts up, and the main game control processing is executed by the CPU 103. Figure 3 is a flowchart showing the main game control processing executed by the CPU 103 on the main board 11.
[0094] In the main game control process shown in Figure 3, the CPU 103 first sets interrupts to disabled (step S1). Next, it performs the necessary initial settings (step S2). These initial settings include setting the stack pointer, setting the registers of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting RAM 102 to an accessible state.
[0095] Next, it is determined whether the output signal from the clear switch is ON or OFF (step S3). The clear switch is mounted, for example, on the power supply board. When the power is turned on with the clear switch ON, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is ON (step S3; Yes), the initialization process (step S8) is executed. In the initialization process, the CPU 103 performs a RAM clear process to clear the flags, counters, and buffers stored in the RAM 102, and sets initial values in the work area.
[0096] Furthermore, the CPU 103 sends a performance control command to the performance control board 12 to instruct initialization (step S9). When the performance control CPU 120 receives the performance control command, it displays a screen, for example on the image display device 5, to inform the user that the game machine's control has been initialized.
[0097] If the output signal from the clear switch is not on (step S3; No), it is determined whether or not backup data is stored in RAM 102 (backup RAM) (step S4). When the power supply to the pachinko game machine 1 is stopped due to an unexpected power outage, etc., the CPU 103 executes power supply stoppage processing immediately before it becomes inoperable due to the power supply stoppage. In this power supply stoppage processing, a backup flag indicating that data should be backed up in RAM 102 is turned on, and data protection processing for RAM 102 is performed. Data protection processing includes adding error detection codes (checksum, parity bit, etc.) and backing up various data. The data to be backed up includes various data for advancing the game (including various flags, the status of various timers, etc.), as well as the status of the backup flag and the error detection codes. In step S4, it is determined whether or not the backup flag is on. If the backup flag is off and no backup data is stored in RAM 102 (step S4; No), initialization processing (step S8) is executed.
[0098] If backup data is stored in RAM102 (Step S4; Yes), CPU103 performs a data check on the backed-up data (using an error detection code) and determines whether the data is normal or not (Step S5). In Step S5, for example, parity bits or checksums are used to determine whether the data in RAM102 matches the data at the time of power supply interruption. If these are determined to match, it is determined that the data in RAM102 is normal.
[0099] If the data in RAM102 is determined to be abnormal (step S5; No), the internal state cannot be restored to the state it was in when the power supply was cut off, so the initialization process (step S8) is executed.
[0100] If the data in RAM102 is determined to be normal (step S5; Yes), the CPU103 performs a recovery process (step S6) to restore the internal state of the main board 11 to the state it was in when the power supply was cut off. In the recovery process, the CPU103 sets the working area based on the contents of RAM102 (the contents of the backed-up data). This restores the game state to what it was in when the power supply was cut off, and if the special symbols were changing, the special symbols will resume changing from the state before the recovery by executing the game control timer interrupt process described later.
[0101] Then, the CPU 103 sends a performance control command to the performance control board 12 instructing it to restore power from the power outage (step S7). In conjunction with this, it may also send a performance control command that specifies the game state before the power outage, which is backed up, or, if a special symbol game was being played, a performance control command that specifies the display result of the special symbol game being played. These commands can be the same as the commands that are set to be sent in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command that specifies when power has been restored from the power outage, it displays a screen, for example, on the image display device 5, to inform that power has been restored or that power restoration is in progress. The performance control CPU 120 may also display an appropriate screen based on the performance control command.
[0102] After completing the recovery or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, it sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2ms) (step S11), and enables the interrupt (step S12). After that, it enters a loop process. From then on, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2ms), and the CPU 103 can periodically execute timer interrupt processing.
[0103] The CPU 103, which has executed the main game control processing, receives an interrupt request signal from the CTC and accepts the interrupt request, then executes the game control timer interrupt processing shown in the flowchart of Figure 4. When the game control timer interrupt processing shown in Figure 4 is started, the CPU 103 first executes a predetermined switch processing to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, it performs a predetermined main-side error processing to diagnose an abnormality in the pachinko game machine 1, and if necessary, makes it possible to generate a warning according to the diagnosis result (step S22). After this, it executes a predetermined information output processing to output data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start information (information indicating the number of start entries, etc.), and probability variation information (information indicating the number of times the game entered a probability variation state, etc.) which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0104] Following the information output processing, the main board 11 performs a game random number update process to update at least a portion of the game random numbers used by the game via software (step S24). After this, the CPU 103 performs a special symbol process (step S25). By the CPU 103 performing the special symbol process for each timer interrupt, the execution and holding of special symbol games, control of jackpot game states and minor jackpot game states, and control of the game state are realized (details will be described later).
[0105] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process each time a timer interrupt occurs, enabling the execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), as well as the opening control of the variable prize ball device 6B based on a "normal symbol win". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting up the normal symbol hold display 25C.
[0106] After the normal pattern processing is executed, the following may be performed as part of the game control timer interrupt processing: processing when a power outage occurs, processing to pay out prize balls, etc. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set to send performance control commands in each of the above processes. In the command control processing of step S27, the process of transmitting the set performance control commands to a sub-control board such as the performance control board 12 is performed. After executing the command control processing, interrupts are enabled and then the game control timer interrupt processing is terminated.
[0107] Figure 5 is a flowchart showing an example of the process performed in step S25 shown in Figure 4 as part of the special symbol process. In this special symbol process, the CPU 103 first performs the start prize determination process (step S101).
[0108] In the start-up prize determination process, the occurrence of a start-up prize is detected, and a process is executed to store the reserved information in a predetermined area of RAM 102 and update the number of reserved items. When a start-up prize occurs, a random value is extracted to determine the display result (including the type of jackpot) and the variation pattern, and this is stored as reserved information. Alternatively, a process may be executed to predict the display result and variation pattern based on the extracted random value. After storing the reserved information and the number of reserved items, a transmission setting is made to send a performance control command to the performance control board 12 to specify the occurrence of a start-up prize, the number of reserved items, and the judgment result such as the predictive judgment. The performance control command for a start-up prize, which has been set for transmission, is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process in step S27 shown in Figure 4.
[0109] After executing the start-up prize determination process in S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special symbol process flag set in RAM 102. In each of the special symbol process processes (steps S110 to S120), transmission settings are made to send the corresponding performance control command to the performance control board 12.
[0110] The special symbol normal processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game, based on the presence or absence of pending information. In addition, in the special symbol normal processing, based on a random value for determining the display result, it is determined (pre-determined) whether or not the display result of the special symbol or decorative symbol will be a "jackpot" or a "minor win," and if it is a "jackpot," the type of jackpot. Furthermore, in the special symbol normal processing, a confirmed special symbol (either a jackpot symbol, a minor win symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1," and the special symbol normal processing ends. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority processing). Alternatively, the system may store the order in which the game balls enter the first and second starting prize slots, and set the conditions for starting the special feature game to be met in that order (also known as "sequential execution").
[0111] When making various decisions based on random values, the various tables stored in ROM 101 (tables in which the decision values compared with the random values are assigned to the decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. On the performance control board 12, the various tables are stored in ROM 121.
[0112] The variable pattern setting process in step S111 is executed when the value of the special feature process flag is "1". This variable pattern setting process includes determining one of several variable patterns using a random value for variable pattern determination, based on a prior decision result such as whether the display result should be "big win" or "small win". When a variable pattern is determined in the variable pattern setting process, the value of the special feature process flag is updated to "2", and the variable pattern setting process ends.
[0113] The variation pattern specifies the execution time of the special feature game (special feature variation time) (which is also the execution time of the variable display of the decorative symbols), the manner of the variable display of the decorative symbols (whether or not there is a reach, etc.), and the content of the performance during the variable display of the decorative symbols (type of reach performance, etc.), and is also called the variation display pattern.
[0114] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbols, and measuring the elapsed time since the special symbols started to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbols started to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.
[0115] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes setting the first special symbol display device 4A and the second special symbol display device 4B to stop the variation of the special symbols and to stop displaying (derive) the confirmed special symbol that will be the display result of the special symbols. If the display result is "Big Win", the value of the special symbol process flag is updated to "4". On the other hand, if the Big Win flag is off and the display result is "Small Win", the value of the special symbol process flag is updated to "8". If the display result is "Miss", the value of the special symbol process flag is updated to "0". If the display result is "Small Win" or "Miss", and the game is controlled to be in a time-saving state or a probability change state, and the end of the number of spins is established, the game state is also updated. Once the value of the special symbol process flag is updated, the special symbol stop process ends.
[0116] Step S114, the pre-jackpot opening process, is executed when the value of the special feature process flag is "4". This pre-jackpot opening process includes settings to start the round execution and open the jackpot opening in the jackpot game state, based on the display result being "jackpot". When opening the jackpot opening, a solenoid drive signal is supplied to the solenoid 82 for the jackpot opening door. At this time, for example, the maximum period for keeping the jackpot opening open and the maximum number of rounds to be executed are set, corresponding to the type of jackpot. Once these settings are completed, the value of the special feature process flag is updated to "5", and the pre-jackpot opening process ends.
[0117] Step S115, the jackpot opening process, is executed when the value of the special feature process flag is "5". This jackpot opening process includes measuring the elapsed time since the jackpot opening was opened, and determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When returning the jackpot opening to the closed state, the process includes stopping the supply of a solenoid drive signal to the solenoid 82 for the jackpot opening door, then updating the value of the special feature process flag to "6", and ending the jackpot opening process.
[0118] Step S116, the post-jackpot opening processing, is executed when the value of the special symbol process flag is "6". This post-jackpot opening processing includes processes to determine whether the number of rounds in which the jackpot opening is kept open has reached the set upper limit, and processes to set the jackpot game state to end if the upper limit has been reached. If the number of rounds has not reached the upper limit, the value of the special symbol process flag is updated to "5", while if the number of rounds has reached the upper limit, the value of the special symbol process flag is updated to "7". Once the value of the special symbol process flag is updated, the post-jackpot opening processing ends.
[0119] The jackpot termination process in step S117 is executed when the value of the special feature process flag is "7". This jackpot termination process includes waiting until a waiting period corresponding to the duration of the ending sequence, which is a performance action that signals the end of the jackpot game state, has elapsed, and various settings to start probability variation control or time reduction control in response to the end of the jackpot game state. When these settings are made, the value of the special feature process flag is updated to "0", and the jackpot termination process ends.
[0120] Step S118, the pre-opening of the minor win, is executed when the value of the special symbol process flag is "8". This pre-opening of the minor win includes processing to set the major prize opening to an open state in the minor win game state, based on the display result being "minor win". At this time, the value of the special symbol process flag is updated to "9", and the pre-opening of the minor win ends.
[0121] The minor win opening process in step S119 is executed when the value of the special symbol process flag is "9". This minor win opening process includes measuring the elapsed time since the large prize slot was opened, and determining whether it is time to return the large prize slot from the open state to the closed state based on the measured elapsed time. When the large prize slot is returned to the closed state and it is time to end the minor win game state, the value of the special symbol process flag is updated to "10", and the minor win opening process ends.
[0122] The minor win termination process in step S120 is executed when the value of the special feature process flag is "10". This minor win termination process includes a process that waits until a waiting time corresponding to the period during which a performance action that notifies the end of the minor win game state is executed has elapsed. Here, when the minor win game state ends, the game state of the pachinko machine 1 that was in place before the minor win game state began is continued. When the waiting time at the end of the minor win game state has elapsed, the value of the special feature process flag is updated to "0", and the minor win termination process ends.
[0123] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the main performance control process as shown in the flowchart of Figure 6. When the main performance control process shown in Figure 6 starts, the performance control CPU 120 first performs a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, controls are executed to perform the initial operations of the movable body 32, such as controls to drive the movable body 32 back to its initial position and controls to perform predetermined operation checks.
[0124] Next, it is determined whether the timer interrupt flag is on or off (step S73). The timer interrupt flag is set to the on state every predetermined time (e.g., 2 milliseconds) based on the register settings of the CTC, for example. If the timer interrupt flag is off at this time (step S73; No), the process in step S73 is repeatedly executed and the system waits.
[0125] Furthermore, on the performance control board 12, in addition to the timer interrupt that occurs at predetermined intervals, an interrupt occurs to receive performance control commands from the main board 11. This interrupt occurs, for example, when the performance control INT signal from the main board 11 turns ON. When an interrupt occurs due to the performance control INT signal turning ON, the performance control CPU 120 automatically sets the interrupt to disabled. However, if a CPU that does not automatically set the interrupt to disabled is used, it is desirable to issue an interrupt disable instruction (DI instruction). In response to the interrupt caused by the performance control INT signal turning ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is received from a predetermined input port among the input ports included in I / O 125 that receives control signals transmitted from the main board 11 via the relay board 15. The performance control command received at this time is stored, for example, in a performance control command reception buffer provided in RAM 122. After that, the performance control CPU 120 sets the interrupt to enabled and then terminates the command reception interrupt process.
[0126] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and the command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command reception buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, to allow the performance control process to confirm which performance control command was received and what the performance control command identifies, the read performance control command is stored in a predetermined area of RAM 122, or a reception flag provided in RAM 122 is turned on. Also, if the performance control command identifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0127] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, various performance devices are controlled, such as the display operation of performance images in the display area of the image display device 5, the sound output operation from speakers 8L and 8R, the lighting operation of decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the driving operation of the movable body 32. In addition, judgments, decisions, and settings are made regarding the control content of performance operations using various performance devices, according to performance control commands transmitted from the main board 11.
[0128] Following the performance control process in step S76, the random number update process for performances is executed (step S77), and at least a portion of the random numbers used for performances on the performance control board 12 are updated by software. Then, the process returns to step S73. Other processes may be executed before returning to step S73.
[0129] Figure 7 is a flowchart showing an example of the process executed in step S76 of Figure 6 as part of the performance control process. In the performance control process shown in Figure 7, the performance control CPU 120 first executes the pre-read notification setting process (step S161). In the pre-read notification setting process, for example, judgments, decisions, and settings are made to execute the pre-read notification performance based on the performance control command transmitted from the main board 11 at the time of starting and winning. In addition, processing is performed to display the hold display based on the number of hold memories identified from the performance control command.
[0130] After executing the process in step S161, the CPU 120 for performance control selects and executes one of the processes in steps S170 to S177, for example, according to the value of the performance process flag provided in RAM 122.
[0131] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag process flag is updated to "1", and the variable display start waiting process ends.
[0132] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, the mode, and the execution start timing are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 by instructing the start of the execution of the variable display of the decorative pattern.
[0133] The variable display effect processing in step S172 is executed when the value of the effect process flag is "2". In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (lighting signal) to the lamp control board 14, and performs various effect controls during the variable display of decorative symbols. After performing these effect controls, the CPU 120 stops displaying the confirmed decorative symbols, which are the display result of the decorative symbols, in response to, for example, when an exit code indicating the end of the variable display of decorative symbols is read from the effect control pattern, or when a command is received from the main board 11 specifying that the confirmed decorative symbols should be stopped displaying. When the confirmed decorative symbols are displayed in a stopped state, the value of the performance process flag is updated to "3", and the variable display performance processing ends.
[0134] The special feature win waiting process in step S173 is executed when the value of the performance process flag is "3". In this special feature win waiting process, the performance control CPU 120 determines whether or not it has received a performance control command from the main board 11 that specifies the start of a big win game state or a small win game state. When it receives a performance control command that specifies the start of a big win game state, if the command specifies the start of a big win game state, it updates the value of the performance process flag to "6". On the other hand, if the command specifies the start of a small win game state, it updates the value of the performance process flag to "4", which is the value corresponding to the performance processing during a small win. Furthermore, if the waiting time for receiving a command that specifies the start of a big win game state or a small win game state has elapsed without such a command being received, it is determined that the display result in the special feature game was "miss", and the value of the performance process flag is updated to its initial value of "0". Updating the value of the production process flag terminates the special feature win waiting process.
[0135] The mini-bonus animation processing in step S174 is executed when the value of the animation control process flag is "4". In this mini-bonus animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the mini-bonus game state, and executes various animation controls in the mini-bonus game state based on that setting. Also, in the mini-bonus animation processing, in response to receiving, for example, a command from the main board 11 specifying the termination of the mini-bonus game state, the value of the animation process flag is updated to "5", which is the value corresponding to the mini-bonus termination animation, and the mini-bonus animation processing is terminated.
[0136] The minor win termination animation process in step S175 is executed when the value of the animation control process flag is "5". In this minor win termination animation process, the animation control CPU 120 sets an animation control pattern corresponding to, for example, the end of the minor win game state, and executes various animation controls at the end of the minor win game state based on that setting. After that, the value of the animation process flag is updated to the initial value of "0", and the minor win termination animation process ends.
[0137] The jackpot animation processing in step S176 is executed when the value of the animation process flag is "6". In this jackpot animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the jackpot game state, and executes various animation controls in the jackpot game state based on that setting. Also, in the jackpot animation processing, in response to receiving, for example, a command from the main board 11 specifying the termination of the jackpot game state, the value of the animation control process flag is updated to "7", which is the value corresponding to the ending animation processing, and the jackpot animation processing is terminated.
[0138] The ending sequence processing in step S177 is executed when the value of the sequence process flag is "7". In this ending sequence processing, the sequence control CPU 120 sets sequence control patterns corresponding to, for example, the end of a jackpot game state, and executes various sequence controls for the ending sequence at the end of the jackpot game state based on these settings. After that, the value of the sequence process flag is updated to its initial value of "0", and the ending sequence processing ends.
[0139] (A variation of the basic explanation) This invention is not limited to the pachinko game machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.
[0140] The pachinko game machine 1 described above was a payout-type game machine that dispensed a predetermined number of game media as prizes based on the occurrence of winnings. However, it may also be a sealed-type game machine that encloses game media and awards points based on the occurrence of winnings.
[0141] During the variable display of special symbols, only one type of symbol (for example, a symbol representing "-") may be displayed, and the variable display may be achieved by repeatedly displaying and extinguishing that symbol. Furthermore, even if the symbol is displayed during the variable display, it does not have to be displayed when the variable display stops (the display result does not have to be the "-" symbol).
[0142] In the basic description above, a pachinko game machine 1 was shown as the game machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of the following: Big Bonus, Regular Bonus, RT, AT, ART, CZ (hereinafter referred to as Bonus, etc.)) that can execute a game in which a medal is inserted, a predetermined number of bets is set, multiple types of symbols are rotated in response to the operation of the lever by the player, and when the symbols are stopped in response to the operation of the stop button by the player, a predetermined number of medals are paid out to the player if the combination of stopped symbols is a specific combination of symbols.
[0143] The program and data for realizing the present invention are not limited to being distributed and provided to a computer device included in the pachinko game machine 1 via a removable recording medium, but may also be distributed by being pre-installed on a storage device of the computer device. Furthermore, the program and data for realizing the present invention may also be distributed by being downloaded from other devices on a network connected via a communication line, etc., by providing a communication processing unit.
[0144] Furthermore, the execution method of the game is not limited to execution by attaching a removable recording medium. It may also be a form in which programs and data downloaded via a communication line are temporarily stored in internal memory and then made executable, or a form in which the game is executed directly using the hardware resources of other devices on a network connected via a communication line. Moreover, it is also possible to execute the game by exchanging data with other computer devices via a network.
[0145] In this specification, expressions comparing various percentages, such as the percentage of performance execution (expressions such as "high," "low," and "different") may include cases where one of the percentages is "0%." For example, this includes cases where one is "0%" and the other is "100%" or less than "100%."
[0146] (Explanation of feature section 152F) Next, the feature section 152F of this embodiment will be described. The feature section 152F describes a technology for a pachinko game machine in which setting values with different degrees of advantage to the player, such as the probability of winning a jackpot, can be set by a setting means. The game control microcomputer 100 (CPU 103) also functions as a setting means that can set one of several setting values with different degrees of advantage to the player as the setting value for the probability of winning a jackpot.
[0147] First, let's explain the setting values. In this example, the pachinko machine 1 is configured such that the probability of winning a jackpot changes according to the setting value when a person from the amusement parlor (such as an employee of the amusement parlor) changes the setting using a predetermined switch or other operating means.
[0148] For example, in the game control microcomputer 100 (CPU 103), a setting change process is executed that allows the probability of winning a jackpot set in the pachinko game machine 1 to be changed in response to a setting change operation. As a result, in the special symbol normal processing of the special symbol processing, a setting change process is executed that allows the probability of winning a jackpot to be changed by using a display result judgment table corresponding to the setting value. The setting value consists of, for example, six levels (multiple levels) from 1 to 6, and the probability of winning a jackpot increases in the order of setting value 1 < setting value 2 < setting value 3 < setting value 4 < setting value 5 < setting value 6. In other words, when setting value 1 is set, it is the least advantageous for the player, and the advantage increases in stages in the order of setting value 2 < setting value 3 < setting value 4 < setting value 5 < setting value 6. Note that there can be multiple levels of setting values, and it is not limited to six levels. Since changing the probability of winning a jackpot alters the payout rate (number of balls dispensed per unit time (prize balls)), changing the setting value can also be said to alter the payout rate.
[0149] For example, in this embodiment of the pachinko game machine, the probability of winning a jackpot changes depending on the setting value selected through a setting change operation when the power is turned on. Of the six setting values, for example, setting values 4 to 6 are called high settings, which have a high probability of winning a jackpot, and setting values 1 to 3 are called low settings, which have a low probability of winning a jackpot.
[0150] Furthermore, the probability of selecting a type of jackpot may also be changed by setting a value from 1 to 6, similar to the probability of winning a jackpot. The probability of selecting a type of variation pattern may also be changed by setting a value from 1 to 6, similar to the probability of winning a jackpot. The probability of selecting a variation pattern may also be changed by setting a value from 1 to 6, similar to the probability of winning a jackpot.
[0151] Regarding the feature section 152F, in a pachinko game machine that can set one of several setting values, when the game is controlled to a jackpot state, a "reserve chain" may be executed in which the reserve information that has been determined to be controlled as a win (jackpot or minor win) is stored in the RAM 122, which serves as a reserve memory buffer. Specifically, a reserve chain refers to a series of wins (reserve chain) within the range of reserve information that occurred when a jackpot occurred, where there is reserve information that will result in a future win, and after the jackpot state ends, the next win occurs consecutively within the range of reserve information that existed when the jackpot occurred. In the case of a minor win, since it becomes a jackpot via a minor win based on the occurrence of a V-entry, the reserve information for a minor win can be said to be reserve memory information for a win that will result in a future jackpot. When such a reserve chain is executed, a notification effect that notifies that it is a reserve chain may be executed.
