Game machine
Patent Information
- Application Number
- JP2021182983
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2021-11-10
- Publication Date
- 2024-12-16
- Estimated Expiration
- 2041-11-10
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack enhancements in entertainment through presentation, failing to engage players effectively.
A gaming machine that includes variable display of identification information, special effects suggesting an advantageous state, and transmissive displays to enhance player engagement through dynamic visual and audio cues.
The solution improves player interest and enjoyment by varying special images based on transition patterns, creating a more immersive and engaging gaming experience.
Smart Images

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Abstract
Description
Technical Field
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[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state advantageous to a player.
Background Art
[0002] As a gaming machine such as a pachinko gaming machine, there has been proposed a gaming machine that publishes an effect that makes part of a background image on which decorative patterns are superimposed visible by transmitting the decorative patterns (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the technology described in Patent Document 1, there is room for improvement in enhancing the interest by the effect.
[0005] This invention has been made in view of the above actual situation, and an object thereof is to provide a gaming machine that improves the gaming interest by an effect.
Means for Solving the Problems
[0006] To achieve the above object, a gaming machine according to the present invention is a gaming machine that can perform variable display of identification information and can be controlled to an advantageous state advantageous to a player, special effect execution means capable of executing a special effect suggesting that it is controlled to the advantageous state, in the special effect, transmissive display means capable of displaying the identification information in a transmissive manner according to a transition pattern, and special image display means capable of suggesting the degree of expectation of being controlled to the advantageous state by displaying a special image when the identification information is being transmitted, and includes The type of special image displayed differs depending on whether the transition pattern is the first transition pattern or the second transition pattern. It is characterized by the following: With this configuration, the type of special image differs depending on the transition pattern of the identification information, which can enhance the enjoyment of the game. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of a pachinko game machine. [Figure 2] This is a diagram showing the configuration of various control boards and other components. [Figure 3] This figure shows an example of a random number generator used for gaming. [Figure 4] This flowchart shows the main processing for game control. [Figure 5] This flowchart shows an example of timer interrupt processing for game control. [Figure 6] This is a flowchart showing an example of the special pattern processing. [Figure 7] This figure shows an example of the configuration of a special pattern process jump table. [Figure 8] This is a flowchart showing the main processing for controlling the visual effects. [Figure 9] This includes a flowchart illustrating an example of the process for controlling the performance. [Figure 10-1] This is a diagram showing an example of a screen display configuration. [Figure 10-2] This figure shows an example of the command configuration when the ball enters the starting gate. [Figure 10-3] This figure shows an example of a variation pattern configuration. [Figure 10-4] This figure shows an example of the configuration of a variation pattern determination table. [Figure 10-5] This is a diagram showing an example of how to display a visual effect. [Figure 10-6] This is a diagram showing an example of how to display a visual effect. [Figure 10-7] This is a diagram showing an example of how to display a visual effect. [Figure 10-8]This is a diagram showing an example of a performance image display. [Figure 10-9] This is a diagram showing an example of a performance image display. [Figure 10-10] This is a diagram showing an example of a performance image display. [Figure 10-11] This is a flowchart showing an example of pre-reading performance setting processing. [Figure 10-12] This is a diagram showing an example of the use of stored data related to pre-reading performance setting processing. [Figure 10-13] This is a flowchart showing an example of character movement performance determination processing. [Figure 10-14] This is a diagram showing an example of the use of stored data related to character movement performance determination processing. [Figure 10-15] This is a diagram showing an example of the composition of a performance pattern. [Figure 10-16] This is a diagram showing an example of the composition of a performance pattern. [Figure 10-17] This is a diagram showing an example of the composition of a performance pattern. [Figure 10-18] This is a diagram showing an example of the composition of a performance pattern. [Figure 10-19] This is a diagram showing an example of the determination of a performance pattern. [Figure 10-20] This is a diagram showing examples such as the determination of a performance pattern. [Figure 10-21] This is a flowchart showing an example of timer performance determination processing. [Figure 10-22] This is a diagram showing an example of the use of data related to timer performance determination processing. [Figure 10-23] This is a diagram showing an example of the use of data related to timer performance determination processing. [Figure 10-24] This is a flowchart showing an example of processing during the execution of character movement performance. [Figure 10-25] This is a diagram showing an example of the use of stored data related to processing during the execution of character movement performance. [Figure 10-26] This is a flowchart showing an example of processing during the execution of timer performance. [Figure 10-27] This is a flowchart showing an example of processing for starting the change of performance symbols. [Figure 10-28]This figure shows an example of a decision regarding the active display change effect. [Figure 10-29] This figure shows examples of decisions regarding the post-reach animation. [Figure 10-30] This figure shows an example of a configuration for a performance control pattern. [Figure 10-31] This flowchart shows an example of the processing during the change of symbols in the performance display. [Figure 10-32] This diagram shows an example of a performance. [Figure 10-33] This diagram shows an example of a performance. [Figure 10-34] This diagram shows an example of a performance. [Figure 10-35] This diagram shows an example of a performance. [Figure 10-36] This diagram shows an example of a performance. [Figure 10-37] This figure shows an example of how to set the character display rate. [Figure 10-38] This diagram shows an example of a performance. [Figure 10-39] This figure shows an example of controlling the execution of an active display change effect. [Figure 10-40] This diagram shows an example of a performance. [Figure 10-41] This diagram shows an example of a performance. [Figure 10-42] This figure shows an example of the execution control for an effect that makes the animation patterns transparent. [Figure 10-43] This diagram shows an example of a performance. [Figure 10-44] This diagram shows an example of a performance. [Figure 10-45] This diagram shows an example of a performance. [Figure 10-46] This figure shows examples of timer standby effects and timer effect execution control. [Modes for carrying out the invention]
[0008] (Basic explanation) First, we will explain the basic configuration and control of the pachinko game machine 1.
[0009] (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.