[0152] Figure 8-1 is a front view of the pachinko game machine 1 in feature section 152F. In the pachinko game machine 1 in feature section 152F, the same components as those shown in the front view of the pachinko game machine 1 in Figure 1 are omitted in terms of reference numerals and descriptions, and the differences are described below.
[0153] In the game area where the inserted game balls can flow down, the first flow path of the game balls is mainly provided in the area to the left of the image display device 5 when viewed from the front, and the second flow path of the game balls, which is different from the first path, is mainly provided in the area to the right of the image display device 5 when viewed from the front.
[0154] Shooting a game ball into the left area (left game area) of the image display device 5 to make it flow down the first path is called left-handed shooting. Shooting a game ball into the right area (right game area) of the image display device 5 to make it flow down the second path is called right-handed shooting. The first path is a path through which the game ball can flow down by shooting it into the left side of the game area, so it may also be called a left-handed shooting path. The second path is a path through which the game ball can flow down by shooting it into the right side of the game area, so it may also be called a right-handed shooting path.
[0155] The first and second paths may be composed of different paths, or they may be paths that share a portion of each other. The left game area and the right game area may be separated, for example, by the end face of the image display device 5 or the arrangement of the game pins within the game area.
[0156] When a game ball is launched from the ball launching device in response to the operation of the ball launching handle 30 and hit into the game area, if it is guided to the left game area, for example, by following the arrangement of the game pins, it becomes impossible or difficult to guide it to the right game area. Also, if the game ball is guided to the right game area, for example, by following the arrangement of the game pins, it becomes impossible or difficult to guide it to the left game area.
[0157] A prize ball entry device 6A is provided as a structure into which game balls that have been hit into the left game area of the game area can enter, and which has a first start prize entry opening formed therein. The prize ball entry device 6A is located below the image display device 5. The prize ball entry device 6A is provided with a first start entry switch 22A for detecting game balls that have entered the first start prize entry opening.
[0158] The structure into which game balls that have been hit into the right game area of the game area are provided is a passage gate 41, a variable prize ball entry device 6B, and a V-judgment prize entry device 87. The variable prize ball entry device 6B has a second starting prize entry opening into which game balls can be awarded. In addition, as switches for detecting game balls that have entered each of these, a gate switch 21 is provided inside the passage gate 41, a second starting entry switch 22B is provided inside the second starting prize entry opening, and a V-judgment prize entry switch 87a, a V-judgment prize entry switch 15a, and a V-judgment discharge switch 15b are provided inside the V-judgment prize entry device 87.
[0159] In the left play area, the game pins are positioned to guide the game ball into the first starting entry point of the prize-winning structure. Therefore, when aiming to get the game ball into the first starting entry point, the player should shoot the game ball to the left. In the right play area, the game pins are positioned to guide the game ball into the second starting entry point and the passing gate 41 of the prize-winning structure. Therefore, when aiming to get the game ball into the second starting entry point and the passing gate 41, the player should shoot the game ball to the right.
[0160] The passing gate 41 is a gate structure through which game balls can enter (pass). When a game ball passes through the passing gate 41, the regular symbols change and are displayed. The regular symbols will be described later. In the left game area, the game pins are planted so that the game balls are guided to the first starting prize entry point among the prize entry structure. Therefore, when aiming to get the game balls into the first starting prize entry point, the player should shoot the game balls to the left. In the right game area, the game pins are planted so that the game balls are guided to the second starting prize entry point among the prize entry structure, and to the passing gate 41. Therefore, when aiming to get the game balls into the second starting prize entry point and the passing gate 41, the player should shoot the game balls to the right.
[0161] The V-judgment prize-winning device 87 is a device that determines whether a game ball has entered the V-zone, which is a condition for generating a big win when a small win occurs.
[0162] The V-judgment prize-winning device 87 is made of a transparent material, allowing the player to see the game balls passing through it. The V-judgment prize-winning device 87 has a width at the top that allows the game balls to pass through in the front-to-back direction, and walls are provided on both sides (front and back) of a passage that slopes from right to left and extends in the left-to-right direction, forming a guide path along which the game balls are guided. In the center of the guide path, an operating opening is formed that opens and closes repeatedly for a predetermined period (for example, 0.1 seconds x 10 opening periods + 1 second closing period (interval period) x 9 + 1 second termination period) when a minor win occurs, allowing a total of approximately 10 or more game balls to enter during the predetermined open period. In the V-judgment prize-winning device 87, multiple protrusions are provided alternately on both sides of the wall in the passage for the game balls, serving as deceleration means to slow down the guided game balls. This creates a structure (hereinafter referred to as the deceleration structure) in which, when playing to the right, the game balls flow slowly through the passage above the operating opening at the top of the V-judgment prize-winning device 87.
[0163] In the minor win state, the opening control of the V-judgment prize-winning device 87 is performed for a relatively long period of time, until the entry of 10 game balls into the V-judgment prize-winning device 87 is detected, or until a predetermined period of time has elapsed. In the V-judgment prize-winning device 87, the portion of the guide path where no operating opening is formed forms a fixed passage called a fixed part 873. A movable part 872 that can move back and forth in the front-to-back direction on the operating opening is provided at a position where the operating opening can be opened and closed.
[0164] The movable part 872 is driven by the solenoid 22 and is capable of moving forward and backward to open and close the operating opening. When the operating opening is closed, depending on the state of the movable part 872, the game ball can pass through the upper surface of the movable part 872 and the fixed part 873 as a guide path, and is guided along the guide path from the right end to the left end and falls from the left end. When the operating opening is open, depending on the operating state of the movable part 872, the operating opening opens in the guide path, so the game ball guided into the guide path can fall from the operating opening into the V-judgment prize winning device 87.
[0165] Inside the V-judgment prize-winning device 87 (operating opening), a V-prize-winning area 870 is provided as a specific area in the center of the bottom of the V-judgment prize-winning device 87 in the left-right direction, where game balls entering from the operating opening can be awarded prizes. Furthermore, an inclined path is provided to guide all game balls entering from the operating opening onto the V-prize-winning area 870 via an inclined path. The V-prize-winning area 870 has a V-prize-winning opening into which game balls can enter, and can guide game balls entering from the V-prize-winning opening downwards.
[0166] At the uppermost end of the prize entry opening (V prize entry opening) of the V prize entry area 870, there is a plate-shaped opening / closing member (not shown) that can switch the V prize entry area 870 between an open state and a closed state. The opening / closing member is driven by a solenoid 22 and is capable of moving forward and backward to open and close the V prize entry opening. When the V prize entry opening is open due to the state of the opening / closing member, game balls guided onto the V prize entry area 870 can fall into the V prize entry area 870. On the other hand, when the V prize entry opening is closed due to the state of the opening / closing member, game balls guided onto the V prize entry area 870 pass over the opening / closing member and are provided in such a manner that they open near the downstream side of the V prize entry area 870, and can fall into a prize ball entry area (not shown) that can guide the game ball downward.
[0167] Specifically, the V-winning area 870 of the V-judgment winning device 87 is basically in an open state. In a minor win game state where the operating port of the V-judgment winning device 87 is open, when one game ball enters the V-winning area 870 and wins, that game ball is detected by the V-winning switch 87a provided in the V-winning area 870. In a minor win game state, when one game ball is detected by the V-winning switch 87a, the opening / closing member is controlled to a closed state, and game balls guided onto the V-winning area 870 thereafter enter the winning ball area. Game balls that enter the winning ball area are detected by the V-judgment winning switch 15a provided in the winning ball area. Thus, when a game ball enters the V-judgment winning device 87, one game ball is detected by the V-winning switch 87a, and subsequent game balls are detected by the V-judgment winning switch 15a.
[0168] In the minor win state, the V-judgment prize-winning device 87, which is opened, closes its opening when the total number of balls detected by the V-prize-winning switch 87a and the V-judgment prize-winning switch 15a reaches 10, making it impossible for game balls to enter. The V-prize-winning area 870 and the prize-winning ball area are configured to merge at the bottom, and game balls that enter the V-judgment prize-winning device 87 through this merged discharge passage are discharged into a predetermined discharge passage inside the game board 2. The discharge passage is provided with a V-judgment discharge switch 15b capable of detecting the game balls being discharged, and all game balls to be discharged are detected by this switch.
[0169] When a minor win occurs and the operating port of the V-judgment prize-winning device 87 is opened, if a game ball enters the V-prize area 870 and is detected by the V-prize switch 87a within a predetermined valid period, the conditions for a major win are met, and the machine is controlled to a major win state. This entry of a game ball into the V-prize area 870 is called a V-prize. In the pachinko game machine 1, as described above, during the period when a minor win occurs and the operating port of the V-judgment prize-winning device 87 is opened, the structure and control design are such that an average of about 10 game balls can enter the V-judgment prize-winning device 87 without requiring any special operation. Furthermore, the structure is designed so that when a game ball enters the V-judgment prize-winning device 87, the game ball will always (100%) enter the V-prize area 870. Furthermore, in the pachinko game machine 1, when a minor win occurs, a right-hand shooting promotion notification is issued to instruct the player to shoot to the right, so that the player can easily shoot the game ball into the V-judgment prize-winning device 87.
[0170] Therefore, when a minor win occurs, unless the player does not fire a game ball during the opening period of the V-judgment prize-winning device 87, or the player shoots to the left, shooting to the right will always (100%) result in the game ball entering the V-prize area 870 and a big win occurring.
[0171] In this embodiment, an example is shown in which a deceleration structure for the game balls is provided in the V-judgment prize-winning device 87. However, instead of providing such a deceleration structure, an operating opening is provided in a part of the game ball guidance path in the V-judgment prize-winning device 87 that allows game balls to fall, and a configuration is used in which the operating opening is opened 10 times in order to allow about 10 game balls to enter the V-winning area 870 during the period of minor win game state.
[0172] In the right-hand play area, the game pins are positioned to guide the game balls into the variable prize ball entry device 6B and the V-judgment prize entry device 87. Therefore, when aiming to get the game balls into these variable prize ball entry devices 6B and V-judgment prize entry device 87, the player should shoot the game balls to the right.
[0173] Furthermore, it is possible to allow game balls hit into the left game area to potentially enter either the variable prize ball device 6B or the V-judgment prize ball device 87. However, from the standpoint of gameplay, it is desirable that this possibility be extremely low compared to the possibility of game balls hit into the right game area entering those devices.
[0174] A special variable prize ball entry device 7 is provided below the game area. The special variable prize ball entry device 7 guides game balls shot to the right by game pins planted in the right game area. Furthermore, the special variable prize ball entry device 7 is configured so that game balls cannot enter from the left game area depending on the arrangement of the game pins.
[0175] The special variable prize ball device 7 is equipped with a large prize opening covered by a rectangular door on its front. When a jackpot occurs, a solenoid causes the door to tilt forward around its base, revealing (opening) the large prize opening. Inside the special variable prize ball device 7, there is a count switch 23 for detecting the game balls that have entered. The entry route to the special variable prize ball device 7 is restricted by game pins and other structures so that game balls can only enter the large prize opening when they are hit into the right game area. However, it may be possible to allow game balls to enter the large prize opening regardless of whether they are hit into the left or right game area.
[0176] In the above embodiment, an example was shown where the special variable prize ball device 7 equipped with a large prize slot and the V-judgment prize device 87 for determining a V-win are different devices. However, the embodiment is not limited to this configuration, and the special variable prize ball device 7 equipped with a large prize slot and the V-judgment prize device 87 for determining a V-win may be common devices.
[0177] For example, a special variable prize ball device 7 equipped with a large prize slot may be equipped with a V-determination prize ball device 87 for determining a V-win. In this case, a game ball that enters the large prize slot will enter the V-determination prize ball device 87 directly.
[0178] A jackpot occurs when the jackpot symbol (jackpot display result) is displayed on the first special symbol display device 4A, and when the jackpot symbol (jackpot display result) is displayed on the second special symbol display device 4B. When a jackpot is determined by a lottery based on a game ball entering the first start entry slot, the jackpot symbol is displayed on the first special symbol display device 4A. When a jackpot is determined by a lottery based on a game ball entering the second start entry slot, the jackpot symbol is displayed on the second special symbol display device 4B.
[0179] A jackpot also occurs when a game ball enters the V-entry area 870 while the operating opening of the V-judgment prize-winning device 87 is open due to the state of minor win gameplay. Hereinafter, when a game ball enters the V-entry area 870 and is detected by the V-entry switch 87a, it will be referred to as a V-entry. A minor win is a win in which the operating opening of the V-judgment prize-winning device 87 opens as a predetermined value assignment, and a jackpot can occur on the condition of a V-entry. In the V-judgment prize-winning device 87, the game state in which the operating opening is open is called the "minor win game state." A jackpot that occurs in the minor win game state based on a game ball entering the V-entry area is called a "jackpot via minor win." In contrast, when the state of jackpot gameplay is reached based on the display result of the special symbol fluctuation display by the first special symbol display device 4A or the second special symbol display device 4B, it will be referred to as a "jackpot by special symbol."
[0180] The jackpot game state is a specific game state (advantageous state) that is advantageous to the player as a predetermined value assignment, and a repetitive continuation control is performed in which the special variable prize ball device 7 repeatedly switches between an open state and a closed state a predetermined number of times. In the repetitive continuation control, the state in which the special variable prize ball device 7 is open (the jackpot opening is open) is called a round. The repetitive continuation control is also called round control.
[0181] In the jackpot game state, the special variable prize ball device 7 is opened, and then closed when a predetermined termination condition for the open state is met (for example, when a predetermined period (e.g., 29 seconds) has elapsed in the open state, or when a predetermined number (e.g., 10) prize balls have been awarded). When the termination condition is met, a continuation right is generated, and the special variable prize ball device 7 is opened again. The generation of a continuation right is repeated until the number of openings in the jackpot game state reaches a predetermined upper limit of 15 rounds (the final round).
[0182] The display of the first or second special symbol changes after the first start condition (first execution condition) or second start condition (second execution condition), which is the execution condition for the display of the change, has been met (for example, the game ball has passed through the first start prize slot or the second start prize slot, which is the starting prize slot area, including winning a prize), and after the start condition for the display of the change has been met (for example, the display of the first and second special symbols has not been executed, and a jackpot game has not been executed). After the display of the change (change time) has elapsed, the display result (stopped symbol) is derived and displayed. Note that "passing through" means that the game ball has passed through an area predetermined as a prize slot, such as a prize slot or gate, and this concept includes the game ball entering the prize slot (winning a prize). Also, "deriving and displaying the display result" means finally displaying the symbol (example of identification information) in a stopped state (confirmed display).
[0183] Furthermore, for variable displays where a game ball has entered a starting area such as the first and second starting entry points, but the starting conditions have not yet been met, storing information about these variable displays within a predetermined upper limit is called reserved memory. The term reserved memory is also used to indicate (specify) the reserved information. Reserved memory is also called starting memory or starting entry memory.
[0184] For the first special symbol, the display is executed based on the first reserved memory, which is a reserved memory based on the entry of a game ball into the first starting prize slot. For the second special symbol, the display is executed based on the second reserved memory, which is a reserved memory based on the entry of a game ball into the second starting prize slot. If a jackpot occurs while such a first or second reserved memory exists, the reserved memory that existed before the jackpot is maintained and used for the display after the jackpot game state ends.
[0185] When a second start entry occurs in the second start entry slot, even if there is a pending memory of a first start entry, the display of the second special symbol variation based on that second start entry takes priority. In this way, the display of the second special symbol variation takes priority over the display of the first special symbol variation (hereinafter referred to as "special 2 priority processing").
[0186] In the above embodiment, an example was shown in which special priority consumption of 2 is performed, but the embodiment is not limited to this form, and special priority consumption of 2 may not be performed.
[0187] For example, (A) the display of the first special symbol variation may be executed with priority over the display of the second special symbol variation (hereinafter referred to as "special 1 priority execution" as appropriate), and (B) the display of the first special symbol variation and the display of the second special symbol variation may be executed simultaneously (hereinafter referred to as "special 1 and special 2 simultaneous execution" as appropriate).
[0188] Above the first special symbol display device 4A and the second special symbol display device 4B, there is a second reserve indicator 25B consisting of four indicators that display the number of valid winning balls that have entered the second start winning slot, i.e., the second reserve memory count. The second reserve indicator 25B increases the number of indicators that light up by one each time there is a valid start winning. Then, each time the variable display on the second special symbol display device 4B starts, it decreases the number of indicators that light up by one.
[0189] Above the second reserve indicator 25B, there is a first reserve indicator 25A consisting of four indicators that display the number of valid winning balls that have entered the first starting winning slot, i.e., the number of first reserves stored. The first reserve indicator 25A increases the number of indicators that light up by one each time there is a valid starting winning ball. Then, each time the variable display on the first special symbol display device 4A begins, it decreases the number of indicators that light up by one.
[0190] In pachinko machine 1, the game state and presentation are controlled to allow players to enjoy varied gameplay by launching game balls in a way that encourages them to alternate between "left-handed shooting" (aiming at the left game area) and "right-handed shooting" (aiming at the right game area) depending on the game situation. The following describes the flow of gameplay from the moment a player starts playing pachinko machine 1.
[0191] When a player sits down at the pachinko machine 1 and starts playing for the first time, they first play by shooting left to aim for the game ball to enter the first starting prize entry point. Then, the first special symbol variation display is executed, and if the display result is a jackpot (jackpot due to a special symbol), the player switches from shooting left to shooting right and plays aiming for the special variable prize ball entry device 7 that opens. After the jackpot game state ends, the image display device 5 displays a notification encouraging the player to play by shooting right. Specifically, the image display device 5 displays a message such as "Aim to the right".
[0192] During a jackpot, the player aims to hit the special variable ball entry device 7, which has opened up, by shooting to the right. During a jackpot, a notification encouraging right-hand shooting is displayed. After the jackpot ends, if the player enters the time-saving state described later, they continue to play by shooting to the right. After the jackpot ends, if the player is in the time-saving state, a time-saving notification is displayed on the screen of the image display device 5 to indicate that the time-saving state has started. During the time-saving state, a notification encouraging right-hand shooting is also displayed. If the player does not enter the time-saving state after the jackpot ends, the right-hand shooting notification displayed during the jackpot ends, and the player switches from shooting to left-hand shooting to try to get the ball into the first starting entry hole. If the player does not enter the time-saving state, a left-hand shooting notification (also called a left-hand shooting notification) may be displayed on the screen of the image display device 5 to prompt the player to switch back to left-hand shooting.
[0193] During the time-saving state after a big win, players aim for the variable ball entry device 6B, which has a second starting entry opening, by shooting to the right. If a game ball enters the second starting entry opening and the displayed result is a big win (big win with a special symbol), players continue shooting to the right and aim for the special variable ball entry device 7. Also, if a game ball enters the second starting entry opening and the displayed result is a minor win, the operating opening of the V-judgment entry device 87 opens in the minor win game state, so players continue shooting to the right and aim for the V-judgment entry device 87. At the start of the minor win game state, a minor win start notification is displayed on the screen of the image display device 5 to inform the player that the minor win game state has started. Furthermore, when the game is controlled to a minor win state, a notification to encourage right-hand play is also given at a specific timing (depending on the game situation, the start timing of the minor win display which is executed before the operating opening of the V-judgment prize-winning device 87 opens in accordance with the minor win, or a predetermined timing before the minor win display is executed).
[0194] When the V-judgment prize-winning device 87 is open due to the minor win state, if a game ball falls from the opening into the V-judgment prize-winning device 87, enters the V-winning area 870 and is detected, and a V-win occurs, a major win via the minor win occurs. When a V-win occurs, a V-win notification is displayed on the screen of the image display device 5 to indicate that a V-win has occurred. Also, when the minor win state ends, a minor win end notification is displayed on the screen of the image display device 5 to indicate that the minor win state has ended. After the minor win ends, the state becomes a major win state and the special variable prize-winning ball device 7 is opened, so the player continues to play by aiming at the special variable prize-winning ball device 7 while shooting to the right.
[0195] Furthermore, if, during a minor win game, the player aims for the V-winning device 87 and the game ball does not enter the V-winning area 870 but enters a non-specific area other than the V-winning area 870, a jackpot will not occur. When a V-winning does not occur during a minor win game, a V-winning failure notification is displayed on the screen of the image display device 5 to indicate that the V-winning attempt failed. Also, at the end of the minor win game, a minor win end notification is displayed on the screen of the image display device 5 to indicate that the minor win game has ended. After the end of the minor win game, if the time-saving state continues, the player continues to play by aiming for the variable-winning ball device 6B while shooting to the right. When the time-saving state ends, the player switches from shooting to the right to shooting to the left and plays in a way that the game ball enters the first starting winning slot. When the time-saving mode ends, the image display device 5 displays a time-saving mode end notification on its screen, and a left-hand play promotion notification prompting the player to return to playing with left-hand play.
[0196] Figure 8-2 is a diagram showing the types of wins. The table shows, for each type of win, the conditions for a big win to occur, the control state (game state) after a big win, the number of openings (number of rounds) in a big win, and the opening time for each round in a big win. In this embodiment, the types of big wins provided are: 15R time-saving big win with symbols, 4R time-saving big win with symbols, 16(15)R time-saving big win via a small win, 9(8)R time-saving big win via a small win, and 5(4)R time-saving big win via a small win. The number in parentheses for big wins via small wins indicates the number of times the special variable prize ball device 7 opens.
[0197] A minor win occurs when a game ball enters the second starting entry slot in the variable prize ball entry device 6B, and the display result of the second special symbol is a minor win symbol. The determination of whether or not the display result of the special symbol will be a minor win symbol is made in advance by random number drawing (special symbol minor win determination). When a minor win occurs, the game enters a minor win state, and the operating slot of the V-judgment prize entry device 87 opens in an opening pattern of 10 openings with an opening time of 0.1 seconds. The game control state after the end of the minor win state (jackpot probability, minor win probability, and base, which will be described later) is the same as before the minor win. In the case of a minor win, prize balls are paid out for game balls that enter the V-entry area 870 in the V-judgment prize entry device 87 during the minor win state. During the minor win state, it is set that approximately 10 prize balls may enter, and it is set that approximately 30 prize balls may be paid out according to the number of prize balls that enter.