[0010] A first special symbol display device 4A and a second special symbol display device 4B are provided at predetermined positions on the game board 2. In the example shown in Figure 1, they are located on the right side of the game area. The first special symbol display device 4A and the second special symbol display device 4B can each perform variable displays of multiple types of special symbols as special identification information. Special symbols are also called "special symbols." The variable display of special symbols is also called a "special symbol game." Both the first special symbol display device 4A and the second special symbol display device 4B are constructed using 7-segment LEDs or the like. Special symbols are represented by numbers from "0" to "9," symbols such as "-", and other arbitrary lighting patterns. Special symbols may also include patterns in which all LEDs are turned off.
[0011] "Variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner. Similarly, for other symbols such as performance symbols, small symbols, and regular symbols, "variable display" also refers to the display of multiple types of symbols in a variable manner. Performance symbols are also called decorative symbols or ornamental symbols. Variable display is also called variable display, or simply variable. Variation includes updating the display of multiple symbols, scrolling the display of multiple symbols, and transforming, enlarging, or shrinking one or more symbols. Variation may also include the display of a symbol blinking. In variable display of special symbols or regular symbols, multiple types of special symbols or regular symbols are displayed in an updated manner. In variable display of performance symbols, multiple types of performance symbols are displayed in a scrolling or updated display, or one or more performance symbols are transformed, enlarged, or shrunk. In variable display of any symbol, a predetermined symbol is displayed as the final display result. A stopped display is also called a derived display, or simply derived. In variable display, the symbol that is ultimately stopped and displayed is also called the final stop symbol or confirmed symbol. In special symbol games, the final stop symbol is also called the confirmed special symbol. The display result of the variable display includes the display result of the special symbol and is also called the variable display result. The display result of the special symbol is also called the special symbol display result. The execution time of the variable display includes the special symbol variation time, which is the variation time of the special symbol, and is also called the variable display time. The special symbol variation time can be set to different times corresponding to the variation patterns of the special symbol, of which multiple patterns are prepared in advance.
[0012] Special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols." Special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." Special symbol games using the first special symbols are also called "first special symbol games." Special symbol games using the second special symbols are also called "second special symbol games." There may be only one type of special symbol display device that performs the variability display of special symbols.
[0013] A regular symbol display unit 20 is provided at a predetermined position on the game board 2. In the example shown in Figure 1, it is provided on the left side of the game area. The regular symbol display unit 20 can display a variable number of regular symbols, which are different from special symbols, as regular identification information. Regular symbols are also called "regular symbols." The variable display of regular symbols is also called a "regular symbol game." The regular symbol display unit 20 is constructed using 7-segment LEDs or the like. Regular symbols are represented by numbers from "0" to "9," symbols such as "-", and other arbitrary lighting patterns. Regular symbols may include patterns in which some or all of the multiple LEDs are lit, or patterns in which all of the multiple LEDs are turned off. The final stopping symbol in a regular symbol game is also called a confirmed regular symbol. The display result of the regular symbols is also called a regular symbol display result. The execution time during which the regular symbols are variably displayed in a regular symbol game is also called the regular symbol variation time. The regular symbol variation time can be set to different times corresponding to the variation patterns of the regular symbols, for which multiple patterns are pre-defined.
[0014] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 can be any device capable of forming any image, such as an LCD (liquid crystal display), an organic EL (electroluminescence), a dot matrix LED, a projector and screen, a stereoscopic image projection device, or any other mechanism. The image display device 5 can display various types of performance images. Furthermore, the image display device 5 is not limited to performance images, but can also display any control-related images, such as inspection images or setting images.
[0015] For example, on the screen of the image display device 5, variable display of performance symbols can be performed in synchronization with the first special game and the second special game. Performance symbols are display symbols that show numbers, etc., and are multiple types of decorative identification information that are different from special symbols and ordinary symbols. On the screen of the image display device 5 shown in Figure 1, there are performance symbol display areas 5L, 5C, and 5R for the "left," "center," and "right," respectively, and variable display of performance symbols is performed in synchronization with the first special game or the second special game, for example, by scrolling or updating the performance symbols vertically. Synchronization of the variable display is sufficient if the timing at which the variation of the symbols starts and the timing at which the variation ends and the symbols finally stop are the same for different types of symbols. The final stopping symbol in the variable display of performance symbols is also called a confirmed performance symbol, confirmed decorative symbol, or confirmed ornamental symbol. The variable display of the performance symbols is synchronized with the first and second special symbol games, so the time for the variable display of the performance symbols is the same as the time for the special symbol variation.
[0016] The screen of the image display device 5 may be provided with display areas capable of displaying performance images corresponding to pending displays and active displays. A pending display is a display corresponding to a variable display that is pending and has not yet been executed. An active display is a display corresponding to a variable display that is currently being executed. Pending displays and active displays are also collectively referred to as variable display-compatible displays. The display area for pending displays is also called the pending display area. The display area for active displays is also called the active display area. The number of pending variable displays is also called the pending memory count. The pending memory count corresponding to the first special game is also called the first pending memory count. The pending memory count corresponding to the second special game is also called the second pending memory count. The sum of the first and second pending memory counts is also called the total pending memory count.
[0017] Above the first special symbol display device 4A and the second special symbol display device 4B shown in Figure 1, a first hold indicator 25A and a second hold indicator 25B, each composed of multiple LEDs, are provided. The first hold indicator 25A displays the first hold memory count by the number of lit LEDs. The second hold indicator 25B displays the second hold memory count by the number of lit LEDs. Above the normal symbol display device 20 shown in Figure 1, a normal symbol hold indicator 25C, composed of multiple LEDs, is provided. The normal symbol hold indicator 25C displays the normal symbol hold memory count by the number of lit LEDs. The normal symbol hold memory count is the hold memory count corresponding to the normal symbol game.
[0018] Below the image display device 5, a prize ball entry device 6A and a variable prize ball entry device 6B are provided. The prize ball entry device 6A forms a first starting prize entry opening that is always kept in a constant open state, allowing game balls to enter, by means of a predetermined ball receiving member, for example. The variable prize ball entry device 6B forms a second starting prize entry opening that can be changed between a closed state and an open state by a standard electric mechanism solenoid 81 shown in Figure 2, as a standard electric mechanism. The variable prize ball entry device 6B includes, for example, an electric tulip-type mechanism with a pair of movable wing pieces, and when the standard electric mechanism solenoid 81 is in the off state, the movable wing pieces are in a vertical position, so that the second starting prize entry opening is in a closed state where game balls cannot enter, or in a normally open state where it is difficult for game balls to enter. The variable prize ball entry device 6B, when the normal electric mechanism solenoid 81 is in the ON state, causes the movable wing piece to tilt, thereby opening the second starting prize entry point to either an open state allowing game balls to enter or an enlarged open state that facilitates game ball entry. The open state allowing game balls to enter or the enlarged open state that facilitates entry of the second starting prize entry point is also called the first variable state. The closed state in which game balls cannot enter the second starting prize entry point or the normal open state that makes entry difficult is also called the second variable state. The variable prize ball entry device 6B does not need to be one that can change between the first variable state and the second variable state, and is not limited to one equipped with an electric tulip-type mechanism.
[0019] When a game ball enters the first starting prize entry opening formed by the prize ball entry device 6A, this is also called a first starting prize. When a game ball enters the second starting prize entry opening formed by the variable prize ball entry device 6B, this is also called a second starting prize. A game ball that enters the first starting prize entry opening is detected by the first starting opening switch 22A shown in Figure 2. A game ball that enters the second starting prize entry opening is detected by the second starting opening switch 22B shown in Figure 2. Based on the occurrence of a first starting prize, a predetermined number of prize balls, such as 3, are dispensed, and the first reserved memory count can be updated to increment by 1. However, if the first reserved memory count has reached its upper limit, the first reserved memory count will not be updated even if a first starting prize occurs. When the first reserved memory count is incremented by 1, the first starting condition is met, and the first special symbol game, in which the first special symbol display device 4A variably displays special symbols, becomes executable. Based on the occurrence of a second start win, a predetermined number of prize balls, such as 3, are dispensed, and the second reserve memory count can be updated to increment by 1. However, if the second reserve memory count has reached its upper limit, the second reserve memory count will not be updated even if a second start win occurs. When the second reserve memory count is incremented by 1, the second start condition is met, and the second special symbol game, in which the second special symbol display device 4B variably displays special symbols, becomes playable.
[0020] A general prize entry point 10 is provided at a predetermined position on the game board 2, which is always kept in a constant open state by a predetermined ball receiving member. In the example shown in Figure 1, general prize entry points 10 are provided at two locations in the lower left of the game area. When a game ball enters either of the general prize entry points 10, a predetermined number of prize balls, such as 10, are dispensed.
[0021] In the game area formed by the game board 2, a first path and a second path are provided as flow paths for the game balls. The first path is mainly provided in the area to the left of the image display device 5 when viewed from the front. The second path is mainly provided in the area to the right of the image display device 5 when viewed from the front. The area to the left of the image display device 5 is also called the left game area or left play area. The area to the right of the image display device 5 is also called the right game area or right play area. The left game area and the right game area can be distinguished, for example, by the end face of the image display device 5 in the game area or by the arrangement of the game pins. Shooting the game ball towards the left game area to make it flow down the first path is also called left-handed shooting. Shooting the game ball towards the right game area to make it flow down the second path is also called right-handed shooting. The first path is also called the left-handed shooting path. The second path is also called the right-handed shooting path. The first and second routes may be composed of different routes, or they may be routes that share a portion of each other.
[0022] In response to the operation of the ball launching handle on the ball launching device, a game ball is launched from the ball launching device and driven into the game area. When a game ball driven into the game area is guided to the left game area and flows down the first path, it is guided, for example, along the arrangement of the game pins, making it impossible or difficult to guide it to the second path in the right game area. When a game ball driven into the game area is guided to the right game area and flows down the second path, it is guided, for example, along the arrangement of the game pins, making it impossible or difficult to guide it to the first path in the left game area.
[0023] The prize ball entry device 6A is provided in the first path in the left-side game area, allowing game balls flowing down the first path to enter. The variable prize ball entry device 6B is provided in the second path in the right-side game area, allowing game balls flowing down the second path to enter. The variable prize ball entry device 6B may also allow game balls flowing down the first path in the left-side game area to enter. The variable prize ball entry device 6B may be positioned so that game balls flowing down the second path in the right-side game area can enter more easily than game balls flowing down the first path in the left-side game area.
[0024] The second path in the right-side game area is provided with a passage gate 41 and a special variable prize ball device 50. The passage gate 41 forms a passage area through which game balls can pass. Game balls that have passed through the passage gate 41 are detected by the gate switch 21 shown in Figure 2. Based on the fact that game balls have passed through the passage gate 41, it becomes possible to add and update the normal reserve memory count, and as a normal symbol game, it becomes possible to perform variable display of normal symbols by the normal symbol display 20. The passage gate 41 can be configured as a normal symbol activation opening into which game balls can enter. In this case, the gate switch 21 can be configured as a normal symbol activation opening switch that can detect game balls that have entered the normal symbol activation opening.
[0025] The special variable prize ball device 50 forms a large prize opening that can be changed between a closed state and an open state by a large prize opening solenoid 82, acting as a special electric mechanism. The upper part of the special variable prize ball device 50 has a guide passage with a width in the front-to-back direction sufficient for game balls to pass through. This guide passage slopes downward from the right to the left, and walls are provided on both the front and back sides of the extended passage. In the center of the guide passage, a mechanism entrance that will become the large prize opening is formed. In the special variable prize ball device 50, a movable member 52 that can move in the front-to-back direction is provided as a large prize opening opening / closing member at a position where the large prize opening can be opened and closed. In the special variable prize ball device 50, a fixed member 53 is provided in the portion of the guide passage where the large prize opening is not formed, forming a fixed passage.