[0198] When the operating port of the V-judgment prize-winning device 87 is open, if a game ball is entered into the operating port and enters the V-winning area 870 inside the V-judgment prize-winning device 87 (V-winning), a jackpot occurs. A jackpot that occurs via a minor win like this is called a minor win-via jackpot. Minor win-via jackpots include minor win-via 16(15)R time-saving jackpots, minor win-via 9(8)R time-saving jackpots, and minor win-via 5(4)R time-saving jackpots, which have different numbers of rounds in the jackpot. A minor win linked to a 16(15)R time-saving jackpot is called a first minor win. A minor win linked to a 9(8)R time-saving jackpot is called a second minor win. A minor win linked to a 5(4)R time-saving jackpot is called a third minor win.
[0199] On the other hand, a jackpot that occurs directly through the display of special symbols without going through a minor win is called a symbol jackpot. Symbol jackpots include the symbol 15R time-saving jackpot and the symbol 4R time-saving jackpot, which occur directly based on the display of the first or second special symbols.
[0200] Thus, the jackpots include symbol jackpots that occur directly based on the fluctuation display of the first or second special symbol, and jackpots that occur via a minor win after a minor win based on the fluctuation display of the second special symbol and a V-win. Each of the symbol jackpots and minor win-based jackpots is controlled to a time-saving state after the jackpot game state ends, and is named a time-saving jackpot. In this embodiment, the advantageous state for the player also includes the opening of the special variable prize ball device 7.
[0201] The 15R time-saving jackpot is a jackpot in which the large prize slot is opened 15 times (15R). The 4R time-saving jackpot is a jackpot in which the large prize slot is opened 4 times (4R). The 16(15)R time-saving jackpot via a minor win is a jackpot in which the V-judgment prize device 87 is opened once (0.1 seconds x 10 times), and then the large prize slot is opened 15 times (15R) on the condition that a V-entry is achieved. The prize device is opened for 16 rounds, but the actual number of times the large prize slot is opened is 15, and the player will perceive it as the same type of jackpot as the 15R time-saving jackpot in terms of the opening of the large prize slot. The 9(8)R time-saving jackpot via a minor win is a jackpot in which the V-judgment prize device 87 is opened (0.1 seconds x 10 times), and then the large prize slot is opened 8 times (8R) on the condition that a V-entry is achieved. The 5(4)R time-saving jackpot via a minor win is a jackpot in which the V-judgment prize device 87 opens once (0.1 seconds x 10 times), and then the large prize slot opens four times (4R) on the condition that a V-entry occurs. The prize device opens for five rounds, but the number of times the large prize slot actually opens is four, and the player perceives it as the same type of jackpot as the 4R time-saving jackpot with symbols in terms of the opening of the large prize slot.
[0202] The time-saving state after a 4R time-saving jackpot has two termination conditions: one where the second special symbol is displayed once, and another where the total number of times the first and second special symbols are displayed is five. The number of times the second special symbol is displayed once is set considering that 100% of the game balls that enter the V-judgment prize device 87 enter the V-prize area 870. A minor win occurs approximately 1 / 7 of the time when the second special symbol is displayed. Therefore, the termination condition of the second special symbol being displayed once is set to the number of times when the second special symbol is displayed that there is approximately a 1 / 7 chance of a jackpot occurring via a minor win.
[0203] The reason why the time-saving mode ends when the second special symbol is displayed in a variable state once is set as follows: In the case of a 4R time-saving jackpot, the time-saving state (including the electric support state) is basically continued until the second special symbol is displayed in a variable state once. However, in order to display the second special symbol in a variable state, it is necessary to shoot the ball to the right to enter the passing gate 41 and open the variable prize ball device 6B, and then to get the ball into the variable prize ball device 6B in that state. It takes time to get the ball into such a variable prize ball device 6B, and in some cases the first special symbol, which was stored in reserve, may be displayed in a variable state first.
[0204] Therefore, the termination condition of a total of 5 display cycles for the first and second special symbols is designed to ensure that even if the first special symbol's display cycle starts immediately after the start of the time-saving state, before the condition for starting the second special symbol's display cycle is met, and before the jackpot game state is reached, the second special symbol's display cycle, which is likely to result in a jackpot favorable to the player, can be reliably executed once. In this way, it is possible to prevent the second special symbol's display cycle, which is likely to result in a jackpot favorable to the player, from being prevented from being executed during the time-saving state due to the first special symbol's display cycle starting immediately after the start of the time-saving state, based on the reserve memory of the first start entry.
[0205] After a jackpot other than a 4R time-saving jackpot, there are two possible ending conditions: one where the second special symbol is displayed 7 times, and another where the combined number of displays of the first and second special symbols is 11. The number 7 for the time-saving ending condition is set considering that 100% of the game balls that enter the V-judgment prize device 87 enter the V-prize area 870. When the second special symbol is displayed, a minor win occurs at a rate of approximately 1 / 7. Therefore, the ending condition of the second special symbol being displayed 7 times is set to a number where the probability of a jackpot via a minor win occurs significantly higher when the second special symbol is displayed compared to a 4R time-saving jackpot. This allows players to focus their attention on the occurrence of jackpots via minor wins and increases their expectations for the occurrence of jackpots via minor wins.
[0206] Furthermore, the termination condition of 11 total number of display cycles for the first and second special symbols is intended to ensure that even if the display of the first special symbol starts immediately after the start of the time-saving state, before the condition for starting the display of the second special symbol's variation is met, and the display of the first special symbol's variation begins based on the reserve memory that can be stored up to 4 times before the jackpot game state is reached, the display of the second special symbol's variation cycle, which is likely to result in a jackpot favorable to the player, can be reliably performed for 7 cycles. In this way, it is possible to prevent the display of the first special symbol's variation cycle, which is likely to result in a jackpot favorable to the player, from decreasing during the time-saving state due to the start of the display of the first special symbol's variation cycle based on the reserve memory that can be stored before the jackpot game state is reached.
[0207] In this embodiment, in the normal low-base state, the first starting prize entry point is provided so that the ball can enter from the first path. Therefore, it is more advantageous for the player in terms of starting prize entry when the game ball flows down the first path than when it flows down the second path. On the other hand, in an advantageous state such as a jackpot game state, the special variable prize entry device 7, which is opened, is provided so that the ball can enter from the second path. Therefore, it is more advantageous for the player in terms of winning a jackpot when the game ball flows down the second path than when it flows down the first path. Furthermore, in a specific state such as a minor win game state, the V-judgment prize entry device 87, which is opened, is provided so that the ball can enter from the second path. Therefore, it is more advantageous for the player in terms of jackpot occurrence when the game ball flows down the second path than when it flows down the first path.
[0208] Furthermore, beyond this comparison of advantages, a configuration may be adopted in which, for example, other prize-winning openings (which may be for starting prizes or for non-starting prizes) are provided in both the first and second paths, and in the normal low-base state, the first path is more likely to result in a prize entering the variable prize-winning opening than the second path, while in other states such as the high-base state, jackpot state, and small-prize state, the second path is more likely to result in a prize entering the variable prize-winning opening than the first path. In other terms, a configuration may be adopted in which, from other perspectives, it is more advantageous for the player for the game medium to flow down the first path in the normal state, and more advantageous for the player for the game medium to flow down the second path in other game states.
[0209] Figure 8-3 is an explanatory diagram illustrating each random number. Figure 8-3 shows the type of random number, its update range, its purpose, and the conditions for addition. Each random number is used as follows:
[0210] (1) Random R: A random counter used for determining whether to award a jackpot or a minor win. Random 1 is updated by 1 at 10MHz, starting from 0 and increasing up to its upper limit of 65535, after which it starts again from 0 and increases. (2) Random 1: Determines the type of jackpot (one of the following types: 15R time-saving jackpot with symbols, 4R time-saving jackpot with symbols, 16(15)R time-saving jackpot via minor win, 9(8)R time-saving jackpot via minor win, and 5(4)R time-saving jackpot via minor win) and the jackpot symbols (for determining jackpot type and jackpot symbols). (3) Random 2: Determines the type of variation pattern (for determining variation pattern type). (4) Random 3: Determines the variation pattern (variation time) (for determining variation pattern). (5) Random 4: Determines whether to award a win based on normal symbols (for determining normal symbol wins). (6) Random 5: Determine the initial value of Random 5 (for determining the initial value of Random 5).
[0211] In this embodiment, the specific game state of a jackpot includes multiple types: a 15R time-saving jackpot with symbols, a 4R time-saving jackpot with symbols, a 16(15)R time-saving jackpot via a minor win, a 9(8)R time-saving jackpot via a minor win, and a 5(4)R time-saving jackpot via a minor win. Therefore, when a jackpot is determined based on the value of the random number for determining the win (Random R), or when a minor win is determined, the type of jackpot is determined to be one of these types based on the value of the random number for determining the type of jackpot (Random 1). However, in the case of a jackpot via a minor win, the determined jackpot becomes invalid if a V-win does not occur. Furthermore, when the type of jackpot is determined, the jackpot symbols are also determined at the same time based on the value of the random number for determining the type of jackpot (Random 1). Therefore, Random 1 is also a random number for determining the jackpot symbols. Furthermore, when it is decided that a minor win will occur, the minor win symbol is also determined at the same time. Therefore, Random 1 is also a random number used to determine the minor win symbol.
[0212] Furthermore, the variation pattern is determined by first using a random number for determining the variation pattern type (random 2) to determine the variation pattern type, and then using a random number for determining the variation pattern type (random 3) to determine one of the variation patterns included in the determined variation pattern type. Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process. A variation pattern type is a grouping of multiple variation patterns according to the characteristics of their variation patterns. One or more variation patterns belong to a variation pattern type.
[0213] In this embodiment, the fluctuation patterns are classified into two types: normal fluctuation patterns, which are fluctuation patterns that do not involve reaching, and reach fluctuation patterns, which are fluctuation patterns that involve reaching.
[0214] Figure 8-4 is an explanatory diagram showing the first special symbol win determination table, the second special symbol win determination table, and the various jackpot type determination tables. These tables are stored in ROM 101.
[0215] Figure 8-4(A) is an explanatory diagram showing the first special symbol win determination table. The first special symbol win determination table is a data table for determining a win for the first special symbol, and it is a table in which a win determination value is set that is compared with a random R. The "probability" shown in Figure 8-4(A) indicates the probability (percentage) of winning a jackpot.
[0216] The probability of hitting the jackpot with the first special symbol varies depending on the setting. It is 1 / 199 for setting 1, 1 / 190 for setting 2, 1 / 180 for setting 3, 1 / 170 for setting 4, 1 / 160 for setting 5, and 1 / 150 for setting 6. Therefore, the probability of hitting the jackpot increases in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6.
[0217] Fig. 8-4(B) is an explanatory diagram showing the determination table per second special figure. The determination table per second special figure is a data table for making a big win determination and a small win determination for the second special symbol, and is a table in which a big win determination value and a small win determination value to be compared with the random R are set. The upper row in Fig. 8-4(B) is the big win determination table part, and the lower row in Fig. 8-4(B) is the small win determination table part. The "probability" shown in the upper row of Fig. 8-4(B) indicates the probability (ratio) of a big win, and the "probability" shown in the lower row of Fig. 8-4(B) indicates the probability (ratio) of a small win.
[0218] The big win probability of the second special symbol varies depending on the set value. It is 1 / 199 for setting 1, 1 / 190 for setting 2, 1 / 180 for setting 3, 1 / 170 for setting 4, 1 / 160 for setting 5, and 1 / 150 for setting 6. Therefore, the big win probability is high in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6. On the other hand, the small win probability of the second special symbol is set to 1 / 7.35 regardless of the set value. Note that a small win may be provided for the first special symbol. In such a case, it is desirable that the winning probability of the small win for the first special symbol is lower than that for the second special symbol. For example, the small win probability by the first special symbol may be set to 1 / 100.
[0219] When the CPU 103 detects a start winning (first start winning) for the first start winning port or a start winning (second start winning) for the second start winning port, it extracts the count value (random R) of the random number circuit 124 at a predetermined timing. For the first start winning, the extracted value is compared with the jackpot determination value set in the determination table per first special symbol. If the extracted value matches any of the jackpot determination values, it is determined that the first special symbol is a jackpot. For the second start winning, the extracted value is compared with the jackpot determination value set in the determination table per second special symbol. If the extracted value matches any of the jackpot determination values, it is determined that the second special symbol is a jackpot. When the extracted value does not match any of the jackpot determination values, the extracted value is compared with the minor winning determination value set in the determination table per second special symbol. If the extracted value matches any of the minor winning determination values, it is determined that the second special symbol is a minor winning. Determining to be a minor winning also means provisionally determining (described as provisional determination because it is not controlled to be a jackpot if a V winning does not occur during the minor winning) to be a jackpot via the minor winning.
[0220] Note that determining whether to be a jackpot means determining whether to shift to the jackpot game state, but it also means determining whether to set the stop symbol by the variable display of the first special symbol or the second special symbol as the jackpot symbol. Also, determining whether to be a minor winning means determining whether to shift to the minor winning game state, but it also means determining whether to set the stop symbol by the variable display of the second special symbol as the minor winning symbol.
[0221] Figs. 8-4 (C), (D), and (E) are explanatory diagrams showing the jackpot type determination table stored in the ROM 101. Fig. 8-4 (C) is the first special symbol jackpot type determination table used to determine the jackpot type of the symbol jackpot when it is determined to be a jackpot by the first special symbol. Fig. 8-4 (D) is the second special symbol jackpot type determination table used to determine the jackpot type of the symbol jackpot when it is determined to be a jackpot by the second special symbol.
[0222] The first special symbol jackpot type determination table in Figure 8-4(C) contains jackpot determination values that are compared with the random 2 value used for jackpot type determination, corresponding to "Symbol 15R time-saving jackpot" and "Symbol 4R time-saving jackpot," respectively. The second special symbol jackpot type determination table in Figure 8-4(D) contains jackpot determination values that are compared with the random 1 value, corresponding to "Symbol 15R time-saving jackpot."
[0223] Furthermore, as shown in Figures 8-4(C) and (D), the jackpot type determination value is also used as the determination value (jackpot symbol determination value) that determines the jackpot symbols for the first and second special symbols. For example, the determination value corresponding to "8R time-saving jackpot" is also set as the determination value corresponding to the jackpot symbol "3". The determination value corresponding to "15R time-saving jackpot" is also set as the determination value corresponding to the jackpot symbol "7".
[0224] Using these various jackpot type determination tables, the CPU 103 determines the jackpot type corresponding to the jackpot type determination value for which the random 1 value matches, and also determines the jackpot symbol for which the random 1 value matches. In this way, the jackpot type and the jackpot symbol corresponding to the jackpot type are determined simultaneously.
[0225] The small win-to-big win type determination table in Figure 8-4(E) contains numerical values that are compared with two random values for determining the type of big win, and each of these big win determination values corresponds to "small win-to-16(15)R time-saving big win," "small win-to-9(8)R time-saving big win," and "small win-to-5(4)R time-saving big win." However, the big win type determined by the small win-to-big win type determination table is a provisional big win type associated with the first small win (which becomes a 16(15)R time-saving big win), the second small win (which becomes a 9(8)R time-saving big win), and the third small win (which becomes a 5(4)R time-saving big win), and becomes invalid if a V-win does not occur during the small win game state.
[0226] Figures 8-5 and 8-6 are explanatory diagrams showing an example of the content of the performance control commands transmitted by the game control microcomputer 100. In Figures 8-5 and 8-6, the relationship between the specific command data, the command name, and the command specification is shown for the performance control commands. As shown in Figures 8-5 and 8-6, the game control microcomputer 100 transmits various performance control commands to the performance control CPU 120 according to the game control state.
[0227] The main commands in Figures 8-5 and 8-6 are explained below. Command 80XX(H) is a performance control command (variation pattern command) that specifies the variation pattern to be displayed on the image display device 5 in response to the variation display of the special symbols (each corresponding to variation pattern XX). When a unique number is assigned to each of the multiple variation patterns, there is a variation pattern command corresponding to each variation pattern identified by that number. "(H)" indicates that it is a hexadecimal number. Furthermore, the performance control command that specifies the variation pattern is also a command to specify the start of the variation. Therefore, when the performance control CPU 120 receives command 80XX(H), it controls the performance display device to start the performance corresponding to the variation display of the special symbols.
[0228] Commands 8C01(H) to 8C06(H) are display result specification commands that show the display result including the result of a miss, the type of big win, the big win display result for each type of small win, and the small win display result.
[0229] Command 8D01(H) is a command to specify the first symbol variation, indicating the start of the variation display for the first special symbol. Command 8D02(H) is a command to specify the second symbol variation, indicating the start of the variation display for the second special symbol. Command 8F00(H) is a command to specify the symbol confirmation, indicating the end of the variation for the first and second special symbols.
[0230] Commands A001 to A005(H) are win start specification commands that specify the start of the win game state for each type of win.
[0231] Command A1XX(H) is a command to indicate that the big prize slot is open for the round indicated by XX. Command A2XX(H) is a command to indicate that the big prize slot has closed after the round indicated by XX.
[0232] Commands A301 to A305(H) are win termination commands that specify the end of the win state for each type of win.
[0233] Command A401(H) is a command to specify that a first-start win has occurred. Command A402(H) is a command to specify that a second-start win has occurred.
[0234] Command B000(H) is a command to specify the normal state, indicating that the game state is the normal state (low base state). Command B001(H) is a command to specify the first time-saving state, indicating that the game state is the first time-saving state (high base state). Command B002(H) is a command to specify the second time-saving state, indicating that the game state is the second time-saving state (high base state).
[0235] Command C0XX(H) is a command to specify the first number of reserved items. In command C0XX(H), "XX" indicates the first number of reserved items. Command C1XX(H) is a command to specify the second number of reserved items. In command C0XX(H), "XX" indicates the second number of reserved items.
[0236] In this embodiment, when the game control microcomputer 100 reduces the number of reserved memories, it sends a reserved memory number specification command that specifies the number of reserved memories after the reduction. However, it is not limited to this, and a reserved memory number reduction specification command may be used to specify that the number of reserved memories should be reduced by 1 for both the first and second reserved memories.
[0237] Commands C2XX(H) and C3XX(H) are performance control commands that indicate the content of the entry judgment results, such as the jackpot judgment, jackpot type judgment, and variation pattern type judgment, when a ball enters the first or second starting entry slot. Of these, command C2XX(H) is a symbol specification command that indicates the judgment result of whether or not it is a jackpot, whether or not it is a minor win, and the type of jackpot. Command C3XX(H) is a variation type command that indicates the judgment result of which range of judgment values the random number used for variation pattern type judgment falls into (variation pattern type judgment result).
[0238] Command C401(H) is a command that specifies the start of the first minor win. Command C402(H) is a command that specifies the start of the second minor win. Command C403(H) is a command that specifies the start of the third minor win. Command C501(H) is a command that specifies the end of the first minor win. Command C502(H) is a command that specifies the end of the second minor win. Command C503(H) is a command that specifies the end of the third minor win. Command C601(H) is a V-win specification command that specifies that a V-win has occurred. Command C602(H) is a V-win ball detection specification command that specifies that a winning ball (including both V-win balls and other winning balls) has been detected in the V-judgment winning device 87.
[0239] In the game control microcomputer 100, a first reserve memory buffer is provided in the RAM 102 for storing the reserve memory information of the first special symbol. The first reserve memory buffer has a storage area corresponding to the upper limit of the first reserve memory (4 in this example). The first reserve memory buffer stores hardware random numbers, such as a random number for determining a jackpot (random R), and software random numbers, such as a random number for determining the type of jackpot (random 1), a random number for determining the type of variation pattern (random 2), and a random number for determining the variation pattern (random 3).
[0240] Regarding the second special symbol, the RAM 102 is provided with a second hold memory buffer for storing the hold memory information of the second special symbol. In the second hold memory buffer, a storage area corresponding to the upper limit value of the second hold memory number (in this example, 4) is secured. In the second hold memory buffer, a random number for jackpot determination (Random R), which is a hardware random number, and a random number for jackpot type determination (Random 1), a random number for variation pattern type determination (Random 2), and a random number for variation pattern determination (Random 3), which are software random numbers, are stored.
[0241] Based on the winning in the first start winning opening, the CPU 103 executes a process of extracting random number values from the random number circuit 124 and the random counter for generating software random numbers respectively, and storing (storing) them in the storage area in the first hold memory buffer. Specifically, based on the winning in the first start winning opening, these random number values are extracted and stored (stored) in the first hold memory buffer. Also, based on the winning in the second start winning opening, the CPU 103 executes a process of extracting random number values from the random number circuit 124 and the random counter for generating software random numbers respectively, and storing (storing) them in the storage area in the second hold memory buffer. Specifically, based on the winning in the second start winning opening, these random number values are extracted and stored (stored) in the second hold memory buffer.
[0242] In some cases, the fact that information regarding the start winning is stored in the hold memory buffer in this way is indicated as "held and stored". Note that the random number for variation pattern type determination (Random 2) and the random number for variation pattern determination (Random 3) may be extracted at the start of the variation of the special symbol instead of being extracted at the time of the start winning and stored in the hold memory buffer in advance.
[0243] Figure 8-7 is a flowchart showing the start port switch passing process, which is executed as part of the process in S101. In the start port switch passing process, the CPU 103 first checks whether the first start port switch 22A is in the ON state (S1211). If the first start port switch 22A is not in the ON state, the process proceeds to S1221. If the first start port switch 22A is in the ON state, the CPU 103 checks whether the first reserved memory count has reached its upper limit (specifically, whether the value of the first reserved memory counter used to count the first reserved memory count is 4) (S1212). If the first reserved memory count has reached its upper limit, the process proceeds to S1221.
[0244] If the first reserved memory count has not reached its upper limit, the CPU 103 increments the value of the first reserved memory counter by 1 (S1213). Next, the CPU 103 extracts values from the random number circuit 124 and the counter for generating software random numbers, and stores them in the storage area of the first reserved memory buffer (S1214). In the process of S1214, the random number for determining the jackpot (random R), the random number for determining the type of jackpot (random 1), the random number for determining the type of variation pattern (random 2), and the random number for determining the variation pattern (random 3) are extracted and stored in the storage area.
[0245] Next, the CPU 103 executes a winning animation process (S1215) that determines in advance the display result of the variation and the type of variation pattern when the variation based on the initial winning of the detected first special symbol is subsequently executed.
[0246] In this embodiment, when an entry into the first or second entry slot occurs, and various data obtained at the time of the entry are stored as reserved storage information, and the conditions for starting the variation display are met, at the timing to start the variation display, the special symbol normal processing (S110) determines whether the variation display result is a jackpot display result and the type of jackpot for the special symbol (first special symbol or second special symbol) that starts the variation display, based on the reserved storage information, using the jackpot determination value and jackpot type determination value set in accordance with the various random values mentioned above. Then, in the variation pattern setting processing (S111), the variation pattern (including the determination of the variation pattern type) is determined using the variation pattern type determination value and variation pattern determination value set in accordance with the various random values mentioned above.
[0247] On the other hand, separate from such decisions, at the timing before the start of the variation display based on the initial entry into the first or second starting entry slot, specifically at the timing when the game ball enters the first or second starting entry slot (the timing when the reserve memory information is stored), the reserve memory information, which stores various data obtained at the time of the initial entry, is pre-read, and based on the pre-read reserve memory information, the entry-time performance processing is executed to pre-determine whether or not it will be a big win, whether or not it will be a small win, the type of big win, and the type of variation pattern, based on the big win judgment value, big win type judgment value, and variation pattern type judgment value set in accordance with the various random values mentioned above. By doing so, the performance control CPU 120 can predict the variation display result in advance before the variation display of the performance symbols is executed, and based on the various judgment results at the time of the initial entry, it is possible to execute pre-read performances such as pre-read announcements that foretell the possibility of a big win during the variation display of the performance symbols.
[0248] Then, CPU 103 performs control to send a symbol specification command to the performance control CPU 120 based on the judgment result of the prize winning performance processing (S1216), and also performs control to send a variation type command to the performance control CPU 120 (S1217). In addition, CPU 103 performs control to send a first start prize winning specification command to the performance control CPU 120 (S1218), and sets the value of the first reserve memory counter as EXT data and performs control to send a first reserve memory specification command to the performance control CPU 120 (S1219).
[0249] By executing the processes in S1216 and S1217, in this embodiment, regardless of the game state (such as high probability state, low probability state, high base state, low base state, or jackpot game state), both the symbol specification command and the variation type command are always sent to the performance control CPU 120 each time a ball enters the first start entry slot.
[0250] Furthermore, in this embodiment, when the processing from S1216 to S1219 is executed and a starting prize is awarded to the first starting prize slot, a set of four commands—a symbol specification command, a variation type command, a first starting prize award specification command, and a first reserve memory count specification command—is sent all at once within one timer interrupt.
[0251] Next, the CPU 103 checks whether the second start switch 22B is in the ON state (S1221). If the second start switch 22B is not in the ON state, the process ends. If the second start switch 22B is in the ON state, the CPU 103 checks whether the second reserved memory count has reached its upper limit (specifically, whether the value of the second reserved memory counter used to count the second reserved memory count is 4) (S1222). If the second reserved memory count has reached its upper limit, the process ends.
[0252] If the second reserved memory count has not reached its upper limit, the CPU 103 increments the value of the second reserved memory counter by 1 (S1223). Next, the CPU 103 extracts values from the random number circuit 124 and the counter for generating software random numbers, and stores them in the storage area of the second reserved memory buffer (S1224). In the process of S1224, the random number for determining the jackpot (random R), the random number for determining the type of jackpot (random 1), the random number for determining the type of variation pattern (random 2), and the random number for determining the variation pattern (random 3) are extracted and stored in the storage area.
[0253] Next, the CPU 103 executes an entry animation process similar to the entry animation process described in S1215 for the detected entry of the second special symbol (S1225). Then, the CPU 103 sends a symbol specification command to the animation control CPU 120 based on the judgment result of the entry animation process (S1226), and also sends a variation type command to the animation control CPU 120 (S1227). In addition, the CPU 103 sends a second entry specification command to the animation control CPU 120 (S1228), and sets the value of the second reserve memory counter as EXT data and sends a second reserve memory specification command to the animation control CPU 120 (S1229).
[0254] By executing the processes in S1226 and S1227, in this embodiment, regardless of the game state (such as high probability state, low probability state, high base state, low base state, or jackpot game state), both the symbol specification command and the variation type command are always sent to the performance control CPU 120 each time a ball enters the second start entry slot.
[0255] Furthermore, in this embodiment, when the processing from S1226 to S1229 is executed and a starting prize is awarded to the second starting prize slot, a set of four commands—a symbol specification command, a variation type command, a second starting prize award specification command, and a second reserve memory count specification command—is sent all at once within one timer interrupt.
[0256] Figure 8-8 is a flowchart of the normal processing of special symbols (S110) in the special symbol processing. In the normal processing of special symbols, the CPU 103 checks whether there is any reserved data in the first reserved storage buffer or the second reserved storage buffer (S51). If there is no reserved data in either the first reserved storage buffer or the second reserved storage buffer, the process is terminated.
[0257] If there is no reserved data in the reserved data buffer in S51, the CPU 103 performs the process to send a customer waiting demo specification command (S80) and then terminates the process. On the other hand, if there is reserved data in the first reserved data buffer or the second reserved data buffer in S51, the CPU 103 checks whether there is reserved data in the second reserved data buffer (S52). If there is reserved data in the second reserved data buffer, the CPU 103 sets the special symbol pointer (a flag indicating whether the special symbol process processing is being performed for the first special symbol or the second special symbol) to data indicating "second" (S54). On the other hand, if there is no reserved data in the second reserved data buffer, the CPU 103 sets the special symbol pointer to data indicating "first" (S53).
[0258] In this embodiment, the display of the first special symbol in the first special symbol display device 4A and the display of the second special symbol in the second special symbol display device 4B are performed using a common processing routine, depending on whether the special symbol pointer is set to data indicating "first" or data indicating "second". When the special symbol pointer is set to data indicating "first", the display of the first special symbol in the first special symbol display device 4A is performed based on the reserved data stored in the first reserved data buffer. On the other hand, when the special symbol pointer is set to data indicating "second", the display of the second special symbol in the second special symbol display device 4B is performed based on the reserved data stored in the second reserved data buffer.
[0259] As a result of the control in S52-S54, if at least one data item for the second reserved memory exists in the second reserved memory buffer, the variable display of the second special symbol display device 4B based on that data for the second reserved memory will be executed in priority over the variable display of the first special symbol display device 4A based on the data for the first reserved memory.
[0260] Next, the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 indicated by the special symbol pointer in the RAM 102 and stores it in the reserved memory buffer of the RAM 102 (S55). Specifically, if the special symbol pointer is pointing to "1st", the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 in the first reserved memory buffer and stores it in the random number buffer of the RAM 102. Also, if the special symbol pointer is pointing to "2nd", the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 in the second reserved memory buffer and stores it in the random number buffer of the RAM 102.
[0261] Then, the CPU 103 decrements the count value of the reserved memory counter indicated by the special symbol pointer by 1 and shifts the contents of each storage area (S56). Specifically, if the special symbol pointer indicates "1st", the CPU 103 decrements the count value of the 1st reserved memory counter by 1 and shifts the contents of each storage area in the 1st reserved memory buffer. If the special symbol pointer indicates "2nd", the CPU 103 decrements the count value of the 2nd reserved memory counter by 1 and erases the contents of the storage area in the 2nd reserved memory buffer.
[0262] In other words, when the special symbol pointer points to "1st", the CPU 103 stores each random value stored in the storage area corresponding to the 1st reserved memory number = n (n=2,3,4) in the first reserved memory buffer of RAM 102 into the storage area corresponding to the 1st reserved memory number = n-1. Also, when the special symbol pointer points to "2nd", the CPU 103 stores each random value stored in the storage area corresponding to the 2nd reserved memory number = n (n=2,3,4) in the second reserved memory buffer of RAM 102 into the storage area corresponding to the 2nd reserved memory number = n-1.
[0263] Therefore, the order in which each random number stored in the respective storage area corresponding to each first reserved memory number is extracted always matches the order of first reserved memory number = 1, 2, 3, 4. Similarly, the order in which each random number stored in the respective storage area corresponding to each second reserved memory number is extracted always matches the order of second reserved memory number = 1, 2, 3, 4.
[0264] Furthermore, CPU 103 controls the performance control CPU 120 to send a command to specify the number of reserved items indicated by the special symbol pointer, based on the value of the reserved item counter indicated by the special symbol pointer after subtraction (S59). In this case, if the special symbol pointer is set to a value indicating "1st", CPU 103 controls the sending of the 1st reserved item specification command. If the special symbol pointer is set to a value indicating "2nd", CPU 103 controls the sending of the 2nd reserved item specification command.
[0265] In the normal processing of special symbols, initially, data indicating "1st" (i.e., data indicating "1st" indicating that processing will be performed on the 1st special symbol) or data indicating "2nd" (i.e., data indicating "2nd" indicating that processing will be performed on the 2nd special symbol) is set in the special symbol pointer. Then, in subsequent processing in the special symbol process processing, processing is performed according to the data set in the special symbol pointer. Therefore, the processing can be standardized whether the 1st special symbol or the 2nd special symbol is the target.
[0266] Next, the CPU 103 reads a random R (a random number for determining a jackpot) from the random number buffer and executes the jackpot determination module (S61). In this case, the CPU 103 reads the random number for determining a jackpot that was extracted in the start gate switch pass-through process S1214 and S1224 and stored in the hold memory buffer and random number buffer, and performs a jackpot determination. The jackpot determination module is a program that compares the random number for determining a jackpot with predetermined jackpot determination values and minor win determination values, and executes a process to determine whether it is a jackpot or a minor win if they match. In other words, it is a program that executes the process of determining a jackpot or a minor win.
[0267] In the jackpot determination process, if the first special symbol matches any of the jackpot determination values shown in Figure 8-4(A), or if the second special symbol matches any of the jackpot determination values shown in Figure 8-4(B), it is determined that the special symbol is a jackpot. If it is determined that it is a jackpot (Y in S61), the process proceeds to S71. Deciding whether or not to declare a jackpot means deciding whether or not to proceed to the jackpot game state, but it also means deciding whether or not to declare the stopped symbol on the special symbol display as a jackpot symbol.
[0268] If it is decided in S61 that it is a jackpot (Y in S61), a jackpot flag is set to indicate that it is a jackpot (S71).
[0269] Next, it is determined whether the special symbol pointer is pointing to "1st" (S72). If the special symbol pointer is pointing to "1st", the 1st special symbol jackpot type determination table in Figure 8-4(C) is selected (S73), and the process proceeds to S75. On the other hand, if the special symbol pointer is not pointing to "1st" (i.e., it is pointing to "2nd"), the 2nd special symbol jackpot type determination table in Figure 8-4(D) is selected (S74), and the process proceeds to S75.
[0270] In S75, the type of jackpot is determined using the jackpot type determination table selected in S73 or S74, and the jackpot type corresponding to the value of the random number (random 1) stored in the random number buffer area that matches the jackpot type determination value is determined (S75), and the process proceeds to S81.
[0271] Furthermore, if the value of the random number for determining the jackpot (random R) in S61 does not match any of the jackpot determination values (N in S61), the system checks whether the data set in the special symbol pointer is the data indicating "second" to determine whether the target of the jackpot determination is the variation display of the second special symbol (S76). If the data set in the special symbol pointer in S76 is not the data indicating "second" (it is the variation display of the first special symbol), the system proceeds to S82, which will be described later. On the other hand, if the data set in the special symbol pointer in S76 is the data indicating "second" (it is the variation display of the second special symbol), the system uses the second special symbol jackpot determination table in Figure 8-4(B) to determine whether the value of the random number for determining the jackpot (random R) matches any of the minor jackpot determination values, and then performs the minor jackpot determination process (S77). In other words, if the value of the random number used to determine a big win (random R) matches any of the minor win determination values shown in Figure 8-4(B) (Y in S77), it is decided that the second special symbol will result in a minor win. If it is decided that it will result in a minor win (S77Y), a minor win flag is set to indicate that it is a minor win (S78).
[0272] After setting the minor win flag, the minor win-to-major win type determination table shown in Figure 8-4(E) is selected (S79), and the major win type corresponding to the value that matches the value of the random number (random1) for determining the major win type stored in the random number buffer area is determined as the major win type via the minor win (S80). Then, the process proceeds to S81. On the other hand, if the value of the random number (randomR) for determining the minor win in S77 does not match any of the minor win determination values (N in S77), the process proceeds to S82, which will be described later.
[0273] In S81, data indicating the type of jackpot determined in S75 or S80 is stored in the jackpot type buffer in RAM102 (S81), and the process proceeds to S82. For example, if the jackpot type is "Symbol 15R Short Time Jackpot", "01" is set in the jackpot type buffer as data indicating the jackpot type, and if the jackpot type is "Symbol 4R Short Time Jackpot", "02" is set in the jackpot type buffer as data indicating the jackpot type. On the other hand, if the jackpot type is "Small Win 16(15)R Short Time Jackpot", "03" is set in a temporary jackpot type buffer separate from the jackpot type buffer as data indicating the jackpot type. If the jackpot type is Small Win 9(8)R Short Time Jackpot, "04" is set in the temporary jackpot type buffer as data indicating the jackpot type. If the jackpot type is a 5(4)R time-saving jackpot via a minor win, "05" is set in the temporary jackpot type buffer as data indicating the jackpot type. Among these, the data indicating a 16(15)R time-saving jackpot via a minor win, a 9(8)R time-saving jackpot via a minor win, and a 5(4)R time-saving jackpot via a minor win are temporary settings because if a V-entry does not occur during the minor win game state, the jackpot will not occur and the data will be invalid.
[0274] In S82, the stop symbol for the special symbol is set (S78). Specifically, if neither the jackpot flag nor the minor jackpot flag is set, the symbol "-", which is a losing symbol, is set as the stop symbol for the special symbol. If the minor jackpot flag is set, one of "1", "5", or "9", which is a minor jackpot symbol corresponding to the minor jackpot type selected in S80, is set as the stop symbol for the special symbol. If the jackpot flag is set, one of "3" or "7", which is a jackpot symbol corresponding to the jackpot type selected in S75, is set as the stop symbol for the special symbol. Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (S111) (S79).
[0275] Figure 8-9 is a flowchart of the pre-processing for opening a minor win (S118). In the pre-processing for opening a minor win, the CPU 103 controls the solenoid 22 based on the opening pattern of the minor win to operate the movable part 872 into the open state and start the opening operation of the operating port of the V-judgment prize winning device 87 (S411). Next, the CPU 103 sends a minor win start designation command to the performance control CPU 120, indicating that the minor win game state is about to start (S412). Next, the CPU 103 sets a V-judgment prize winning counter as a counting means in order to use the number of prizes that have entered the V-prize winning area 870 in the minor win opening state as the termination condition for the opening state (S413). Specifically, in S413, the counter value of the V-judgment prize winning counter is set to "10" to set the V-prize winning count to down-count. Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the small win opening process (S119) (S414).
[0276] Figure 8-10 is a flowchart of the minor win opening process (S119) in the special symbol process processing. During the minor win opening process, the CPU 103 updates the minor win opening control timer by subtracting -1 (S430). Next, it checks whether the count value of the V-judgment winning ball counter, which counts the number of V-winning balls as described in S435, is "0" (S431). The V-judgment winning ball counter is set to "10" by S413 in Figure 8-9, and when 10 V-winning balls are counted, the count value becomes "0". If the count value of the V-judgment winning ball counter is "0" in S430, the process proceeds to S441. On the other hand, if the count value of the V-judgment winning ball counter is not "0" in S430, it checks whether the minor win opening control timer has timed out (timer value = 0) (S432).
[0277] If the minor win opening control timer has timed out in S432, the process proceeds to S441. On the other hand, if the minor win opening control timer has not timed out in S432, the solenoid 22 is controlled in accordance with the timing value of the minor win opening control timer based on the minor win opening pattern, thereby operating the movable part 872 in an open state and performing processing to open and close the operating opening of the V-judgment prize winning device 87 (S433).
[0278] Next, in order to determine whether a V-win has been detected, which occurs when a game ball enters the V-win area 870, which is open inside the V-winning device 87, from the V-winning opening, it is determined whether the V-win switch 87a is in the ON state (S434). If it is in the ON state in S434, a V-win has been detected, and the V-win flag, which is set when a V-win is detected, is set (S435). Then, processing is performed to send a V-win ball detection specification command (S436). As a result, the performance control CPU 120 can recognize that a V-win ball has been detected and can recognize the number of V-wins. Next, the opening and closing member is operated by driving the solenoid, changing the V-win opening of the V-win area 870 from the open state to the closed state (S437), and the process proceeds to S439. As a result, when the first game ball that enters the V-judgment prize-winning device 87 is a V-win, the V-win-winning opening in the V-win-winning area 870 is closed, and all game balls that enter the V-judgment prize-winning device 87 thereafter are guided to the prize-winning area and detected by the V-judgment prize-winning switch 15a.
[0279] On the other hand, if the switch is not ON in S434, it means that a V-win has not been detected, and it is determined whether or not the V-win switch 15a is ON (S438). If it is ON in S438, the process proceeds to S439; if it is not ON in S438, the process ends.
[0280] In S439, a downcount is performed to subtract 1 from the count value of the V-judgment winning ball counter, which was set to "10" in S413 in Figure 8-9 (S439), and processing is performed to send a V-judgment winning ball detection specification command (S440). As a result, the performance control CPU 120 can recognize that a V-judgment winning ball has been detected and has entered the V-judgment winning device 87, and can recognize the number of game balls that have entered the V-judgment winning device 87.
[0281] In S431, when the count of the V-judgment winning count counter is "0", it means that the condition for ending the opening of the minor win has been met because the number of minor wins has reached the upper limit. Also, in S432, when the minor win opening control timer times out, it means that the condition for ending the opening of the minor win has been met because the minor win opening control has ended. In these cases, the CPU 103 controls the solenoid 22 to operate the movable part 872 to the closed state, closing the operating opening of the V-judgment winning device 87 (S441). When the count of the V-judgment winning count counter becomes "0", even if the V-judgment winning device 87 is in the process of opening according to the opening mode of the minor win, the V-judgment winning device 87 is forcibly closed according to the count of the V-judgment winning count counter. When the minor win opening control timer times out, the V-judgment winning device 87 is closed according to the end of the minor win opening control in the opening mode of the minor win.
[0282] Next, data corresponding to the specific period, which is the valid period for winning a V prize after the V-judgment winning device 87 has closed, is set in the V-prize valid period timer (S442), the value of the special symbol process flag is updated to a value corresponding to the minor win termination process (S120) (S443), and the process ends. This starts the timing of the specific period, which is the valid period for winning a V prize after the V-judgment winning device 87 has closed. In addition, because a specific period, which is the valid period for winning a V prize, is set in this way, the game ball can be detected even if it passes through the V-prize area later than it normally would for some reason. Furthermore, because a specific period is set, even if someone tries to fraudulently enter the V-prize area, only that period will be detected, thus preventing fraud.
[0283] Figure 8-11 is a flowchart of the minor win termination process (S120) in the special symbol process. In the minor win termination process, the CPU 103 updates the V-winning validity period timer by subtracting -1 (S441) and checks whether the V-winning validity period timer has timed out (timer value = 0) (S442).
[0284] If the V-win validity period timer has not timed out in S442, it is determined whether the V-win flag, which is set in S434 or S445 when a V-win is already detected, is set (S443). If the V-win flag is set, the process ends. On the other hand, if the V-win flag is not set, it is determined whether the V-win switch 87a is in the ON state in order to determine whether a V-win has been detected when a game ball enters the V-win area 870 during the V-win validity period (S444). If it is not in the ON state in S444, the process ends. On the other hand, if it is in the ON state in S444, it means that a V-win has been detected during the V-win validity period, and the V-win flag indicating that a V-win has been detected is set (S445). Then, the process to send a V-win designation command is performed (S446), and the process ends. As a result, the performance control CPU 120 can recognize that a V-win has occurred.
[0285] In S442, if the V-winning validity period timer has timed out, processing is performed to send a command to indicate the end of the minor win (S447). This allows the performance control CPU 120 to recognize that the minor win has ended. Next, by changing the state of the solenoid 22, control is performed to open the opening / closing member and return the V-winning area 870 (V-winning slot) to an open state (S447A). Next, the CPU 103 determines whether the V-winning flag is set or not (S448). If the V-winning flag is set in S448, it is decided that it will be a big win, and the big win flag is set (S449).
[0286] As mentioned above, in the minor win state, if you shoot to the right according to the right-shooting promotion notification described later, you can get the game ball into the V-judgment prize-winning device 87 with approximately 100% probability, and the game ball that enters the V-judgment prize-winning device 87 will always enter the V-winning area 870, and based on the fact that the V-winning flag is set with approximately 100% probability (S435 in Figure 8-10), the big win flag is set in S449 and the game is controlled to the big win state.
[0287] Next, the CPU 103 formally stores the data indicating the type of jackpot via a minor win, which was stored in the provisional jackpot type buffer in S81, back into the jackpot type buffer in response to the occurrence of a V-entry, which has determined that a jackpot has been officially awarded (S450). Then, it resets the time-saving flag that was set at that point (S451).
[0288] Next, the CPU 103 sends a jackpot start 3 command, a jackpot start 4 command, or a jackpot start 5 command, depending on the type of jackpot corresponding to the data stored in S450 (S452). This allows the performance control CPU 120 to recognize that the jackpot game state has started. Next, a value corresponding to the jackpot display time (the time for which the occurrence of a jackpot is announced, for example, on the image display device 5) is set in the jackpot entry control timer (S453).
[0289] Furthermore, the system refers to the jackpot opening pattern data stored in the ROM 101 and sets opening pattern data indicating the opening method, such as the number of openings (for example, 15, 8, or 4 times), opening time (for example, 29 seconds), and interval time (the time the big prize slot is closed between rounds), in a predetermined storage area formed in the RAM 102, according to the type of jackpot (S454). Of this data, the data for the number of openings is set in the opening count counter for counting the number of openings. The value of the special symbol process flag is then updated to a value corresponding to the jackpot opening pre-processing (S114) (S455), and the process ends. As a result, when a V-entry occurs in the minor prize game state, the system transitions to the jackpot game state.
[0290] If the V-winning flag is not set in S448, the jackpot game state will not occur. Therefore, in S81, the data indicating the jackpot type via the minor win stored in the jackpot provisional type buffer is deleted (S456), the value of the special symbol process flag is updated to a value corresponding to the special symbol normal processing (S110) (S457), and the process ends. As a result, if a V-winning occurs during the minor win game state, the game will not transition to the jackpot game state.