[0026] The movable member 52 is driven by the large prize opening solenoid 82 and is capable of moving forward and backward to open and close the prize opening, which is the entry point for the special prize. In the special variable prize ball device 50, game balls that enter the interior from the large prize opening are detected by the count switch 23. Inside the special variable prize ball device 50, there is a V prize area 51 which is a specific area that game balls can pass through. In addition, there is a normal area inside the special variable prize ball device 50 that is different from the V prize area 51. Above the V prize area 51, there is a plate-shaped distribution member that can switch the V prize area 51 between an open state and a closed state, acting as a V prize opening opening / closing member. The distribution member is driven by the specific area solenoid 83 and is capable of moving forward and backward to open and close the V prize area 51. When the V prize area 51 is in the open state, game balls can pass through, and when it is in the closed state, game balls cannot pass through. Game balls that pass through the V-winning area 51 are detected by the specific area switch 24. Game balls that do not pass through the V-winning area 51 pass through the normal area. Both game balls that pass through the V-winning area 51 and game balls that pass through the normal area without passing through the V-winning area 51 are detected by the discharge switch 26 and then discharged to the outside of the special variable prize ball device 50.
[0027] In addition to the above configuration, the surface of the game board 2 is equipped with a windmill and numerous obstacle pins that change the direction and speed of the game balls. At the bottom of the game area, there is an outlet for game balls that do not enter any of the winning pockets. Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the game machine frame 3, and game effect lamps 9 for lighting effects are provided around the game area. The game effect lamps 9 are composed of LEDs. A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2.
[0028] A ball-shooting operation handle is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch game balls towards the game area using a ball-shooting device. The ball-shooting operation handle is also called an operating knob. A ball-shooting supply tray is provided at a predetermined position on the gaming machine frame 3 below the game area, which holds game balls dispensed as prize balls and game balls dispensed by a predetermined ball-dispensing machine so that they can be supplied to the ball-shooting device. The ball-shooting supply tray is also called an upper tray. Below the upper tray is a prize ball storage tray, into which prize balls dispensed when the upper tray is full flow down and are stored. The prize ball storage tray is also called a lower tray.
[0029] A stick controller 31A and a push button 31B are provided at predetermined positions on the gaming machine frame 3 below the gaming area. The stick controller 31A can be grasped and tilted by the player, and is equipped with a trigger button that the player can push and pull. Operation on the stick controller 31A is detected by the controller sensor unit 35A shown in Figure 2. The push button 31B can be pressed by the player. Operation on the push button 31B is detected by the push sensor 35B shown in Figure 2. In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are used as detection means to detect actions such as player operations, but other detection means may also be used.
[0030] (Outline of how the game progresses) The player rotates the ball-shooting handle on the pachinko game 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 by the regular symbol display unit 20. However, if the game ball passes through the passage gate 41 during the period when the previous regular symbol game is in progress, the regular symbol game based on that passage cannot be immediately executed, so the regular symbol game based on that passage is held in reserve until a predetermined upper limit, such as "4", is reached. In the regular symbol game, when a specific regular symbol, such as a regular symbol winning symbol, is displayed as a confirmed regular symbol, the display result of the regular symbol becomes "regular symbol win". Conversely, when a regular symbol other than a regular symbol, such as a regular symbol losing symbol, is displayed as a confirmed regular symbol, the display result of the regular symbol becomes "regular symbol loss". When it is a "regular symbol win", the variable prize ball device 6B is opened or wide-open for a predetermined period of time. At this time, the second starting prize entry point opens or expands to an open state.
[0031] When a game ball passes through the first starting entry opening formed in the prize ball entry device 6A, the first special symbol game can be started by the first special symbol display device 4A. When a game ball passes through the second starting entry opening formed in the variable prize ball entry device 6B, the second special symbol game can be started by the second special symbol display device 4B. However, if a special symbol game is in progress, or if the game is controlled to be in a jackpot or minor jackpot state, even if a game ball enters the starting entry opening and a starting entry occurs, the special symbol game based on that starting entry cannot be immediately executed. Therefore, the special symbol game based on that starting entry is held up to a predetermined upper limit, such as "4". In the special symbol game, when a specific special symbol, such as a jackpot symbol, is displayed as a confirmed special symbol, the display result of the special symbol becomes "jackpot". In contrast, if a designated special symbol different from the jackpot symbol, such as a minor win symbol, stops and is displayed as a confirmed special symbol, the display result of the special symbol will be "minor win". Also, if a special symbol different from the jackpot symbol or minor win symbol, such as a losing symbol, stops and is displayed as a confirmed special symbol, the display result of the special symbol will be "loser". Furthermore, if a special symbol different from the jackpot symbol, minor win symbol, or losing symbol, such as a time-saving symbol, stops and is displayed as a confirmed special symbol, the display result of the special symbol may be "time-saving". Special symbols do not necessarily have to include time-saving symbols. In other words, the display result of the special symbol does not necessarily have to include "time-saving".
[0032] In the special symbol game, after the display result of the special symbol is a "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player. In the jackpot game state, the large prize slot formed in the special variable prize ball device 50 can be opened in a predetermined manner. This open state continues until the earlier of the following timings: the passage of a predetermined period, such as 29 seconds or 1.8 seconds, or the timing when the number of game balls that have entered the large prize slot reaches a predetermined number. The predetermined period during which the large prize slot can be controlled to be open is the upper limit period for which the large prize slot can be opened in one round, and is also called the upper limit period of opening. One cycle in which the large prize slot is open in the jackpot game state is called a round or round game. In the jackpot game state, such rounds can be repeated until a predetermined upper limit is reached, such as 15 times or 2 times. In the jackpot game state, the player can obtain prize balls by getting game balls into the large prize slot. Therefore, the jackpot state is an advantageous state for the player. The more rounds there are in the jackpot state, and the longer the maximum period of play, the more advantageous it is for the player.