[0291] [Explanation of Feature Section 05TM] Next, the feature section 05TM will be explained using Figures 9-1 to 9-83. In this embodiment, when a performance is performed during a variation display that suggests a high probability of a big win in the variation display (such as a story SP development performance) or a performance is performed that notifies that the display result of the variation display is a big win (such as the 1st to 3rd normal big win notification performances), a part of the performance sound is specially processed (scratched) and output from speakers 8L and 8R. Also, when a performance is performed during a big win game that notifies that there is a reserved memory in the reserved memory whose display result is a "win" ("big win" or "minor win") (1st reserved memory consecutive performance) or a performance is performed that notifies that the type of big win in the current big win is a guaranteed big win next time (1st next guaranteed performance), a part of the performance sound is specially processed (scratched) and output from speakers 8L and 8R.
[0292] [Big Win Type Table] Figure 9-1 is a diagram showing the jackpot type table. The jackpot type table shows, for each type of jackpot, the conditions for the jackpot to occur, the control state (game state) after the jackpot, the number of openings (number of rounds) in the jackpot, and the opening time for each round in the jackpot. In this embodiment, the jackpot types are a 10R time-saving jackpot with symbols, a 3R time-saving jackpot with symbols, a 10(9)R time-saving jackpot via a minor win, and a 3(2)R time-saving jackpot via a minor win. The number in parentheses for the jackpot via a minor win indicates the number of times the special variable prize ball device 7 (large prize opening) opens.
[0293] A minor win occurs when a game ball enters the second starting entry slot in the variable prize ball entry device 6B, and the display result of the second special symbol is a minor win symbol. The determination of whether or not the display result of the special symbol will be a minor win symbol is made in advance by random number drawing (special symbol minor win determination). When a minor win occurs, the game enters a minor win state, and the operating slot of the V-judgment prize entry device 87 opens in an opening pattern of 10 openings with an opening time of 0.1 seconds. The game control state (jackpot probability, minor win probability, base) after the end of the minor win state is the same as before the minor win. In the case of a minor win, prize balls are paid out for game balls that enter the V-entry area 870 in the V-judgment prize entry device 87 during the minor win state. During the minor win state, it is set that approximately 10 prize balls may enter, and prize balls may be paid out according to the number of prize balls that enter.
[0294] When the operating port of the V-judgment prize-winning device 87 (hereinafter referred to as the "V-prize port") is open, if a game ball is entered into the operating port and enters the V-prize area 870 inside the V-judgment prize-winning device 87 (V-prize), a jackpot is awarded. A jackpot that occurs via a minor win in this manner is called a minor win-via jackpot. Minor win-via jackpots include "minor win-via 10(9)R time-saving jackpot" and "minor win-via 3(2)R time-saving jackpot".
[0295] On the other hand, a jackpot that occurs directly through the display of special symbols without going through a minor win is called a symbol jackpot. Symbol jackpots include the "Symbol 3R Short Time Jackpot" and the "Symbol 10R Short Time Jackpot," which occur directly based on the display of the first or second special symbols.
[0296] Thus, jackpots include symbol jackpots that occur directly based on the changing display of the first or second special symbol, and jackpots that occur via a minor win, which is triggered by a V-win after a minor win based on the changing display of the second special symbol.
[0297] In this embodiment, the advantageous state for the player also includes the opening of the special variable prize ball device 7. Hereinafter, "symbol 3R time-saving jackpot" and "minor win via 3(2) time-saving jackpot" will be appropriately referred to as "3R jackpot," and "symbol 10R time-saving jackpot" and "minor win via 10(9) time-saving jackpot" will be appropriately referred to as "10R jackpot."
[0298] The "Symbol 10R Short Time Jackpot" is a jackpot in which the large prize slot is opened 10 times (10R). In addition, the "Small Win 10(9)R Short Time Jackpot" is a jackpot in which the V-judgment prize device 87 is opened once (0.1 seconds x 10 times), and then the large prize slot is opened 9 times (9R) on the condition that a V-entry is achieved. Although the large prize slot is opened 9 times, the prize device is effectively opened for 10 rounds, so players perceive it as the same type of jackpot as the "Symbol 10R Short Time Jackpot" in terms of the opening of the large prize slot.
[0299] The "Symbol 3R Short Time Jackpot" is a jackpot in which the large prize slot opens three times (3R). In addition, the "Small Win 3(2)R Short Time Jackpot" is a jackpot in which the V-judgment prize device 87 opens once (0.1 seconds x 10 times), and then the large prize slot opens twice (2R) on the condition of a V-entry. Although the large prize slot opens only twice, the prize device is effectively open for three rounds, so players perceive it as the same type of jackpot as the "Symbol 3R Short Time Jackpot" in terms of the opening of the large prize slot.
[0300] The time-saving state after a "3R time-saving jackpot" has two termination conditions: one where the second special symbol is displayed once, and another where the total number of times the first and second special symbols are displayed is five (not shown). The number of times the second special symbol is displayed once is set considering that 100% of the game balls that enter the V-judgment prize device 87 enter the V-prize area 870. A minor win occurs approximately 1 / 7 of the time when the second special symbol is displayed. Therefore, the termination condition of the second special symbol being displayed once is set to the number of times when the second special symbol is displayed that there is approximately a 1 / 7 chance of a jackpot occurring via a minor win.
[0301] The reason why the time-saving mode ends when the second special symbol is displayed in a variable state once is set as follows: In the case of a "3R symbol time-saving jackpot," the time-saving state (including the electric support state) is basically continued until the second special symbol is displayed in a variable state once. However, in order to display the second special symbol in a variable state, it is necessary to shoot the ball to the right to enter the passing gate 41 and open the variable prize ball device 6B, and then to get the ball into the variable prize ball device 6B in that state. It takes time to get the ball into such a variable prize ball device 6B, and in some cases the first special symbol, which was stored in reserve, may be displayed in a variable state first.
[0302] Therefore, the termination condition of a total of 5 display cycles for the first and second special symbols is designed to ensure that even if the first special symbol's display cycle starts immediately after the start of the time-saving state, before the condition for starting the second special symbol's display cycle is met, and before the first special symbol's display cycle starts due to the reserve memory based on the first starting entry (which can be stored up to 4 times before the jackpot game state), the second special symbol's display cycle, which is likely to result in a jackpot favorable to the player, can be reliably executed once. In this way, it is possible to prevent the second special symbol's display cycle, which is likely to result in a jackpot favorable to the player, from not being performed during the time-saving state due to the first special symbol's display cycle starting immediately after the start of the time-saving state based on the reserve memory based on the first starting entry.
[0303] Furthermore, after a jackpot, such as a "10R short-time jackpot with symbols" or a portion of a "10(9)R short-time jackpot via a minor win," there are two possible ending conditions: one where the second special symbol's display count is 99, and another where the combined display count of the first and second special symbols' displays is 103 (not shown). The number 99 for this short-time state ending condition is set considering that 100% of the game balls that enter the V-judgment prize-winning device 87 enter the V-prize-winning area 870. A minor win occurs approximately 1 / 7 of the time when the second special symbol's display count is 99. Therefore, the ending condition of the second special symbol's display count being 99 effectively guarantees the next jackpot via a minor win when the second special symbol's display count is executed, and this number significantly increases the probability of a jackpot via a minor win compared to a "3R short-time jackpot with symbols." This allows players to focus their attention on the occurrence of big wins via small wins, and also increases their anticipation for the occurrence of big wins via small wins.
[0304] Furthermore, the termination condition of a total of 103 rotations for the first and second special symbols is the same reason as in the case of a "symbol 3R time-saving jackpot." This is to ensure that even if the rotation of the first special symbol begins immediately after the start of the time-saving state, before the conditions for starting the rotation of the second special symbol are met, and based on the reserve memory that can be stored for up to 4 times before the jackpot game state, the rotation of the second special symbol, which is more likely to result in a jackpot favorable to the player, can be reliably executed for 99 rotations.
[0305] Furthermore, after a jackpot in some cases of the 10(9)R time-saving jackpots via a minor win, and after a 3(2)R time-saving jackpot via a minor win, there are two termination conditions: one where the second special symbol is displayed 7 times, and another where the total number of times the first and second special symbols are displayed is 11 (not shown). The number 7 for the termination condition of the time-saving state is set considering that 100% of the game balls that enter the V-judgment prize-winning device 87 enter the V-prize area 870. A minor win occurs approximately 1 / 7 of the time when the second special symbol is displayed. Therefore, the termination condition of the second special symbol being displayed 7 times does not, in effect, guarantee the next jackpot via a minor win compared to the "3R time-saving jackpot," but it is set to a number that significantly increases the probability of a jackpot via a minor win occurring. This allows players to focus their attention on the occurrence of big wins via small wins, and also increases their anticipation for the occurrence of big wins via small wins.
[0306] Furthermore, the termination condition of 11 total number of display cycles for the first and second special symbols is for the same reason as in the case of a 3R time-saving jackpot. This is to ensure that even if the display of the first special symbol starts immediately after the start of the time-saving state, before the condition for starting the display of the second special symbol's variation is met, and based on the reserve memory that can be stored for up to 4 times before the jackpot game state, the display of the second special symbol's variation cycle, which is likely to result in a jackpot favorable to the player, can be reliably executed for 7 cycles.
[0307] [Random value] Figure 9-2 is an explanatory diagram illustrating the random values counted on the main board 11. As shown in Figure 9-2, in this embodiment, on the main board 11, numerical data representing the random values MR1 for determining the special display result, MR2 for determining the type of jackpot, MR3 for determining the variation pattern, MR4 for determining the normal display result, and MR5 for determining the initial value of MR4 are controlled to be countable.
[0308] Furthermore, other random values may be used to enhance the game's effectiveness. These random values MR1 to MR5 may be counted by the CPU 103 using different random counters and updated by software, or they may be updated by the random number circuit 104. The random number circuit 104 may be built into the game control microcomputer 100, or it may be configured as a separate random number circuit chip from the game control microcomputer 100. Random numbers used to control the progress of the game are also called game random numbers.
[0309] In this embodiment, the random values MR1 to MR5 are exemplified as being within the ranges shown in Figure 9-2. However, the present invention is not limited to this, and other ranges may be used for these random values MR1 to MR5.
[0310] In the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101 and uses the RAM 102 as a work area to perform various processes for controlling the progress of the game in the pachinko game machine 1. In addition, the CPU 103 is capable of generating all types of random numbers used on the main board 11 by executing a random number generation program.
[0311] The ROM 101 of the game control microcomputer 100 stores not only game control programs but also various table data used to control the progress of the game. For example, the ROM 101 stores table data that constitutes multiple judgment tables prepared for the CPU 103 to perform various judgments and decisions. The ROM 101 also stores table data that constitutes multiple control pattern tables used by the CPU 103 to output various control signals from the main board 11, as well as a variable pattern table that stores multiple types of variable display patterns for each symbol in variable displays such as special symbols and regular symbols.
[0312] [Display Result Determination Table] Figures 9-3(A1) and (A2) are explanatory diagrams showing the display result determination table for the first special symbol and the display result determination table for the second special symbol. These tables are stored in ROM101.
[0313] Figure 9-3(A1) is an explanatory diagram showing the display result determination table for the first special symbol (hereinafter referred to as the "[First Special Symbol] Display Result Determination Table" as appropriate). The [First Special Symbol] Display Result Determination Table is a data table for determining a jackpot for the first special symbol, and is a table in which a jackpot determination value (not shown) is set to be compared with the random value MR1. The "probability" shown in Figure 9-3(A1) indicates the probability (percentage) of a jackpot. In this example, the jackpot probability for the first special symbol is 1 / 199.
[0314] Figure 9-3(A2) is an explanatory diagram showing the display result determination table for the second special symbol (hereinafter referred to as the "[Second Special Symbol] Display Result Determination Table" as appropriate). The [Second Special Symbol] Display Result Determination Table is a data table for determining whether the second special symbol is a jackpot or a minor win, and is a table in which a jackpot determination value and a minor win determination value (not shown) are set, which are compared with the random value MR1. In Figure 9-3(A2), the upper section is the jackpot determination table section, and the lower section is the minor win determination table section. The "probability" shown in the upper section indicates the probability (percentage) of getting a jackpot, and the "probability" shown in the lower section indicates the probability (percentage) of getting a minor win.
[0315] In this example, the probability of winning a jackpot with the second special symbol is 1 / 199. The probability of winning a minor prize with the second special symbol is set at 1 / 7.35. It is also possible to include a minor prize with the first special symbol. In such cases, it is desirable that the probability of winning a minor prize with the first special symbol be lower than that of the second special symbol. For example, the probability of winning a minor prize with the first special symbol could be set to 1 / 99.
[0316] When the CPU 103 detects an entry into the first entry slot (first entry) or an entry into the second entry slot (second entry), it extracts a count value (random value MR1) from the random number circuit 104 at a predetermined timing. For the first entry, the extracted value is compared with the jackpot judgment value set in the [for first special symbol] display result judgment table, and if the extracted value matches any of the jackpot judgment values, it is decided to award a jackpot for the first special symbol. For the second entry, the extracted value is compared with the jackpot judgment value set in the [for second special symbol] display result judgment table, and if the extracted value matches any of the jackpot judgment values, it is decided to award a jackpot for the second special symbol. If the extracted value does not match any of the jackpot judgment values, the extracted value is compared with the minor win judgment value set in the [for second special symbol] display result judgment table, and if the extracted value matches any of the minor win judgment values, it is decided to award a minor win for the second special symbol. Deciding to award a minor win also means making a provisional decision to award a major win via a minor win (it's called a provisional decision because if a V-entry doesn't occur during the minor win, it won't be controlled to award a major win).
[0317] Furthermore, deciding whether or not to award a jackpot means deciding whether or not to transition to the jackpot game state, but it also means deciding whether or not to make the stopping symbol from the fluctuation display of the first or second special symbol a jackpot symbol. Similarly, deciding whether or not to award a minor win means deciding whether or not to transition to the minor win game state, but it also means deciding whether or not to make the stopping symbol from the fluctuation display of the second special symbol a minor win symbol.
[0318] [Big Win Type Determination Table] Figures 9-3(B1), (B2-1), and (B2-2) are explanatory diagrams showing the jackpot type determination tables stored in ROM101. Figure 9-3(B1) is the jackpot type determination table for the first special symbol, used to determine the jackpot type of a symbol jackpot when a jackpot is determined by the first special symbol. Figure 9-3(B2-1) is the jackpot type determination table for the second special symbol, used to determine the jackpot type of a symbol jackpot when a jackpot is determined by the second special symbol. Figure 9-3(B2-2) is the minor win-via-jackpot type determination table for the second special symbol, used to determine the jackpot type of a minor win-via-jackpot when a minor win is determined by the second special symbol.
[0319] The jackpot type determination table for the first special symbol in Figure 9-3(B1) (hereinafter referred to as the "[First Special Symbol] Jackpot Type Determination Table" as appropriate) contains jackpot determination values that are compared with the random number MR2 for jackpot type determination, and correspond to "Symbol 10R Short Time Jackpot" and "Symbol 3R Short Time Jackpot," respectively.
[0320] Furthermore, Figure 9-3(B1) also shows the number of time-saving controls performed after a jackpot, corresponding to the "10R time-saving jackpot" and the "3R time-saving jackpot." The "10R time-saving jackpot" has 99 time-saving controls, while the "3R time-saving jackpot" has 1 time-saving control.
[0321] In this embodiment, a "10R time-saving jackpot" and a "10(9) time-saving jackpot via a minor win" with 99 time-saving control rounds will be appropriately referred to as "10R jackpot A" (next guaranteed jackpot), a "10R time-saving jackpot" and a "10(9) time-saving jackpot via a minor win" with 1 or 7 time-saving control rounds will be appropriately referred to as "10R jackpot B" (next unguaranteed jackpot), and a "3R time-saving jackpot" and a "3(2) time-saving jackpot via a minor win" with 1 or 7 time-saving control rounds will be appropriately referred to as "3R jackpot B" (next unguaranteed jackpot). Hereafter, a "jackpot" with X time-saving control rounds will be appropriately referred to as "jackpot" (X rounds).
[0322] In this example, in the [First Special Symbol] Jackpot Type Determination Table, of the MR2 determination value range of 0 to 299, values from 0 to 2 are assigned to "Symbol 10R Short Time Jackpot" (99 times) (1%), and values from 3 to 299 are assigned to "Symbol 3R Short Time Jackpot" (1 time) (99%).
[0323] The jackpot type determination table for the second special symbol in Figure 9-3 (B2-1) (hereinafter referred to as the "[Second Special Symbol] Jackpot Type Determination Table" as appropriate) contains jackpot determination values that are compared with the random number MR2 for jackpot type determination, and correspond to "Symbol 10R Short Time Jackpot" and "Symbol 3R Short Time Jackpot," respectively.
[0324] Furthermore, Figure 9-3 (B2-1) also shows the number of time-saving controls performed after a jackpot, corresponding to the "10R time-saving jackpot" and the "3R time-saving jackpot." The "10R time-saving jackpot" has 99 or 7 time-saving controls, while the "3R time-saving jackpot" has 7 time-saving controls.
[0325] In this example, in the [Second Special Symbol] Jackpot Type Determination Table, of the MR2 determination value range of 0 to 299, values from 0 to 29 are assigned to "Symbol 10R Short Time Jackpot" (99 times) (10%), values from 30 to 149 are assigned to "Symbol 10R Short Time Jackpot" (7 times) (40%), and values from 150 to 299 are assigned to "Symbol 3R Short Time Jackpot" (7 times) (50%).
[0326] The small win-to-big win type determination table for the second special symbol in Figure 9-3 (B2-2) (hereinafter referred to as the "[Second Special Symbol] Small Win-to-Big Win Type Determination Table") contains values that are compared with the random number MR2 for determining the type of small win, and each corresponds to a big win determination value for "small win-to-10(9)R time-saving big win" and "small win-to-3(2)R time-saving big win".
[0327] Furthermore, Figure 9-3 (B2-2) also shows the number of time-saving controls performed after a jackpot, corresponding to "10(9)R time-saving jackpot via minor win" and "3(2)R time-saving jackpot via minor win". For "10(9)R time-saving jackpot via minor win", the number of time-saving controls is 99 or 7, while for "3(2)R time-saving jackpot via minor win", the number of time-saving controls is 7.
[0328] In this example, in the [Second Special Symbol] Small Win-to-Big Win Type Determination Table, of the MR2 determination value range of 0 to 299, 0 to 29 are assigned to "Small Win-to-10(9)R Short Time Big Win" (99 times) (10%), 30 to 149 are assigned to "Small Win-to-10(9)R Short Time Big Win" (7 times) (40%), and 150 to 299 are assigned to "Small Win-to-3(2)R Short Time Big Win" (7 times) (50%).
[0329] [Variation Pattern Determination] ROM101 also stores a variation pattern determination table for determining the variation pattern based on a random value MR3 used for variation pattern determination, and determines the variation pattern to one of the multiple variation patterns mentioned above according to the pre-determined result.
[0330] This section explains how to determine the variation pattern when the performance mode is normal mode and when the performance mode is powerful RUSH mode (see Figure 9-12 for details on performance modes). Specifically, two variation pattern determination tables are provided in advance: a [miss] variation pattern determination table used when it is predetermined that the variation display result will be a "miss," and a [jackpot] variation pattern determination table used when it is predetermined that the variation display result will be a "jackpot" (including minor wins).
[0331] <Normal mode variation pattern> In the [miss] variation pattern determination table when the performance mode is normal mode, a predetermined random value is assigned as the determination value for the variation patterns of "non-reach miss", "normal reach miss", "SP-A miss", "SP-B miss", and "SP-C miss" from the range that the random value MR3 for variation pattern determination can take.
[0332] In the [Big Win] variation pattern determination table, for the variation patterns of "Normal Reach Big Win", "SP-A1 Big Win", "SP-A2 Big Win", "SP-B1 Big Win", "SP-B2 Big Win", "SP-C1 Big Win", and "SP-C2 Big Win", a predetermined random value from the range that the random value MR3 for variation pattern determination can take is assigned as the determination value.
[0333] <Not a reach, but a miss> In this embodiment, among the variation patterns in which the final display result is "miss," in the variation pattern of "non-reach miss," it is reported that the reach state was not established and the final display result is "miss."
[0334] <Normal reach miss> In this embodiment, among the variation patterns in which the final display result is "miss," in the variation pattern of "normal reach miss," after the reach state is established, a combination of decorative symbols corresponding to the display result being "miss" (for example, "323," "545," etc.) is displayed at a predetermined trigger (operation of push button 31B, elapsed time, etc.), thereby notifying the player that the final display result is "miss."
[0335] <Normal Reach Jackpot> In this embodiment, in the variation pattern of "normal reach jackpot" among the variation patterns in which the final display result is "jackpot", after the reach state is established, a combination of decorative symbols corresponding to the display result being "jackpot" (for example, "222", "777", etc.) is displayed at a predetermined trigger (operation of push button 31B, elapsed period of time, etc.), thereby notifying that the final display result is "jackpot" or "minor win".
[0336] In this embodiment, multiple types of characters appear in various scenes. In this example, these characters are Ally Character A, Ally Character B, Ally Character C, Enemy Character X, and Enemy Character Y. Hereafter, Ally Character A will be referred to as "Ally Character A," "Ally A," "Character A," "Character A," "Ally Character (A)," "Ally (A)," "Character (A)," and "Character (A)" as appropriate. Similarly, Ally Character B will be referred to as "Ally Character B," "Ally B," "Character B," "Ally Character (B)," "Ally (B)," "Character (B)," and "Character (B)" as appropriate. Hereafter, Ally Character C will be referred to as "Ally Character C," "Ally C," "Character C," "Ally Character (C)," "Ally (C)," "Character (C)," and "Character (C)" as appropriate. Furthermore, below, enemy character X will be referred to as "enemy character X," "enemy X," "character X," "character X," "enemy character (X)," "enemy (X)," "character (X)," and "character (X)" as appropriate. Furthermore, below, enemy character Y will be referred to as "enemy character Y," "enemy Y," "character Y," "character Y," "enemy character (Y)," "enemy (Y)," "character (Y)," and "character (Y)" as appropriate.
[0337] <A miss / jackpot accompanied by a super reach> In this embodiment, in the variation patterns accompanied by a super reach ("SP-A miss", "SP-B miss", "SP-C miss", "SP-A1 jackpot", "SP-A2 jackpot", "SP-B1 jackpot", "SP-B2 jackpot", "SP-C1 jackpot", "SP-C2 jackpot"), a super reach effect (hereinafter referred to as "SP reach effect" or "SP reach" as appropriate) is executed to announce whether or not a "jackpot" has been won, thereby confirming and stopping the final displayed result.
[0338] (Challenge SP production) In this embodiment, among the variation patterns accompanied by a super reach, the variation patterns "SP-A Miss," "SP-A1 Big Win," and "SP-A2 Big Win" are shown to be temporarily paused after the reach state is established, indicating that the variation display result is a "miss" (temporary miss notification). Subsequently, a super reach is performed, in which ally character B performs a challenge to destroy a rock, and a super reach effect (hereinafter referred to as "Challenge SP effect" or "Challenge SP" as appropriate) is executed to indicate whether or not a big win has been achieved (in this example, "Nana Challenge," see Figure 9-27(3)). Hereafter, such variation patterns will be referred to as "Variation Pattern Accompanying "SP-A"," "Variation Pattern Accompanying Challenge SP," etc.
[0339] If the variation pattern is "SP-A Miss," an animation showing ally character B failing the challenge (failure animation) is performed, and the final displayed result is announced as "Miss." On the other hand, if the variation pattern is "SP-A1 Big Win," an animation showing ally character B succeeding in the challenge (success animation) is performed (see Figures 9-32 and 9-33), and the final displayed result is announced as "Big Win." Furthermore, if the variation pattern is "SP-A2 Big Win," after the failure animation is performed in the Challenge SP animation, the revival animation described later is performed, and the final displayed result is announced as "Big Win."
[0340] (Battle SP sequence) In this embodiment, among the variation patterns accompanied by a super reach, the variation patterns "SP-B Miss," "SP-B1 Big Win," and "SP-B2 Big Win" are performed, and after the reach state is established, a super reach is performed, in which ally character A and enemy character X battle to announce whether or not a "Big Win" has been achieved (hereinafter referred to as "Battle SP Performance" or "Battle SP" as appropriate) (see Figure 9-27(6)).
[0341] Here, if the variation pattern is "SP-B Miss," an animation is performed in which ally character A is defeated by enemy character X (defeat animation), and the final displayed result is reported as "Miss." On the other hand, if the variation pattern is "SP-B1 Jackpot," an animation is performed in which ally character A is defeated by enemy character X (victory animation) (see Figures 9-34 to 9-37), and the final displayed result is reported as "Jackpot." Furthermore, if the variation pattern is "SP-B2 Jackpot," after the defeat animation is performed in the Battle SP animation, the revival animation described later is performed, and the final displayed result is reported as "Jackpot." Hereafter, such variation patterns will be referred to as "Variation patterns with "SP-B"," "Variation patterns with Battle SP," etc., as appropriate.
[0342] (Story Special Production) In this embodiment, among the variation patterns accompanied by a super reach, the variation patterns of "SP-C Miss," "SP-C1 Big Win," and "SP-C2 Big Win" are performed, and after the reach state is established, a super reach is performed, which develops into a super reach and displays a story video related to ally character A to indicate whether or not a "Big Win" has been achieved (hereinafter referred to as "Story SP Performance" or "Story SP" as appropriate) (see Figure 9-27(8)).
[0343] Here, if the variation pattern is "SP-C Miss," an animation (incomplete animation) is performed in which the story video related to ally character A is cut short, and the final displayed result is reported as "Miss." On the other hand, if the variation pattern is "SP-C1 Big Win," an animation (achievement animation) is performed in which the story video related to ally character A is displayed to completion (see Figures 9-38 to 9-41), and the final displayed result is reported as "Big Win." Furthermore, if the variation pattern is "SP-C2 Big Win," after the incomplete animation is performed in the story SP animation, the revival animation described later is performed, and the final displayed result is reported as "Big Win." Hereafter, such variation patterns will be referred to as "Variation patterns with "SP-C"," "Variation patterns with story SP," etc., as appropriate.
[0344] Figure 9-4 is the variation pattern determination table in normal mode. As shown in Figure 9-4(A), in the variation pattern determination table for [misses] in normal mode, the variation patterns are assigned as follows: from 1 to 900, within the range of MR3 determination values from 1 to 997, 1 to 900 is "non-reach miss", from 901 to 950 is "normal reach miss", from 951 to 970 is "SP-A miss", from 971 to 990 is "SP-B miss", and from 991 to 997 is "SP-C miss".
[0345] Furthermore, as shown in Figure 9-4(B), in the [jackpot] variation pattern determination table in normal mode, the range of MR3 determination values from 1 to 997 is assigned to each variation pattern as follows: 1 to 50 for "normal reach jackpot", 51 to 185 for "SP-A1 jackpot", 186 to 200 for "SP-A2 jackpot", 201 to 470 for "SP-B1 jackpot", 471 to 500 for "SP-B2 jackpot", 501 to 950 for "SP-C1 jackpot", and 951 to 997 for "SP-C2 jackpot".
[0346] As shown in Figure 9-4, when the display result is "miss," the percentage of variation patterns accompanied by a super reach in which a variation pattern accompanied by "SP-A" is selected is (970-951+1) / 997 = approximately 2%, the percentage of variation patterns accompanied by "SP-B" (in this example, "SP-B miss") is selected is (990-971+1) / 997 = approximately 2%, and the percentage of variation patterns accompanied by "SP-C" (in this example, "SP-C miss") is selected is (997-991+1) / 997 = approximately 0.7%.
[0347] On the other hand, when the displayed result is "Big Win", the proportion of variation patterns accompanied by a Super Reach in which a variation pattern accompanied by "SP-A" is selected is {(185-51+1)+(200-186+1)} / 997 = approximately 15%, the proportion of variation patterns accompanied by "SP-B" (in this example, "SP-B1 Big Win" and "SP-B2 Big Win") is selected is {(470-201+1)+(500-471+1)} / 997 = approximately 30%, and the proportion of variation patterns accompanied by "SP-C" (in this example, "SP-C1 Big Win" and "SP-C2 Big Win") is selected is {(950-501+1)+(997-951+1)} / 997 = approximately 50%.
[0348] Thus, when the displayed result is a "miss," the execution rate of the variation patterns accompanied by a super reach is allocated in the following relationship: variation patterns accompanied by "SP-C" (approximately 0.7%) < variation patterns accompanied by "SP-B" (approximately 2%) = variation patterns accompanied by "SP-A" (approximately 2%). Also, when the displayed result is a "jackpot," the execution rate of the variation patterns accompanied by a super reach is allocated in the following relationship: variation patterns accompanied by "SP-A" (approximately 15%) < variation patterns accompanied by "SP-B" (approximately 30%) < variation patterns accompanied by "SP-C" (approximately 50%).
[0349] In other words, when various super reach variations are performed, the ratio of "miss" to "jackpot" (jackpot occurrence rate = jackpot / (miss + jackpot)) is 2(%):15(%) = 1:7.5 (88%) when the variation pattern with "SP-A" is performed, 2(%):30(%) = 1:15 (93%) when the variation pattern with "SP-B" is performed, and 0.7(%):50(%) = 1:70 (98%) when the variation pattern with "SP-C" is performed.
[0350] Therefore, when various super reach variations are executed, the probability of a big win increases in the following order: variation pattern with "SP-A" < variation pattern with "SP-B" < variation pattern with "SP-C". In other words, the expectation of a big win increases in the following order: variation pattern with Battle SP < variation pattern with Challenge SP < variation pattern with Story SP.
[0351] <Powerful RUSH Mode Variation Patterns> In the [miss] variation pattern judgment table when the performance mode is Powerful RUSH mode, a predetermined random value is assigned as the judgment value for the variation pattern MR3, which is within the range that it can take, for the variation patterns of "non-reach miss", "normal reach miss", "SP-X miss", and "SP-Y miss".
[0352] In the [Big Win] variation pattern determination table, a predetermined random value is assigned as the determination value for the variation patterns of "Normal Reach Big Win", "SP-X Big Win", and "SP-Y Big Win", from within the range that the random value MR3 for variation pattern determination can take.
[0353] The variation patterns for "non-reach miss," "normal reach miss," and "normal reach jackpot" are the same as those explained in the variation patterns for normal mode, so we will omit the explanation here.
[0354] <A miss / jackpot accompanied by a super reach> In this embodiment, in the variation patterns accompanied by a super reach ("SP-X miss", "SP-Y miss", "SP-X jackpot", "SP-Y jackpot"), a super reach animation is performed to announce whether or not a "jackpot" has been won, and the final displayed result is confirmed and stopped. The variation patterns for "SP-Y miss" and "SP-Y jackpot" are the same as the variation patterns for "SP-B miss" and "SP-B1 jackpot" described above, so their explanation is omitted here.
[0355] (Extermination SP production) In this embodiment, in the variation patterns of "SP-X Miss" and "SP-X Big Win" among the variation patterns accompanied by a Super Reach, after the Reach state is established, a combination of decorative symbols indicating that the variation display result is a "Miss" is temporarily stopped and displayed (temporary miss notification), and then a Super Reach is performed, in which an attack is carried out to annihilate a group of enemy character Y (hereinafter referred to as "enemy character Y group"), and a Super Reach performance (hereinafter referred to as "annihilation SP performance") is executed to notify whether or not a "Big Win" has been achieved (see Figure 9-68).
[0356] If the variation pattern is "SP-X Miss," an animation in which the enemy character Y group remains (remaining animation) is performed (see Figure 9-68(3A)), and the final displayed result is reported as "Miss." On the other hand, if the variation pattern is "SP-X Jackpot," an animation in which the enemy character Y is annihilated (annihilation animation) is performed (see Figure 9-68(3B)), and the final displayed result is reported as "Jackpot."
[0357] Figure 9-5 is the variation pattern determination table in Powerful RUSH mode. As shown in Figure 9-5(A), in the variation pattern determination table for misses in Powerful RUSH mode, the variation patterns are assigned as follows: 1 to 950 from the range of MR3 determination values 1 to 997 are "non-reach miss", 951 to 980 are "normal reach miss", 981 to 985 are "SP-X miss", and 986 to 997 are "SP-Y miss".
[0358] Furthermore, as shown in Figure 9-5(B), in the [jackpot] variation pattern judgment table in Powerful RUSH mode, the variation patterns are assigned as follows: 1 to 500 from the range of MR3 judgment values 1 to 997 are "normal reach jackpot", 501 to 600 are "SP-X jackpot", and 601 to 997 are "SP-Y jackpot".
[0359] [Scratch processing for sound effects] In this embodiment, it is possible to play and output performance sounds (music, dialogue, sound effects, error notification sounds, etc.) from speakers 8L and 8R. In this embodiment, it is possible to perform special processing (referred to as "scratch processing" in this example) on a portion of the performance sounds and then play them back. Scratching is a technique that generates special sounds (hereinafter referred to as "scratch sounds") by forcibly moving an analog record by hand while it is playing on a turntable, thereby drastically changing the playback speed. Scratch processing is a process that simulates performance sounds similar to the scratch sounds of an analog record by using sound data (for example, waveform data such as a Wave file) from the memory unit of the sound control board, rather than using an analog record. Hereinafter, scratch processing will be referred to as "scratch processing".
[0360] In this embodiment, the scratching process generates a simulated scratching sound by continuously playing the same sound data (hereinafter referred to as "scratch sound data") at short intervals.
[0361] The scratch sound data is sound data that includes one or more sounds (such as dialogue sounds, sound effects, or musical sounds), and is composed of the first sound (one or more sounds) of words related to the various effects that appear in this gaming machine. In this embodiment, the scratch sound data is sound data that includes one sound (such as dialogue sounds, sound effects, or musical sounds), and is composed of the first sound of the first letter of words related to the various effects that appear in this gaming machine.
[0362] For example, it is possible to perform a scratch process on the sound data corresponding to the first letter (first sound) "Bu" of the word "V Stock," which is related to the V Stock effect described later. Also, it is possible to perform a scratch process on the sound data corresponding to the first letter (first sound) "We" of the word "Welcome," which is part of the lyrics of song X, one of the songs played during the jackpot game described later.
[0363] In this embodiment, scratch processing is not performed on sound data of words where the sound of the first letter of the word (first sound) and the same sound (second sound onwards) are repeated multiple times or more. For example, scratch processing is not performed on the sound data corresponding to the first letter (first sound) "o" of the word "ooatari" (big hit). If scratch processing were performed on the sound data corresponding to the first letter (first sound) "o" of the word "ooatari", it could confuse the player as to whether the first sound "o" or the second sound "o" is being scratched and output, and this is prevented.
[0364] Furthermore, the scratch process may be performed on any word in which the sound of the first letter of the word (first sound) and the same sound (second sound onwards) are repeated multiple times, not limited to the above embodiment. For example, the scratch process may be performed on the sound data corresponding to the first letter (first sound) "o" of the word "ooatari" (big hit), and after playing and outputting "o" four times in a row, the second sound "o" may be played and output.
[0365] In this embodiment, the sound effect (sound data) may consist of a first sound effect (first sound data) and a second sound effect (second sound data) that is played back after the first sound effect. In this embodiment, the number of sounds included in the first sound effect is less than the number of sounds included in the second sound effect. For example, the sound data corresponding to the word "V-stock" consists of a first sound data corresponding to the initial "bu" (1 sound) and a second sound data corresponding to the second and subsequent letters "i-stock" (4 sounds). In this case, it is possible to perform a scratch process on the first sound effect "bu" and play it back, and then play back the second sound effect "i-stock" without performing a scratch process.
[0366] In this embodiment, the number of consecutive occurrences of the same sound data (scratch sound data) in the scratch process is set to two or more. For example, depending on which effect is executed in the scratch process, the number of consecutive occurrences of the scratch sound data may be set to two or four.
[0367] In this embodiment, the scratch sound data may be played back at any interval. For example, if the scratch sound data is played back four times consecutively (i.e., there are three intervals between playback), the scratch sound data may be played back at 0-second intervals all three times, at 1-second intervals all three times, at 1-second intervals the first time, at 2-second intervals the second time, and at 3-second intervals the third time, or at 3-second intervals the first time, at 2-second intervals the second time, and at 1-second intervals the third time. Hereafter, the playback interval of the scratch sound data will be referred to as the "scratch interval".
[0368] In this way, by playing scratch sound data continuously at short intervals, it is possible to create an effect (refrain effect) that leaves the player with an impression and memory of the sound effect when the scratching process is performed, thereby improving the effect of the sound effect. Furthermore, the more consecutive times the scratch sound data is played, the stronger the refrain effect becomes.
[0369] It should be noted that the sound data on which the scratching process is performed is not limited to the above embodiment, and may consist of two or more sounds. For example, the sound data corresponding to the "V" in the (first and second sounds) of "V Stock" may be subjected to scratching and output, and then the "Stock" may be played back without performing scratching.
[0370] [Example of playback output of sound effects processed with scratching] Figure 9-6(A) shows a specific example of a sound effect type table in this embodiment. The sound effect type table is a storage area for playing sound data and is provided in the storage unit of the sound control board.
[0371] As shown in Figure 9-6(A), the sound effect type stored corresponds to the word "powerful," and this sound effect consists of a first sound effect corresponding to the initial letter "pa" and a second sound effect corresponding to the second letter and subsequent letters "waffle."
[0372] Figure 9-6(B) is an explanatory diagram showing an example of playback output when the sound effects are output from speakers 8L and 8R in this embodiment.
[0373] Figure 9-6(B1) is an explanatory diagram showing an example of playback output when the sound effect, in which scratch processing is not performed, is output from speakers 8L and 8R in this embodiment.
[0374] As shown in Figure 9-6(B1), the performance control CPU 120 plays the performance sound "powerful" from speakers 8L and 8R without performing scratch processing. At this time, the performance control CPU 120 plays the first performance sound "pa" from speakers 8L and 8R and the second performance sound "wafuru" from speakers 8L and 8R without performing scratch processing.
[0375] Figure 9-6(B2) is an explanatory diagram showing an example of playback output when the sound effect, after scratch processing has been performed in this embodiment, is output from speakers 8L and 8R.
[0376] As shown in Figure 9-6(B2), the performance control CPU 120 performs a scratch process and outputs the performance sound "Powerful" from speakers 8L and 8R. At this time, the performance control CPU 120 performs a scratch process and outputs the first performance sound "Pa" four times in a row from speakers 8L and 8R, and outputs the first performance sound and the second performance sound "Powerful" from speakers 8L and 8R.
[0377] Furthermore, when the sound effect is scratched and played back, other effects devices may also perform effects in conjunction. For example, when the scratch process is performed and the first sound effect "Pa" is played back four times in a row from speakers 8L and 8R, the game effect lamp 9 may be illuminated (flashed) in time with the playback output timing of the first sound effect. Also, when the scratch process is performed and the first sound effect "Pa" is played back four times in a row from speakers 8L and 8R, the light guide plate provided on the image display device 5 may be illuminated (flashed) in time with the playback output timing of the first sound effect. Also, when the scratch process is performed and the first sound effect "Pa" is played back four times in a row from speakers 8L and 8R, the stick controller 31A may be vibrated in time with the playback output timing of the first sound effect.
[0378] [Sound impact] In this embodiment, "sound impact" refers to the force at which the sound playback output begins (hereinafter referred to as "start" or "initial rise" as appropriate). Hereafter, it will be referred to as "impact" as appropriate. Figures 9-7(1) to (3) show graphs with time on the horizontal axis and output volume (%) on the vertical axis.
[0379] As shown in Figure 9-7(1), the impact occurs when the audio output volume rises from its minimum value (0%) to its maximum value (100%). Hereafter, the difference between the maximum and minimum values of the audio output volume will be referred to as the "absolute output value." The period during which the audio output volume rises from its minimum value (0%) to its maximum value (100%) will be called the "impact time," and in this example, the impact time is the period from t0 to t1.
[0380] <Intensity of sound impact> In this embodiment, the impact is IM = Absolute Output Value / Impact Time ... (Equation 1) Based on the IM value calculated using the formula (hereinafter referred to as "impact value"), it is possible to determine the strength of the impact. A larger impact value indicates a stronger impact, while a smaller impact value indicates a weaker impact. In other words, the impact value is the same as the slope (gradient) of the graph shown in Figure 9-7.
[0381] As shown in equation (1), the larger the absolute value of the output, the greater the impact value, and the smaller the absolute value of the output, the smaller the impact value (not shown). For example, when the impact time is constant, the impact value is greater when the absolute value of the output: maximum value (100%) - minimum value (0%) = 100 than when the absolute value of the output: maximum value (50%) - minimum value (0%) = 50.
[0382] Furthermore, as shown in equation (1), the smaller the impact time, the larger the impact value (see Figure 9-7(2A)), and the larger the impact time, the smaller the impact value (see Figure 9-7(2B)). For example, when the absolute value of the output is constant, the impact value is larger when the impact time tb(1)-t0(0)=1 than when the impact time ta(10)-t0(0)=10.
[0383] Furthermore, the stronger the impact (the higher the impact value), the more powerful and energetic the voice will sound, while the weaker the impact (the lower the impact value), the more gentle and mellow the voice will sound.
[0384] [Table of Sound Effects by Type] Figures 9-8 and 9-9 are explanatory diagrams illustrating specific examples of the sound effect type table in this embodiment. The sound effect type table is a storage area for playing sound data and is provided in the storage unit of the sound control board. Figures 9-8 and 9-9 include "CH", "Sound Effect Type", "Sound Effect Configuration", "Playback Output Content", "Impact Strength", and "Related Effects, Related States". Various effects and effects modes that are not described in detail in the explanation of Figures 9-8 and 9-9 will be described later.
[0385] As shown in Figures 9-8 and 9-9, the sound effect type table consists of 42 channels, from "CH01" to "CH42".
[0386] Here, the sound data for the sound effects output by speakers 8L and 8R includes "stereo data," which has a relatively large data size, and "monaural data," which has a relatively small data size. In this example, the music is "stereo data," while the sound effects other than the music (dialogue sounds, sound effects, error notification sounds) are "monaural data."
[0387] Furthermore, in the audio playback area, a "pair channel" may or may not be formed by two consecutive channels for storing "stereo data". In this case, "monaural data" is stored in one of the channels of this "pair channel".
[0388] <Sound effects related to the performance> In this embodiment, the sound data for the sound effects (effect sounds) is set to be played back on one of the channels "CH01" to "CH40". The sound data for the effect sounds is stored on the designated channel from "CH01" to "CH40" when it is time to play back the effect sounds, and is deleted from that channel when playback is finished.
[0389] "CH01" stores the following: Sound effect type: "Song A", Sound effect composition: "Song data A", Playback output content: "Vocal sound A", "Accompaniment sound A", Impact strength: "Weak", Related effects, Related states: "Powerful RUSH BGM", "Big win round BGM" (selectable song when not V stock).
[0390] "CH02" stores the following: Sound effect type: "Song B", Sound effect composition: "Song data B", Playback output content: "Vocal sound B", "Accompaniment sound B", Impact strength: "Weak", Related effects, Related states: "Powerful RUSH BGM", "Big win round BGM" (selectable song when not V stock).
[0391] "CH03" stores the following: Sound effect type: "Song C", Sound effect composition: "Song data C", Playback output content: "Vocal sound C", "Accompaniment sound C", Impact strength: "Weak", Related effects, Related states: "Powerful RUSH BGM", "Big win round BGM" (selectable song when not V stock).
[0392] "CH04" stores the following information: Sound effect type: "Song X", Sound effect composition: "Song data X1", Playback output content: "Vocal sound X1", "Accompaniment sound X1", Impact intensity: "Strong", Related effects, Related states: "Powerful RUSH BGM", "Big win round BGM" (selectable song when V stock is active).
[0393] "CH05" stores the following information: Sound effect type: "Song X", Sound effect composition: "Song data X2", Playback output content: "Vocal sound X2", "Accompaniment sound X2", Impact strength: "Weak", Related effects, Related states: "Powerful RUSH BGM", "Big win round BGM" (selectable song when V stock is active).
[0394] "CH06" stores the following: Sound effect type: "Sound effect A "V-stock"", Sound effect composition: "First sound effect A" (First sound effect A1: corresponds to 10R jackpot, First sound effect A2: corresponds to 3R jackpot), Playback output content: "First dialogue sound A "Bu", "First sound effect A" (First sound effect A1, First sound effect A2), Impact strength: "Strong", Related effects, Related states: "First V-stock effect".