[0033] When the display result of a special symbol is "Big Win," it includes multiple types of big wins. For example, the opening manner of the big prize slot, such as the number of rounds and the maximum opening period, and the game state after the end of the big win game state, such as the normal state, time-saving state, and probability change state, can be set to multiple different types, and a type of big win is specified corresponding to each setting. Multiple types of big wins may include some or all of the types of big wins that award many prize balls, types that award few prize balls, or types that award almost no prize balls, or they may include types of big wins with a similar amount of prize balls that can be obtained. Controlling the game state to a big win state based on the display result of a special symbol being "Big Win" is also called a symbol big win, a big win by a special symbol, a variable display big win, or a direct hit big win.
[0034] In the special symbol game, after the display result of the special symbol is "minor win," the game is controlled to a minor win game state. In the minor win game state, the large prize slot formed in the special variable prize ball device 50 can be opened in a predetermined opening manner. For example, in the minor win game state, the large prize slot may be opened in the same opening manner as in the jackpot game state for some jackpot types. The large prize slot can be opened in the same manner by having the same number of openings and opening period. Alternatively, in the minor win game state, the large prize slot may be opened in a different opening manner than in the jackpot game state. Similar to jackpot types, there may be multiple minor win types when the display result of the special symbol is "minor win." Jackpot types and minor win types are also collectively referred to as win types. The operation of opening and closing the large prize slot in the minor win game state is also called the starting operation. When the game is in a minor win state, the entry point for the special variable prize ball device 50, which is the main prize entry point, is opened, and when the game ball passes through the V prize area 51 and is detected by the specific area switch 24, the conditions for a big win are met, and the game can be controlled to a big win state. When the game is controlled to a big win state based on the occurrence of a V prize by the game ball passing through the V prize area 51 in a minor win state, it is also called a big win via a minor win.
[0035] After a jackpot game state ends, the game state can be controlled to a time-saving state or a probability variation state, corresponding to the type of jackpot. Also, in the special symbol game, after the display result of the special symbol is "time-saving," the game state is controlled to the time-saving state without being controlled to a jackpot game state. The time-saving state is a game state in which the second special symbol game by the second special symbol display device 4B is more likely to be executed than in the normal state. A game state in which the second special symbol game is more likely to be executed than in the normal state is a game state in which the game ball is more likely to pass through and enter the second starting prize entry point than in the normal state. The control of whether or not the game ball is likely to pass through the second starting prize entry point is also called base control. Base control in the normal state is also called normal base control or low base control. Base control in the time-saving state includes high base control. In addition to high base control, the time-saving state may also include medium base control. Medium base control is a base control that makes it easier for game balls to pass through the second starting prize entry point than low base control, but makes it more difficult for game balls to pass through the second starting prize entry point than high base control. The game state in which medium base control is performed is also called the medium base state. The game state in which high base control is performed is also called the high base state. High base control is also called high open control.
[0036] In the normal state, the medium base state, and the high base state, it is possible to display the time-saving symbol as a result of displaying the special symbol. However, in the medium base state and the high base state, even if the time-saving symbol is displayed as a result of displaying the special symbol, no base control based on that time-saving symbol is performed, and no new control to transition to the medium base state or high base state is initiated. In the time-saving state, time-saving control is possible, which shortens the average variable display time compared to the normal state. For this reason, the time-saving state is also called the time-reduced state.
[0037] The time-saving state is a state in which the efficiency of special symbols, especially the second special symbol, is improved, and is therefore included in the category of special states that are advantageous to the player, different from the jackpot game state. When the game state is a probability variation state, in addition to time-saving control, probability variation control is possible in which the probability of the special symbol display result being a "jackpot" is higher than in the normal state. For this reason, the probability variation state is also called the probability variation state. The probability variation state is a state in which the efficiency of special symbol fluctuations is improved and it is easier to get a "jackpot", and is therefore included in the category of special states that are advantageous to the player, different from the jackpot game state. The time-saving state and probability variation state continue until one of the predetermined termination conditions is met first, such as the execution of a predetermined number of special symbol games or the game being controlled to the next jackpot game state. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count cut. The time-saving state with a count cut is also called a count cut time-saving state. The probability variation state with a count cut is also called a count cut probability variation state.
[0038] The normal game state is a game state that is not included in advantageous states such as the jackpot game state, predetermined states such as the minor win game state, or special states such as the time-saving state or the probability variation state. The normal state is a game state in which the probability of the display result in the normal game being "normal win" and the probability of the display result in the special game being "jackpot" are controlled to be the same as the initial setting state of the pachinko machine 1. The initial setting state of the pachinko machine 1 is the control state after the initial setting process is executed without executing the predetermined recovery process after power-on, for example, when a system reset is performed.
[0039] The state in which probability variation control is being performed is also called the high probability state, and the state in which probability variation control is not being performed is also called the low probability state. The state in which time reduction control is being performed is also called the high base state, and the state in which time reduction control is not being performed is also called the low base state. Combining these, the time reduction state is also called the low probability high base state, the probability variation state is also called the high probability high base state, and the normal state is also called the low probability low base state. The state that is both high probability and low base is also called the high probability low base state. Note that pachinko game machine 1 may not include the probability variation state as a game state.
[0040] After the minor win game state ends, there are cases where the game state is controlled to a big win game state based on the occurrence of a V-win, and cases where the game state remains unchanged from before the minor win game state if a V-win does not occur. However, if the display result of the special symbol game is "minor win" and the special symbol game is executed for a predetermined number of times in the count limit, the control of the time-saving state or probability change state may end and the game may return to the normal state. Note that the pachinko game machine 1 may not include the minor win game state as a game state. In other words, the display result of the special symbols may not include "minor win".
[0041] If a time-saving condition based on the number of times the variable display is executed is met, the game state may be controlled to a time-saving state. Such a time-saving state is also called a rescue time-saving state. The time-saving condition is one that can be met when, after power is turned on to the pachinko game machine 1, after a jackpot occurs, or after the display result of the special symbol game becomes "time-saving," the variable display is executed a specific number of times but control to a new jackpot game state or time-saving state is not performed.