[0395] "CH07" stores the following: Sound effect type: "Sound effect A "V-stock"", Sound effect composition: "Second sound effect A" (Second sound effect A1: corresponds to 10R jackpot, Second sound effect A2: corresponds to 3R jackpot), Playback output content: "Second dialogue sound A "V-stock", "Second sound effect A" (Second sound effect A1, Second sound effect A2), Impact strength: "Weak", Related effects, Related states: "First V-stock effect".
[0396] "CH08" stores the following information: Sound effect type: "Sound effect B", Playback output content: "Sound effect B", Impact intensity: "Strong", Related effect, Related state: "CU effect (First movable body effect)".
[0397] "CH09" stores the following: Sound effect type: "Sound effect C1 'Complete'", Sound effect composition: "First sound effect C1", Playback output content: "First dialogue sound C1 'Ko' (Character B voice)", "First sound effect C", Impact strength: "Strong", Related effects, Related state: "First normal jackpot notification effect".
[0398] "CH10" stores the following: Sound effect type: "Sound effect C1 'Complete'", Sound effect composition: "Second sound effect C1", Playback output content: "Second dialogue sound C1 'Complete' (Character B voice)", "Second sound effect C", Impact strength: "Weak", Related effects, Related state: "First normal jackpot notification effect".
[0399] "CH11" stores the following: Sound effect type: "Sound effect C2 "Victory"", Sound effect composition: "First sound effect C2", Playback output content: "First dialogue sound C2 "Vi" (Character A voice)", "First sound effect C", Impact strength: "Strong", Related effects, Related states: "Second normal jackpot notification effect (Second movable body effect)".
[0400] "CH12" stores the following: Sound effect type: "Sound effect C2 "Victory"", Sound effect composition: "Second sound effect C2", Playback output content: "Second dialogue sound C2 "Victory" (Character A voice)", "Second sound effect C", Impact strength: "Weak", Related effects, Related states: "Second normal jackpot notification effect (Second movable body effect)".
[0401] "CH13" stores the following: Sound effect type: "Sound effect C3 "Congratulations"", Sound effect composition: "First sound effect C3", Playback output content: "First dialogue sound C3 "Ko" (Character A voice)", "First sound effect C", Impact strength: "Strong", Related effects, Related states: "Third normal jackpot notification effect (Third movable body effect)".
[0402] "CH14" stores the following: Sound effect type: "Sound effect C3 "Congratulations"", Sound effect composition: "2nd Sound effect C3", Playback output content: "2nd Dialogue Sound C3 "Congratulations" (Character A voice)", "2nd Sound Effect C", Impact strength: "Weak", Related effects, Related states: "3rd Normal Big Win Notification Effects (3rd Movable Body Effects)".
[0403] CH15 stores the following: Sound effect type: "Sound effect D1 "Victory"", Sound effect composition: "First sound effect D1", Playback output content: "First dialogue sound D1 "Vi" (Character A voice)", "First sound effect D", Impact strength: "Strong", Related effects, Related states: "First right-hand play jackpot notification effect", "First right-hand play special jackpot notification effect" (Powerful RUSH: Yumeyume mode).
[0404] CH16 stores the following: Sound effect type: "Sound effect D1 "Victory"", Sound effect composition: "Second sound effect D1", Playback output content: "Second dialogue sound D1 "Victory" (Character A voice)", "Second sound effect D", Impact strength: "Weak", Related effects, Related states: "First right-hand play jackpot notification effect", "First right-hand play special jackpot notification effect" (Powerful RUSH: Yumeyume Mode).
[0405] "CH17" has the following stored information: Sound effect type: "Sound effect D2 "Victory"", Sound effect composition: "First sound effect D2", Playback output content: "First dialogue sound D2 "Vi" (Character B voice)", "First sound effect D", Impact strength: "Strong", Related effects, Related states: "Second right-hand play jackpot notification effect", "Second right-hand play special jackpot notification effect" (Powerful RUSH: Nana Mode).
[0406] "CH18" has the following stored information: Sound effect type: "Sound effect D2 "Victory"", Sound effect composition: "Second sound effect D2", Playback output content: "Second dialogue sound D2 "Victory" (Character B voice)", "Second sound effect D", Impact strength: "Weak", Related effects, Related states: "Second right-hand play jackpot notification effect", "Second right-hand play special jackpot notification effect" (Powerful RUSH: Nana Mode).
[0407] CH19 stores the following: Sound effect type: "Sound effect D3 "Victory"", Sound effect composition: "First sound effect D3", Playback output content: "First dialogue sound D3 "Vi" (Character C voice)", "First sound effect D", Impact strength: "Strong", Related effects, Related states: "Third right-hand play jackpot notification effect", "Third right-hand play special jackpot notification effect" (Powerful RUSH: Jam Mode).
[0408] CH20 stores the following: Sound effect type: "Sound effect D3 "Victory"", Sound effect composition: "2nd Sound effect D3", Playback output content: "2nd Dialogue Sound D3 "Victory" (Character C voice)", "2nd Sound Effect D", Impact strength: "Weak", Related effects, Related states: "3rd Right-Handed Jackpot Notification Effect", "3rd Right-Handed Special Jackpot Notification Effect" (Powerful RUSH: Jam Mode).
[0409] "CH21" stores the following information: Sound effect type: "Sound effect EA "Ready, Go"", Sound effect composition: "First sound effect E", Playback output content: "First dialogue sound E "Ready", "First sound effect E", Impact strength: "Weak", Related effects, Related states: "Pre-change effect: Success pattern".
[0410] "CH22" stores the following information: Sound effect type: "Sound effect EA "Ready Go"", Sound effect composition: "Second sound effect EA", Playback output content: "Second dialogue sound EA "Go", "Second sound effect EA", Impact strength: "Strong", Related effects, Related states: "Pre-change effect: Success pattern".
[0411] "CH23" stores the following information: Sound effect type: "Sound effect EA 'Ready Go'", Sound effect composition: "3rd Sound effect EA", Playback output content: "3rd Dialogue Sound EA 'Go'", "3rd Sound Effect EA", Impact strength: "Weak", Related effects, Related states: "Pre-change effect: Success pattern".
[0412] "CH24" stores the following information: Sound effect type: "Sound effect EB "Lady..."", Sound effect composition: "First sound effect E", Playback output content: "First line sound E "Lady", "First sound effect E", Impact strength: "Weak", Related effects, Related states: "Pre-change effect: Failure pattern".
[0413] "CH25" stores the following information: Sound effect type: "Sound effect EB 'Lady...'", Sound effect composition: "Second sound effect EB", Playback output content: "Second sound effect EB", Impact strength: "Weak", Related effects, Related states: "Pre-change effect: Failure pattern".
[0414] "CH26" stores the following information: Sound effect type: "Sound effect F "3-2-1 Start"", Sound effect composition: "First sound effect F1", Playback output content: "First dialogue sound F1 "1 (One)", "First sound effect F1", Impact strength: "Weak", Related effects, Related states: "Time reduction entry effect".
[0415] CH27 stores the following information: Sound effect type: "Sound effect F "3-2-1 Start"", Sound effect composition: "First sound effect F2", Playback output content: "First dialogue sound F2 "2 (two)", "First sound effect F2", Impact strength: "Weak", Related effects, Related states: "Time reduction entry effect".
[0416] "CH28" stores the following information: Sound effect type: "Sound effect F "3-2-1 Start"", Sound effect composition: "First sound effect F3", Playback output content: "First dialogue sound F3 "3 (Three)", "First sound effect F3", Impact strength: "Weak", Related effects, Related states: "Time reduction entry effect".
[0417] "CH29" stores the following: Sound effect type: "Sound effect F "3-2-1 Start"", Sound effect composition: "Second Sound effect F", Playback output content: "Second Dialogue Sound F "S", "Second Sound Effect F", Impact strength: "Strong", Related effect, Related state: "Time-saving mode entry effect".
[0418] "CH30" stores the following information: Sound effect type: "Sound effect F "3-2-1 Start"", Sound effect composition: "3rd Sound Effect F", Playback output content: "3rd Dialogue Sound F "Start"", "3rd Sound Effect F", Impact strength: "Weak", Related effects, Related states: "Time-saving mode entry effect".
[0419] "CH31" stores the following information: Sound effect type: "Sound effect G 'Powerful'", Sound effect composition: "First sound effect G", Playback output content: "First dialogue sound G 'Pa'", "First sound effect G", Impact strength: "Strong", Related effects, Related state: "Story SP development effect".
[0420] "CH32" stores the following: Sound effect type: "Sound effect G 'Powerful'", Sound effect composition: "Second sound effect G", Playback output content: "Second dialogue sound G 'Waffle'", "Second sound effect G", Impact strength: "Weak", Related effects, Related state: "Story SP development effect".
[0421] "CH33" stores the following information: Sound effect type: "Sound effect H 'Take that!'", Playback output content: "Dialogue sound H 'Take that!'", "Sound effect H", Impact strength: "Strong", Related effects, Related state: "When the control panel is operated during Annihilation SP".
[0422] "CH34" stores the following information: Sound effect type: "Sound effect I1 'Press'", Playback output content: "Dialogue sound I1 'Press' (Character A's voice)", "Sound effect I1", Impact intensity: "Strong", Related effects, Related status: "Operation prompt display".
[0423] "CH35" stores the following information: Sound effect type: "Sound effect I2 'Press'", Playback output content: "Dialogue sound I2 'Press' (Character B voice)", "Sound effect I2", Impact strength: "Strong", Related effects, Related status: "Operation prompt display".
[0424] "CH36" stores the following information: Sound effect type: "Sound effect I3 'Press'", Playback output content: "Dialogue sound I3 'Press' (Character C voice)", "Sound effect I3", Impact strength: "Strong", Related effects, Related status: "Operation prompt display".
[0425] "CH37" stores the following: Sound effect type: "Sound effect I4 'Press'", Playback output content: "Dialogue sound I4 'Press' (voices of three characters: Character A, Character B, and Character C)", "Sound effect I4", Impact strength: "Strong", Related effects, Related status: "Operation prompt display".
[0426] "CH38" stores the following information: Sound effect type: "Sound effect J "Fever"", Sound effect composition: "First sound effect J", Playback output content: "First dialogue sound J "Fi"", "First sound effect J", Impact strength: "Strong", Related effect, Related state: "Revival effect".
[0427] "CH39" stores the following information: Sound effect type: "Sound effect J "Fever"", Sound effect composition: "Second Sound effect J", Playback output content: "Second Dialogue Sound J "(Fever)", "Second Sound Effect J", Impact strength: "Weak", Related effect, Related state: "Revival effect".
[0428] CH40 stores the following information: sound effect type: "Sound Effect K", playback output content: "Sound Effect K", impact strength: "Strong", related effects, and related state: "Premium Effects". In this embodiment, during the reel spinning display, it is possible to execute a premium effects that notify that the display result is a "jackpot" at times when it should not normally be notified (such as at the start of the spinning or when a reach is established).
[0429] <Error alert sound> The error notification sounds in this embodiment include an abnormal prize entry error sound and a magnetic detection error sound. The abnormal prize entry error sound (error notification sound A) is an error sound detected when a game ball enters a prize at a time other than a predetermined time, such as when the special variable prize ball device 7 having a large prize opening is opened. The magnetic detection error sound (error notification sound B) is an error sound detected when a magnetic detection sensor connected to the main board 11 detects a magnetic force exceeding a predetermined value.
[0430] Here, error notification sounds have a higher priority in informing the player compared to other sound effects such as music. Therefore, in this embodiment, as shown in Figure 9-9, "CH41" and "CH42" are reserved as fixed channels for playing each error notification sound.
[0431] "CH41" stores the following information: Sound effect type: "Error notification sound A", Playback output content: "Error sound effect A", Impact strength: "Strong", Related effect, Related state: "Abnormal win".
[0432] "CH42" stores the following information: Sound effect type: "Error notification sound B", Playback output content: "Error sound effect B", Impact intensity: "Strong", Related effect, Related state: "Magnetic detection".
[0433] If any of these errors are detected, a channel specific to that error notification sound is specified based on the command to play the error notification sound for that error, and the monaural data of the error notification sound is played back on that specified channel.
[0434] Furthermore, in the audio playback area shown in Figures 9-8 and 9-9, each channel from "CH01" to "CH42" has settings for "basic volume," "channel setting ratio," "volume value," and "output volume."
[0435] The "basic volume" is a value that indicates the loudness of the sound data itself. The basic volume can be set according to the priority of what should be communicated to the player. In this example, the basic volume can be set between "1" and "5". The higher the basic volume value, the higher the sound pressure level of the output sound (the output sound is emphasized).
[0436] As shown in Figures 9-8 and 9-9, the base volume differs depending on the type of sound effect. Specifically, "Error notification sound A (abnormal winning)" and "Error notification sound B (magnetic detection)" have a base volume of "5," which is the maximum. On the other hand, the sound data for sound effects related to the game's performance has a base volume of "4" or lower ("3" or "4"). This is because sound effects are less likely to be directly related to fraudulent activity by the player compared to abnormal winning errors and magnetic detection errors, and therefore have a lower priority for notifying the player.
[0437] Furthermore, the base volume of the sound data for the sound effects differs depending on the type of sound effect. In this example, the sound effects related to the songs "CH01" to "CH05" have a base volume of "3". On the other hand, the sound effects related to non-song effects "CH06" to "CH40" have a base volume of "4".
[0438] Furthermore, the format is not limited to this; multiple base volume levels may be set for the sound data of the sound effects.
[0439] For example, the base volume of the sound effect A, [First Sound Effect A] "bu," can be set to "1," "2," "3," or "4." When [First Sound Effect A] is played back four times in a row with scratch processing, the base volume may increase with each subsequent output, such as the first [First Sound Effect A] (base volume: 1), the second [First Sound Effect A] (base volume: 2), the third [First Sound Effect A] (base volume: 3), and the fourth [First Sound Effect A] (base volume: 4). Alternatively, the base volume may decrease with each subsequent output, such as the first [First Sound Effect A] (base volume: 4), the second [First Sound Effect A] (base volume: 3), the third [First Sound Effect A] (base volume: 2), and the fourth [First Sound Effect A] (base volume: 1).
[0440] Furthermore, this can also be applied to sound effects related to the music. For example, the base volume of [Music Data X1] for song X can be set to "1", "2", "3", or "4". When [Music Data X1] is played and output four times in a row with scratch processing, the base volume may increase with each output, such as the first [Music Data X1] (base volume: 1), the second [Music Data X1] (base volume: 2), the third [Music Data X1] (base volume: 3), and the fourth [Music Data X1] (base volume: 4). Alternatively, the base volume may decrease with each output, such as the first [Music Data X1] (base volume: 4), the second [Music Data X1] (base volume: 3), the third [Music Data X1] (base volume: 2), and the fourth [Music Data X1] (base volume: 1).
[0441] The "Channel Setting Ratio" is the volume value assigned to each channel. For each channel, the Channel Setting Ratio can be set between "1" (maximum volume, which is 100% of the reference output volume) and "0" (total mute, which is 0%).
[0442] The "volume value" is the upper limit of the volume that can be output by the pachinko game machine 1. In this example, the master volume can be set between "1" and "5". This volume value can be set to any value by the player by performing a predetermined operation (for example, by operating the up or down buttons on the performance key provided on the pachinko game machine 1).
[0443] "Output volume" refers to the volume of sound output from speakers 8L and 8R. The output volume is determined based on the "basic volume," "channel setting ratio," and "volume value" of the sound data. The output volume is a numerical value obtained by multiplying the "basic volume," "channel setting ratio," and "volume value." In this example, the output volume can be set between "0" and "25."
[0444] As shown in Figure 9-9, high-priority error alert sounds that should be notified to the player are played back on fixed channels "CH41" and "CH42". Unlike other channels ("CH01" to "CH40"), these fixed channels "CH41" and "CH42" play back at a fixed maximum volume of "5". Specifically, "CH41" and "CH42" do not accept any predetermined operations by the player (for example, operating the up or down buttons on the performance keys provided on the pachinko machine 1), and the volume value is always fixed at the maximum value of "5".
[0445] <Fade, Mute> Next, we will explain the fade (fade out, fade in) and mute functions, which are processes that change the "output volume." These fade-out, fade-in, and mute functions are performed by changing the "output volume" in conjunction with changing the "channel setting ratio" shown in Figures 9-8 and 9-9.
[0446] In the fade-out process, the output volume is gradually reduced to "0" by gradually decreasing the channel setting ratio of the sound effect being played from "1 (100%)" to "0 (0%)". In the fade-in process, the output volume is gradually increased to its maximum value by gradually increasing the channel setting ratio of the sound effect being played from "0 (0%)" to "1 (100%)".
[0447] For example, it is possible to gradually decrease the channel setting ratio of the sound effect (second sound effect) that is played back after the scratched sound effect (first sound effect A) from "1 (100%)" to "0 (0%)" to fade it out.
[0448] Furthermore, when muted, the output volume of the sound effect being played is set to "0" by executing a process that sets the channel setting ratio of the sound effect being played to "0 (0%)". Note that when muted, the output volume is "0", but the sound effect itself is still being played. If an error notification sound with a high priority that should be notified to the player is being output, the other channels, "CH01" to "CH40", may all be muted.
[0449] Thus, with fade-out, the output volume of the sound effect being played decreases gradually until it reaches "0" (for example, 1 (100%) → 0.5 (50%) → 0 (0%)), whereas with mute, the output volume of the sound effect being played immediately reaches "0" (for example, 1 (100%) → 0 (0%)). In other words, mute is a control that reduces the output volume of the sound effect in a shorter time than fade-out (to 0), and is a control that reduces the output volume per unit of time more rapidly.
[0450] [Complementary color contrast] In this embodiment, when the display colors of an image displayed on the screen of the image display device 5 are complementary colors, the saturation of each display color becomes stronger, making it appear even more vivid. This phenomenon is called "complementary color contrast" (hereinafter referred to as "complementary color inversion" as appropriate). Complementary colors are colors that are located opposite each other when represented on the color wheel, as will be described later. In addition to the colors on the color wheel, this also includes black relative to white (and white relative to black).
[0451] <Hue wheel> A color wheel is a circular arrangement of hues, used as a method for systematizing color. Colors are perceived as continuously changing depending on the wavelength of light, such as red, orange, yellow, green, blue, and violet. A continuous arrangement of these colors in a circular pattern is called a color wheel.
[0452] To accurately convey colors, a regular method of representing colors is necessary. In this embodiment, this color representation system is called a color order system (color scheme), and it can be represented by a color wheel. As shown in Figure 9-10(1), the color scheme in this embodiment consists of 12 hues, which are the six basic hues (red, orange, yellow, green, blue, and purple) plus the intermediate hues of these six basic hues (red-orange, yellow-orange, yellow-green, blue-green, blue-violet, and red-violet).
[0453] In this embodiment, the colors that are complementary to a specific color on the color wheel are the colors that are opposite the specific color on the color wheel and their approximate colors (one color on each side). For example, the colors that are complementary to yellow are purple, which is opposite yellow on the color wheel, and its approximate colors (red-purple and blue-purple, which are on either side).
[0454] <Black and white> In this embodiment, white and black, which are not included in the color wheel, are also considered to be complementary colors. As shown in Figure 9-10(2), in this embodiment, the color that is complementary to white is black, and the color that is complementary to black is white.
[0455] In the above embodiment, an example was shown using complementary color contrast as a method to enhance the saturation of the display colors of the image displayed on the image display device 5 and make them appear even more vivid. However, the method is not limited to this form, and the following methods may also be used to enhance the saturation of the display colors of the image displayed on the image display device 5 and make them appear even more vivid.
[0456] • Brightness inversion Brightness inversion is a technique that reverses the brightness and darkness of the displayed colors in an image. For example, the bright parts of the displayed colors become darker, and the dark parts become brighter.
[0457] • Inverted grayscale Tone inversion is a technique that reverses the brightness and color of an image's display. For example, it can invert brightness and its complementary colors.
[0458] [Movable body] In this embodiment, a movable body YM, which is a special feature, is provided near the image display device 5 (upper center). The movable body YM operates between an initial position, a first operating position (a position in which part of the movable body overlaps with the area of the image display device 5), and a second operating position (a position in which the entire movable body overlaps with the area of the image display device 5), according to the control of the performance control board 12. Hereinafter, the first operating position and the second operating position will be referred to as "performance positions" as appropriate.
[0459] For example, the movable body YM may move from the initial position to the first operating position and back to the initial position, or from the initial position to the second operating position and back to the initial position, or from the initial position to the first operating position and back to the second operating position and back to the initial position, or from the second operating position to the first operating position and back to the initial position.
[0460] In this embodiment, as shown in Figure 9-11(1), when the movable body YM is in its initial position, the movable body YM is not positioned in front of the image display device 5. In other words, in this embodiment, when the movable body YM is in its initial position, it does not overlap with the area of the image display device 5, and the configuration does not affect the visibility of the image displayed on the screen of the image display device 5.
[0461] On the other hand, during the process of the movable body YM moving from its initial position to the performance position (first operation position, second operation position), and when the movable body YM is in the performance position, the movable body YM is positioned in front of the image display device 5. In other words, in this embodiment, during the process of the movable body YM moving from its initial position to the performance position, and when the movable body YM is in the performance position, it overlaps with the area of the image display device 5, affecting the visibility of the image displayed on the screen of the image display device 5.
[0462] As shown in Figure 9-11(2), during the process of the movable body YM moving from the initial position to the first operating position, and when the movable body YM is in the first operating position, the movable body YM overlaps with the upper central area of the screen of the image display device 5, affecting the visibility of part of the image displayed on the screen of the image display device 5.
[0463] Furthermore, as shown in Figure 9-11(3), during the process of the movable body YM moving from the initial position to the second operating position, and when the movable body YM is in the second operating position, the movable body YM overlaps with the center of the screen of the image display device 5, affecting the visibility of part of the image displayed on the screen of the image display device 5.
[0464] In this embodiment, when a CU (Chance Up) animation that suggests a high probability of winning a jackpot or a jackpot notification animation that announces a jackpot is performed during Battle SP, the movable body YM moves to the animation position.
[0465] Furthermore, in this embodiment, the movable body YM has a regular hexagonal shape that includes a design modeled after ally character A. This ally character A of the movable body YM is the same character that appears in the super reach sequence (in this example, the battle SP sequence and the story SP sequence).