[0042] (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects can be executed in accordance with the progress of the game. These effects include effects that notify the progress of the game and effects that enhance the excitement of the game. These effects include displaying various effect images on the image display device 5, outputting sound effects from speakers 8L and 8R, lighting up the game effect lamp 9, operating the movable body 32, vibrating the stick controller 31A and push button 31B, or any combination of some or all of these, and can be executed using any effect device.
[0043] The effects that can be executed in accordance with the progress of the game include the variable display of effect symbols. When the first or second special symbol game starts, the variable display of effect symbols starts in the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R provided on the screen of the image display device 5. When the confirmed special symbol that will be the display result in the first or second special symbol game stops and is displayed, the confirmed effect symbol that will be the display result in the variable display of effect symbols stops and is displayed. The confirmed effect symbol consists of a combination of three effect symbols corresponding to the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R. During the period from when the variable display of effect symbols starts until it ends, the display mode in the variable display of effect symbols may become a reach mode. A reach mode is a mode in which the effect symbols that have stopped on the screen of the image display device 5 form part of a jackpot combination, and the variation of the effect symbols that have not yet stopped continues. When the display pattern of the reel symbols in the animation becomes a "reach" pattern, it is also said that a "reach" is established.
[0044] The pachinko machine 1 can execute a reach animation in response to the variable display of the animation symbols becoming a reach animation. The pachinko machine 1 can execute multiple types of reach animations such that the proportion of "jackpot" results in the variable display differs depending on the animation animation type. The proportion of "jackpots" corresponding to the animation animation type is also called the jackpot reliability or jackpot expectation. Reach animations include, for example, a normal reach and a super reach which has a higher jackpot reliability than a normal reach. In addition, depending on the execution time of the reach animation, it may also include a short reach and a long reach which has a longer execution time than a short reach.
[0045] When the display result of the special symbols is a "jackpot," the confirmed winning symbols, which are predetermined jackpot combinations, are stopped and displayed on the screen of the image display device 5 as the display result of the winning symbols. For example, identical winning symbols, such as a winning symbol showing the number "7," are lined up and stopped and displayed on a predetermined active line in the "left," "center," and "right" winning symbol display areas 5L, 5C, and 5R. In the case of a "probability-increasing jackpot," which is controlled to a probability-increasing state after the jackpot game state ends, odd-numbered winning symbols, such as a winning symbol showing the number "7," may be lined up and stopped and displayed. In the case of a "non-probability-increasing jackpot," which is not controlled to a probability-increasing state after the jackpot game state ends, even-numbered winning symbols, such as a winning symbol showing the number "6," may be lined up and stopped and displayed. A "non-probability-increasing jackpot" is also called a "normal jackpot." In this case, odd-numbered winning symbols are also called probability-increasing symbols. Even-numbered winning symbols are also called non-probability-increasing symbols or normal symbols. It is also possible to have a bonus round sequence that starts with a non-bonus symbol and then ultimately results in a "bonus jackpot."
[0046] When the display result of the special symbols is a "minor win," the confirmed winning symbols, which are predetermined minor win combinations, are stopped and displayed on the screen of the image display device 5 as the display result of the winning symbols. For example, the same winning symbols, such as winning symbols showing numbers other than "7," may be lined up and stopped and displayed on a predetermined active line in the "left," "center," and "right" winning symbol display areas 5L, 5C, and 5R. The same confirmed winning symbols may be stopped and displayed whether the display result of the special symbols is a "big win" or a "minor win."
[0047] When the display result of a special symbol is a "miss," the variable display of the performance symbols may not result in a reach pattern, and the display result may simply stop. In this case, the display result of the performance symbols will be a confirmed performance symbol that is not a reach combination. A display result in which a confirmed performance symbol that is not a reach pattern is simply stopped without resulting in a reach pattern is also called a "non-reach miss." When the display result of a special symbol is a "miss," the variable display of the performance symbols may result in a reach pattern, and the display result may stop after the reach animation is executed. In this case, the display result of the performance symbols will be a confirmed performance symbol that is not a big win combination or a small win combination. A display result in which a confirmed performance symbol of a reach combination is simply stopped after a reach pattern has been created is also called a "reach miss."
[0048] The effects that the pachinko game machine 1 can perform include variable display-compatible displays such as hold displays and active displays. In addition, for example, a pre-announcement effect that foreshadows the probability of a big win can be performed while the display of the performance symbols is variable. The pre-announcement effect may include a variable pre-announcement effect that foreshadows the probability of a big win corresponding to the variable display that is currently being performed, and a pre-announcement effect that foreshadows the probability of a big win corresponding to the variable display that is currently pending execution. The pre-announcement effect may perform a change effect that changes the display mode of the variable display-compatible displays, such as hold displays and active displays, to a mode different from the normal mode.
[0049] On the screen of the image display device 5, it may be possible to perform a pseudo-consecutive display by temporarily pausing the display of the performance symbols during their variable display and then resuming the variable display, thereby making one variable display appear as if it were multiple variable displays. The pseudo-consecutive display may be set so that the probability of a big win is higher when there are more re-spins after temporarily pausing the display of the performance symbols than when there are fewer re-spins. The pseudo-consecutive display of the performance symbols may include cases where the pseudo-consecutive display is performed before the reach state is reached, and cases where the pseudo-consecutive display is performed after the reach state is reached. In addition, it may be possible to perform the pseudo-consecutive display of the performance symbols at multiple timings.
[0050] During control of a jackpot game state, a jackpot animation can be executed to notify the player of the jackpot game state. The jackpot animation may include an animation that notifies the number of rounds and an upgrade animation that suggests or notifies an improvement in the advantage of the jackpot game state. During control of a minor win game state, a minor win animation can be executed to notify the player of the minor win game state. By executing the same animation during control of the jackpot game state and during control of the minor win game state, it may be made impossible or difficult for the player to recognize whether the current game state is a jackpot game state or a minor win game state.
[0051] In a non-game state where no special feature games or other events are being played and the game is not progressing, demonstration images can be displayed on the screen of the image display device 5. Demonstration images are also called demo images. Displaying demo images is also called a demo display. The performance using the demo display is also called a customer-waiting demo performance.
[0052] (Circuit board configuration) The pachinko game machine 1 is equipped with, for example, a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, a power supply board 17, 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, and a launch control board.
[0053] The main board 11 is the main control board and has the function of controlling the progress of the game in the pachinko game machine 1. The progress of the game includes the execution of special game with reserve management, execution of regular game with reserve management, big win game state, small win game state, time-saving state, probability change state, etc., as well as the execution of various game states and transitions between game states. The main board 11 includes a game control microcomputer 100, a switch circuit 110, and a solenoid circuit 111.
[0054] The game control microcomputer 100 on the main board 11 is, for example, a single-chip microcomputer and can be configured to include a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105. Some or all of the ROM 101, RAM 102, and random number circuit 104 may be configured to be externally connected to the game control microcomputer 100, or they may be built into the game control microcomputer 100. The switch circuit 110 receives detection signals from various switches for detecting game balls and transmits them to the game control microcomputer 100. The various switches for detecting game balls include, for example, a gate switch 21, starter switches such as the first starter switch 22A and the second starter switch 22B, a count switch 23, a specific area switch 24, and an outlet switch 26. The detection signal indicates that a game ball has passed through or entered, causing the switch to be turned on. The transmission of the detection signal indicates that the passage or entry of a game ball has been detected. The solenoid circuit 111 can supply solenoid drive signals from the game control microcomputer 100 to the ordinary electric prize solenoid 81, the large prize winning slot solenoid 82, and the specific area solenoid 83. The solenoid drive signals can be any signals that turn on each solenoid.
[0055] The ROM 101 in the game control microcomputer 100 is a non-volatile memory device that stores computer programs and data used for game control. The data stored in the ROM 101 includes variable patterns, performance control commands, and table data that constitutes tables used for various settings, judgments, and decisions. The RAM 102 in the game control microcomputer 100 is a temporary memory device that provides a work area and a stack for saving data used for game control. The RAM 102 should be a backup RAM that saves the contents of part or all of the memory area so that they can be recovered within a predetermined period even if the power supply to the pachinko game machine 1 is stopped. The RAM 102 is also called RWM (Read / Write Memory). The work area of the RAM 102 includes a memory area capable of storing various data used for game control, such as counters, timers, buffers, and storage areas for various codes and numerical values. The CPU 103 of the game control microcomputer 100 can control the progress of the game in the pachinko game machine 1 by executing processing corresponding to the program stored in the ROM 101.
[0056] The random number circuit 104 in the game control microcomputer 100 counts updatable numerical data representing various random values used to control the progress of the game. The random numbers used to control the progress of the game are also called game random numbers. Some or all of the game random numbers may be updated by hardware using a dedicated circuit, or by software such as a computer program executed by the CPU 103.
[0057] Figure 3 shows an example of a random number used for gameplay. The random number used for gameplay includes MR1-1 for determining special symbols, MR1-2 for winning symbols, MR1-3 which is the initial value for winning symbols, MR2-1 for regular winning symbols, MR2-2 which is the initial value for regular winning symbols, MR3-1 for regular symbol variation patterns, MR3-2 for selecting losing animations, MR3-3 for selecting variation pattern types, and MR3-4 for variation patterns.
[0058] The random number MR1-1 for determining special symbols is used to determine whether the display result of a special symbol will be a "jackpot" or a "minor win". The random number MR1-2 for winning symbols is used to select a confirmed special symbol from multiple special symbols, such as the jackpot symbol when the display result of a special symbol is a "jackpot", or the minor win symbol when the display result of a special symbol is a "minor win". The random number MR1-3, which is the initial value for winning symbols, is used to set the initial value of the random number MR1-2. The random number MR2-1 for normal symbol winning symbols is used to select a confirmed normal symbol from multiple normal symbols that will be displayed when the display result is a "normal symbol win" in the variable display of normal symbols. The random number MR2-2, which is the initial value for normal symbol winning symbols, is used to set the initial value of the random number MR2-1. Random number MR3-1 for normal symbol variation patterns is used to determine the variation pattern of the normal symbols to one of several pre-prepared patterns. Random number MR3-2 for selecting the losing animation is used to select whether or not the variable display of the animation symbols will result in a "reach" when the display result of the special symbols is a "lose". Random number MR3-3 for selecting the variation pattern type is used to select the variation pattern type of the special symbols. The variation pattern type of the special symbols is a group of special symbol variation patterns that have been pre-classified based on, for example, the animation type during the variable display of the animation symbols, and it is sufficient for the group to contain one or more variation patterns. Random number MR3-4 for variation patterns is used to select the variation pattern of the special symbols.
[0059] The CPU 103 reads and refers to various tables from the ROM 101 when making various judgments and decisions based on random values, such as numerical data indicating the value of a random number used for gameplay. Even when random values are not used, the CPU may read and refer to the necessary tables from the ROM 101 to make various judgments, decisions, and settings.
[0060] The I / O 105 of the game control microcomputer 100 is configured to include an input port into which various signals are input and an output port into which various signals are output. The various signals input to the input port of the I / O 105 only need to include detection signals from various switches transmitted via the switch circuit 110. The various signals output from the output port of the I / O 105 only need to include signals that control 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 that drive the normal electric mechanism solenoid 81, the big prize opening solenoid 82, the specific area solenoid 83, etc.
[0061] The main board 11, as part of the operation of controlling the progress of the game using the game control microcomputer 100, outputs performance control commands corresponding to the progress of the game, which can be transmitted to the performance control board 12. Performance control commands are commands that specify or notify the progress of the game, etc. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. Performance control commands should include commands that specify various decision results on the main board 11, such as the display result of the special feature game, the type of win, the variation pattern, etc., commands that specify the status of the game, such as the start and end of the variable display, the opening status of the big prize slot, the occurrence of a win, the number of reserved memories, the game state, etc., and commands that specify the occurrence of an error, etc.