[0466] [Game Flow] Next, the game flow in this embodiment will be explained. In this example, the performance mode when the game state is controlled to the normal state (low probability / low base state) and the first and second flags, which will be described later, are not set is defined as [Normal Mode]. The performance mode when the game state is controlled to either the time-saving state (low probability / high base state) or the normal state (low probability / low base state) and the first flag, which will be described later, is set is defined as [Challenge Mode]. The performance mode when the game state is controlled to either the time-saving state (low probability / high base state) or the normal state (low probability / low base state) and the second flag, which will be described later, is set is defined as [Rush Mode].
[0467] In the example game flow shown in Figure 9-12, a jackpot occurs when the performance mode is [Normal Mode], and after the jackpot game state ends, the game is controlled to a time-saving state (low probability / high base state), and then transitions to [Challenge Mode] (1 time-saving spin + 4 reserved spins) or [Rush Mode] (99 time-saving spins + 4 reserved spins). If a jackpot occurs, the game transitions to [Rush Mode] (7 time-saving spins + 4 reserved spins, or 99 time-saving spins + 4 reserved spins), and if no jackpot occurs, the game transitions to [Normal Mode].
[0468] (1) When the game state is controlled to the normal state (low probability / low base state) and the first and second flags described later are not set, the performance mode is set to [Normal Mode].
[0469] (2) In the state described in (1) above, when a variable display is executed that results in a "jackpot", the game is controlled to a jackpot game state. In this embodiment, there are two types of jackpots for the first special symbol: "3R time-saving jackpot" and "10R time-saving jackpot". (2A) As an example of the presentation when the jackpot type is "3R time-saving jackpot", the word "BONUS" is displayed on the image display device 5 to indicate that it is a 3R jackpot, and (2B) As an example of the presentation when the jackpot type is "10R time-saving jackpot", the word "MAX BONUS" is displayed on the image display device 5 to indicate that it is a 10R jackpot.
[0470] (3) When the jackpot, in the case of the aforementioned (2A) jackpot type being a "symbol 3R time-saving jackpot," ends, the performance control CPU 120 sets the performance mode to [Challenge Mode] in the following cases: (3A-I) when the first flag is set and the game state is controlled to a time-saving state (low probability / high base state), and one variable display is executed; and (3A-II) when the first flag is set and the game state is controlled to a normal state (low probability / low base state), and a reserve memory (variable display with execution pending (up to 4 in this example)) corresponding to the start entry that occurred in (3A-I) is executed.
[0471] In state (3), when a variable display in the time-saving state occurs where all display results are "misses," and a pending memory (variable display with execution pending (up to 4 in this example)) corresponding to the start-up win that occurred at this time is executed, the system is controlled to state (1). In this example, when the system is controlled from state (3) to state (1), the system is controlled to state (1A) (the performance mode is [normal mode (sunny mode)]).
[0472] (4) When a jackpot ends in the case of (6A) "3R Jackpot B" or (6B) "10R Jackpot B" as described later, the CPU 120 for performance control sets the performance mode to [Rush Mode] when (4A-I) the second flag is set, the game state is controlled to a time-saving state (low probability / high base state), and seven variable displays are executed, or when (4A-II) the second flag is set, the game state is controlled to a normal state (low probability / low base state), and the reserved memory (variable display with execution reserved (up to 4 in this example)) corresponding to the start entry that occurred in (4A-I) is executed.
[0473] In state (4), when all display results are "misses," and the seven variable displays in the time-saving state, along with the pending memory corresponding to the start-up win that occurred at this time (variable displays whose execution is pending (up to 4 in this example)), are executed, the system is controlled to state (1).
[0474] (5) When the jackpot of type (2B) described above is "Symbol 10R Short Time Jackpot" ends, or when the jackpot of type (6C) described later is "10R Jackpot A" ends, the performance control CPU 120 sets the performance mode to [Rush Mode] (with V stock) when (5B-I) the second flag is set, the game state is controlled to a short time state (low probability / high base state), and a variable display of 99 times (1st to 99th rotations) is executed, or when (5B-II) the second flag is set, the game state is controlled to a normal state (low probability / low base state), and a reserve memory (variable display with execution pending (up to 4 in this example)) corresponding to the start entry that occurred in (5B-I) is executed.
[0475] Furthermore, when the V-stock flag (see Figure 9-47), which will be described later, is set, and the aforementioned (6A) jackpot type is "3R jackpot B" or (6B) "10R jackpot B", the jackpot ends, the machine is controlled to (5B-I) and (5B-II) as described above.
[0476] As an example of the presentation when the performance mode is [Rush Mode] (with V-stock), a rainbow-colored text notification indicating that the performance mode has transitioned to [Rush Mode] (with V-stock) and the words "Powerful RUSH" are displayed on the image display device 5.
[0477] In state (5), when 99 variable displays in the time-saving state are executed, resulting in all display results being "misses," and when the reserved memory (variable displays with execution pending (up to 4 in this example)) corresponding to the start-up win that occurred at this time is executed, the system is controlled to state (1). However, in this embodiment, in the variable display of the second special symbol, a minor win occurs with a probability of approximately 1 / 7, so state (5), where the number of time-saving control rounds is 99, can be said to be a state where, when the variable display of the second special symbol is executed, the next big win via a minor win is practically guaranteed. Therefore, examples of being controlled from state (5) to state (1) are not shown.
[0478] (6) When the performance mode is [Challenge Mode] (see (3)) or when the performance mode is [Rush Mode] (see (4) and (5)), if the display result in any of the fluctuation displays is "Big Win" or "Small Win", the game is controlled to a big win state (including a big win state via a small win). In this embodiment, when the display result is "Big Win", the big win types for the second special symbol are "Symbol 3R Short Time Big Win" and "Symbol 10R Short Time Big Win", and when the display result is "Small Win", the big win types for the second special symbol via a small win are "Small Win via 3(2)R Short Time Big Win" and "Small Win via 10(9)R Short Time Big Win".
[0479] (6A) As an example of the presentation when the type of jackpot is "3R jackpot", the word "BONUS" is displayed on the image display device 5 to indicate that it is effectively a 3R jackpot, (6B) As an example of the presentation when the type of jackpot is "10R jackpot" and is either "10R jackpot A" or "10R jackpot B", the word "MAX FEVER" is displayed on the image display device 5 to indicate that it is effectively a 10R jackpot, (6C) As an example of the presentation when the type of jackpot is "10R jackpot" and is "10R jackpot A", the word "VSTOCK BONUS" is displayed on the image display device 5 to indicate that it is effectively a 10R jackpot. At this time, among the types of jackpots for "10R time-saving jackpot", there are "10R jackpot A" with 99 time-saving control rounds and "10R jackpot B" with 7 time-saving control rounds.
[0480] [Start-up prize winning animation determination process] When a starting win occurs, CPU 103 sends the following to the CPU 120 for performance control: a symbol specification command indicating the result of the win determination whether or not it is a jackpot, the result of the jackpot determination type, a variation category command indicating the result of the variation pattern determination type, and a hold memory count increase specification command (first hold memory count increase specification command, second hold memory count increase specification command) indicating that the number of hold memory has increased by 1.
[0481] Figure 9-13 is a flowchart showing the process for determining the performance upon winning at the start of play. The performance control CPU 120 executes the performance determination process upon winning at the start of play in the pre-announcement setting process (step S161) of the performance control process shown in Figure 7.
[0482] In the process of determining the performance when a prize is won at the start of play, the performance control CPU 120 first checks whether it has received a new set of commands for when a prize is won at the start of play (for example, a symbol specification command, a variation category specification command, and a first or second reserve memory count addition specification command) based on the occurrence of a prize being won at the start of play (step S05TM1010).
[0483] Specifically, the CPU 120 for performance control determines whether a set of symbols, a variation category, and a first or second reserve count addition command has been newly stored in the command storage area for when a prize is won. If no new set of commands for when a prize is won has been received (step S05TM1010: NO), the CPU 120 for performance control terminates processing.
[0484] If a new command for the start of a set of winnings has been received (Step S05TM1010: YES), the CPU 120 for performance control determines whether the change pre-reading prohibition flag, described later, is set (Step S05TM1020). If the change pre-reading prohibition flag is set (Step S05TM1020: YES), the CPU 120 for performance control terminates processing.
[0485] In this embodiment, the change pre-read prohibition flag is a type of flag that is set based on the determination that at least one of the following change effects (hold change effect, active change effect) or the following R hold effect will be executed. Because the change pre-read prohibition flag is set, the processing in steps S05TM1030 to S05TM1070 is skipped, so that when it has been decided to execute a change effect or R hold effect on a hold memory that is currently pending execution or on an active display that is currently executing, the execution of the change effect or R hold effect that changes the hold display or active display on a variable display corresponding to a new start win can be restricted. This change pre-read prohibition flag is cleared when the variable display corresponding to the start win effect determination process when the change pre-read prohibition flag was set has finished.
[0486] If the change pre-reading prohibition flag is not set (step S05TM1020: NO), the performance control CPU 120 determines the final display mode of the active display based on the table for determining the final display mode of the active display (see Figure 9-14(A)) (step S05TM1030).
[0487] Next, the CPU 120 for performance control determines the change patterns for the hold display and the active display based on the change pattern determination table (see Figures 9-14 (B1) to 9-15 (B4)) (step S05TM1040).
[0488] Next, the CPU 120 for controlling the effects determines the type of effect for the change effect, which will be described later, based on a table for determining the type of effect for the change effect (see Figure 9-16(A)) (step S05TM1050).
[0489] Next, the CPU 120 for performance control determines whether or not it has decided to execute the pre-change performance described later (step S05TM1060). If it has decided not to execute the pre-change performance (step S05TM1060: NO), the CPU 120 for performance control proceeds to step S05TM1080.
[0490] If it is decided to execute the change premonition effect (step S05TM1060: YES), the effect control CPU 120 determines whether or not to execute the R hold effect based on the table for determining whether or not to execute the R hold effect (see Figure 9-16(B)) (step S05TM1070).
[0491] After step S05TM1070, or after step S05TM1060:NO, the performance control CPU 120 determines whether it has decided to execute either a change performance or an R hold performance (step S05TM1080).
[0492] If it is decided not to execute either the change animation or the R hold animation (step S05TM1080:NO), the animation control CPU 120 terminates processing.
[0493] If it is decided to execute either a change animation or an R hold animation (step S05TM1080: YES), the animation control CPU 120 sets the change pre-read counter (step S05TM1090), sets the change pre-read prohibition flag (step S05TM1100), and then terminates processing.
[0494] In this embodiment, a pre-read counter is set that indicates the number of times the variable display will be displayed until the variable display targeted by the pre-read notification effect is executed. In this example, the pre-read counter that indicates the number of times the variable display will be displayed until the variable display targeted by the change effect or R-hold effect among the pre-read notification effects is executed is referred to as the "change pre-read counter".
[0495] [Table referenced in the process of determining the winning animation upon starting the game] Figures 9-14 to 9-16 are specific examples of tables referenced in any of the processes of the starting prize winning performance determination process. Figure 9-14(A) is an example of an active display final display form determination table referenced in step S05TM1030 when determining the final display form of the active display. Figures 9-14(B1) to 9-15(B4) are examples of change pattern determination tables referenced in step S05TM1040 when determining the change patterns of the hold display and active display. Figure 9-16(A) is an example of a change performance type determination table referenced in step S05TM1050 when determining the performance type of the change performance. Figure 9-16(B) is an example of an R hold performance execution status determination table referenced in step S05TM1070 when determining whether or not to execute the R hold performance.
[0496] Figure 9-14(A) is an explanatory diagram showing a specific example of the final display mode determination table for the active display. As shown in Figure 9-14(A), in this embodiment, it is possible to determine one of the following as the final display mode for the active display: "normal mode," "blue mode," "red mode," and "gold mode," and a determination value is assigned to each of these modes.
[0497] As shown in Figure 9-14(A), if the judgment result at the start of the game is "miss" (i.e., if the judgment result specified by the symbol selection command is "miss"), the final display mode of the active display corresponding to the variable display based on that start of the game (new hold memory) will be the normal mode (white circular display) 90% of the time, the blue mode (blue circular display) 5% of the time, the red mode (red circular display) 3% of the time, and the gold mode (gold circular display) 2% of the time.
[0498] On the other hand, if the judgment result at the start of play is "jackpot" (i.e., if the judgment result specified by the symbol selection command is "jackpot"), the final display mode of the active display corresponding to the variable display based on that start of play (new reserve memory) will be the normal mode 75% of the time, the blue mode 6% of the time, the red mode 9% of the time, and the gold mode 10% of the time.
[0499] Thus, the final display mode of the active display is set in the following order of expected jackpot probability: normal mode < blue mode < red mode < gold mode.
[0500] <Change Pattern Determination Table> Figures 9-14(B1) and (B2), and Figures 9-15(B3) and (B4) are explanatory diagrams showing specific examples of the determination table for change patterns of the hold display and active display. When the number of hold memories becomes n (n: 1 to 4) due to a starting win, the display information (hold display or active display) corresponding to the change display based on that starting win may be displayed in a manner different from the normal manner at the following times: (i) when the nth hold display corresponding to that starting win is displayed in the hold display area (timing of the starting win), (ii) when the hold display corresponding to that starting win shifts to a higher position in the change rank in the hold display area (towards the active display area) (if n≧2), and (iii) when the hold display corresponding to that starting win shifts to the active display area (timing when the active display corresponding to that starting win is displayed).
[0501] In the explanations of Figures 9-14(B1) and (B2), and Figures 9-15(B3) and (B4), "active shift" refers to the shifting of the hold display from the hold display area to the active display area (as a result, the active display corresponding to the variable display that was the target of the judgment at the time of the start win is displayed).
[0502] Figures 9-14(B1) and (B2), and Figures 9-15(B3) and (B4) show how the display information corresponding to the variable display (held display or active display) is displayed at each timing (i) to (iii) for each change pattern. In the change patterns shown in these figures, "normal" refers to the normal display, which is a white circular display; "blue" refers to the blue display, which is a blue circular display; "red" refers to the red display, which is a red circular display; and "gold" refers to the gold display, which is a gold circular display.
[0503] ([For 1 item held] Change pattern determination table) If the number of reserved items stored in the reserved item storage area is "1", the CPU 120 for performance control selects the change pattern determination table for one reserved item shown in Figure 9-14(B1). A determination value is assigned to one of the change patterns 101 to 108, corresponding to the final display mode of the determined active display.
[0504] Change pattern 101 is a change pattern in which, after the pending display of the target of the announcement is displayed in its normal form when the game starts and a prize is won, the pending display of the target of the announcement remains unchanged in its normal form at the timing of the active shift, that is, a change pattern of normal → normal.
[0505] Similarly, pattern 102 changes from normal to blue, pattern 103 changes from blue to blue, pattern 104 changes from blue to red, pattern 105 changes from red to red, pattern 106 changes from blue to gold, pattern 107 changes from red to gold, and pattern 108 changes from gold to gold.
[0506] Here, regardless of the judgment result at the start of the game (the display result specified by the symbol selection command, which is "miss", "big win", or "small win"), if the final display mode of the determined active display is the normal mode, the judgment value is assigned so that change pattern 101 is determined at a rate of 100%.
[0507] Furthermore, if the final display mode of the determined active display is the blue mode, the judgment values are allocated so that change pattern 101 is determined at a rate of 40%, change pattern 102 at 30%, and change pattern 103 at 30%.
[0508] Furthermore, if the final display mode of the determined active display is the red mode, the judgment values are allocated so that the change pattern 101 is determined at a rate of 20%, the change pattern 102 at 20%, the change pattern 103 at 20%, the change pattern 104 at 20%, and the change pattern 105 at 20%.
[0509] Furthermore, if the final display mode of the determined active display is the gold mode, the judgment values are allocated so that change pattern 101 is determined at a rate of 65%, and change patterns 102 to 108 are determined at a rate of 5% each.
[0510] ([For 2 held items] Change pattern determination table) If the number of reserved items stored in the reserved item storage area is "2", the CPU 120 for performance control selects the change pattern determination table for 2 reserved items shown in Figure 9-14(B2). A determination value is assigned to one of the change patterns 201 to 211, corresponding to the final display mode of the determined active display.
[0511] Change pattern 201 is a change pattern in which, after the reserve display of the target of the announcement is displayed in its normal form when the game starts and a prize is won, the reserve display of the target of the announcement remains unchanged in its normal form at the timing of the first reserve shift, and the reserve display of the target of the announcement remains unchanged in its normal form at the timing of the active shift, that is, a change pattern of normal → normal → normal.
[0512] Similarly, pattern 202 is normal → normal → blue, pattern 203 is normal → blue → blue, pattern 204 is blue → blue → blue, pattern 205 is normal → blue and red, pattern 206 is blue → blue → red, pattern 207 is blue → red → red, pattern 208 is red → red → red, pattern 209 is blue → red → gold, pattern 210 is red → gold → gold, and pattern 211 is gold → gold → gold.
[0513] Here, regardless of the judgment result at the start of the game (the display result specified by the symbol selection command, which is "miss", "big win", or "small win"), if the final display mode of the determined active display is the normal mode, the judgment value is assigned so that change pattern 201 is determined at a rate of 100%.
[0514] Furthermore, if the final display mode of the determined active display is the blue mode, the judgment values are assigned such that each of the change patterns 201 to 204 is determined at a rate of 25%.
[0515] Furthermore, if the final display mode of the determined active display is the red mode, the judgment values are allocated so that change pattern 201 is determined at a rate of 30%, and change patterns 202 to 208 are determined at a rate of 10% each.
[0516] Furthermore, if the final display mode of the determined active display is the gold mode, the judgment values are allocated so that change pattern 201 is determined 50% of the time, and change patterns 202 to 211 are determined 5% of the time.
[0517] ([For 3 held items] Change pattern determination table) If the number of reserved items stored in the reserved item storage area is "3", the CPU 120 for performance control selects the change pattern determination table for 3 reserved items shown in Figure 9-15 (B3). A determination value is assigned to one of the change patterns 301 to 309, corresponding to the final display mode of the determined active display.
[0518] Change pattern 301 is a change pattern in which, after the reserve display of the target of the announcement is displayed in its normal form when a prize is won at the start, the reserve display of the target of the announcement remains unchanged in its normal form at the timing of the first reserve shift, the reserve display of the target of the announcement remains unchanged in its normal form at the timing of the second reserve shift, and the reserve display of the target of the announcement remains unchanged in its normal form at the timing of the active shift, that is, a change pattern of normal → normal → normal → normal.
[0519] Similarly, pattern 302 is normal → normal → blue → blue, pattern 303 is normal → blue → blue → blue, pattern 304 is blue → blue → blue → blue, pattern 305 is normal → blue → red → red, pattern 306 is blue → blue → red → red, pattern 307 is blue → red → red → red, pattern 308 is red → red → red → red, and pattern 309 is gold → gold → gold → gold.
[0520] Here, regardless of the judgment result at the start of the game (the display result specified by the symbol selection command, which is "miss", "big win", or "minor win"), if the final display mode of the determined active display is the normal mode, the judgment value is assigned so that change pattern 301 is determined at a rate of 100%.
[0521] Furthermore, if the final display mode of the determined active display is the blue mode, the judgment values are assigned such that each of the change patterns 301 to 304 is determined at a rate of 25%.
[0522] Furthermore, if the final display mode of the determined active display is the red mode, the judgment values are allocated so that change pattern 301 is determined at a rate of 30%, and change patterns 302 to 308 are determined at a rate of 10% each.
[0523] Furthermore, if the final display mode of the determined active display is the gold mode, the judgment values are allocated so that change pattern 301 is determined 60% of the time, and change patterns 302 to 309 are determined 5% of the time each.
[0524] ([For 4 held items] Change pattern determination table) If the number of reserved items stored in the reserved item storage area is "4", the CPU 120 for performance control selects the change pattern determination table for 4 reserved items shown in Figure 9-15 (B4). A determination value is assigned to one of the change patterns 401 to 413, corresponding to the final display mode of the determined active display.
[0525] Change pattern 401 is a change pattern in which, after the reserve display of the target of the announcement is displayed in its normal form when a prize is won at the start, the reserve display of the target of the announcement remains unchanged in its normal form at the timing of the first reserve shift, the reserve display of the target of the announcement remains unchanged in its normal form at the timing of the second reserve shift, the reserve display of the target of the announcement remains unchanged in its normal form at the timing of the third reserve shift, and the reserve display of the target of the announcement remains unchanged in its normal form at the timing of the active shift, which is a change pattern of normal → normal → normal → normal → normal.
[0526] Similarly, pattern 402 is normal → normal → normal → blue → blue, pattern 403 is normal → normal → blue → blue → blue, pattern 404 is normal → blue → blue → blue → blue, pattern 405 is blue → blue → blue → blue → blue, pattern 406 is normal → normal → blue → red → red, pattern 407 is normal → blue → blue → red → red, pattern 408 is normal → blue → red → red → red, pattern 409 is blue → blue → blue → red → red, pattern 410 is blue → blue → red → red → red, pattern 411 is blue → red → red → red → red, pattern 412 is a red → red → red → red → red pattern, and pattern 413 is a gold → gold → gold → gold → gold pattern.
[0527] Here, regardless of the judgment result at the start of the game (the display result specified by the symbol selection command, which is "miss", "big win", or "minor win"), if the final display mode of the determined active display is the normal mode, the judgment value is assigned so that change pattern 401 is determined at a rate of 100%.
[0528] Furthermore, if the final display mod...
Claims
[Claim 1] A gaming machine that can be controlled to create a favorable state for the player, A state control means that can control a normal state and a special state in which variable display is more easily performed than in the normal state, Sound output means, It comprises a performance control means capable of executing performances, The aforementioned performance control means is During variable display while controlled to the normal state, before being controlled to the advantageous state, a first notification sound, which is not output when not controlled to the advantageous state and indicates that the system is being controlled to the advantageous state, can be output from the sound output means. During variable display while controlled to the special state, before being controlled to the advantageous state, a second notification sound, which is not output when not controlled to the advantageous state and indicates that the system is being controlled to the advantageous state, can be output from the sound output means. The first notification sound consists of specially processed special dialogue sounds and special sound effects, while the second notification sound consists of specific dialogue sounds that have not been specially processed and specific sound effects. The output period of the first notification sound is longer than the output period of the second notification sound. The display mode of the performance display shown on the display means differs depending on whether the first notification sound is output or the second notification sound is output. A gaming machine characterized by the following features.
Citation Information
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