[0062] 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 controlling performances based on the received performance control commands. The performances that can be controlled by the performance control board 12 are various performances that correspond to the progress of the game, such as the driving of the movable body 32, and also include various notifications such as error notifications and power outage recovery notifications. The performance control board 12 comprises a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0063] The CPU 120 for performance control performs processing to control the execution of performances together with the display control unit 123 by executing a program stored in the ROM 121. This processing is for realizing the various functions of the performance control board 12 and includes determining which performance to execute. The CPU 120 for performance control uses various data stored in the ROM 121, such as data from various tables, and uses the RAM 122 as its main memory. The CPU 120 for performance control may also instruct the display control unit 123 to execute performances based on detection signals from the controller sensor unit 35A and the push sensor 35B. The detection signal here is a signal output when an operation by a player is detected, and any signal that appropriately indicates the content of the operation is acceptable.
[0064] The display control unit 123 includes a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and controls the execution of effects mainly related to display based on the execution instructions for effects from the effect control CPU 120. The display control unit 123 supplies video signals corresponding to the effects to be executed to the image display device 5, thereby displaying the effects images on the screen of the image display device 5. The display control unit 123 also supplies sound specification signals to the sound control board 13 and lamp signals to the lamp control board 14. The sound specification signals specify the sound output from speakers 8L and 8R. The lamp signals specify the lighting and extinguishing modes of the game effect lamps 9. By supplying sound specification signals and lamp signals, it becomes possible to output sound from speakers 8L and 8R and to light up or extinguish the game effect lamps 9 in synchronization with the display of the effects images. The display control unit 123 may be capable of supplying signals to operate the movable body 32 to the motor or solenoid of the movable body 32, or to a driver circuit that drives the movable body 32. A separate driver board for driving the movable body 32 may be provided in addition to the performance control board 12.
[0065] The random number circuit 124 keeps updatable numerical data representing various random values used to control the execution of various effects. The random numbers used to control the execution of effects are also called effect random numbers. The effect random numbers may be updated by software such as a computer program executed by the effect control CPU 120. When the effect control CPU 120 makes various judgments and decisions based on random values, such as numerical data representing the value of the effect random numbers, it reads and refers to various tables from the ROM 121. Even when random values are not used, the effect control CPU 120 may read and refer to the necessary tables from the ROM 121 to make various judgments, decisions, and settings.
[0066] The I / O 125 comprises an input port for receiving, for example, performance control commands transmitted from the main board 11, and an output port for transmitting various signals. The input port of the I / O 125 only needs to include an input terminal for detection signals supplied from the controller sensor unit 35A and an input terminal for detection signals supplied from the push sensor 35B. The output port of the I / O 125 only needs to include an output terminal for video signals supplied to the image display device 5, an output terminal for sound specification signals supplied to the sound control board 13, and an output terminal for lamp signals supplied to the lamp control board 14.
[0067] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on sound specification signals from the display control unit 123, and outputs the sound specified by the sound specification signal from speakers 8L and 8R. 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 lamp signals from the display control unit 123, and turns the game effect lamp 9 on or off in the manner specified by the lamp signals. In this way, the audio output from speakers 8L and 8R and the turning on and off of the game effect lamp 9 can be controlled based on signals from the display control unit 123. Note that the control of audio output and turning on and off of lamps, such as supplying sound specification signals and lamp signals, and the control of the movable body 32, such as supplying signals to operate the movable body 32, may be partially or entirely performed by the performance control CPU 120. 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. As shown in the example configuration in Figure 2, multiple sub-boards may be provided for each function, or, unlike the example configuration in Figure 2, one sub-board may be configured to have multiple functions.
[0068] The power supply board 17 can supply power from an AC power source such as AC100V from an external power source such as a commercial power supply to electrical components including the main board 11 and various control boards such as the performance control board 12. The power supply board 17 is equipped with, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC12V or DC5V). The pachinko game machine 1 can be switched on and off by operating the power switch 91. The switch circuit 110 of the main board 11 receives the reset signal, power off signal, and clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of the following: a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a period longer than the power-off reference time. The clear signal is turned on in response to, for example, a press operation on the clear switch 92 provided on the power supply board 17.
[0069] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.
[0070] (Main operations of the main board 11) First, let's explain the main operations of the main board 11. When power is supplied to the pachinko machine 1, the game control microcomputer 100 starts up, and the CPU 103 executes the main processing for game control.
[0071] Figure 4 is a flowchart of the main game control process P_MAIN executed by the CPU 103 on the main board 11. When the main game control process P_MAIN shown in Figure 4 is started, the CPU 103 executes the power supply start response process P_POWER_ON (step S1), followed by the RWM check process P_RWM_CHK (step S2). The power supply start response process P_POWER_ON in step S1 can perform initial settings of the game control microcomputer 100 in response to the start of power supply in the pachinko game machine 1. The initial settings of the game control microcomputer 100 only need to include initialization of output ports, setting of interrupt vectors, setting of built-in device registers, and setting of specific registers. The RWM check process P_RWM_CHK in step S2 includes a checksum calculation process, and the checksum data obtained as a result of the process is compared with the data stored in the checksum buffer. If the two data match, it is determined that the contents stored in RAM 102 are normal.
[0072] Next, it is determined whether or not predetermined recovery conditions have been met (step S3). Recovery conditions can be met if the clear signal corresponding to the operation of the clear switch 92 is in the off state, there is normal stored data in the checksum buffer, and the stored contents in RAM 102, which serves as backup RAM, are normal. When the power of the pachinko game machine 1 is turned on, for example, if the clear switch 92 provided on the power supply board 17 is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is sufficient to determine in step S3 that the recovery conditions have not been met. The checksum buffer stores the checksum data calculated in the checksum calculation process when the backup determination time was measured by the backup monitoring timer during the previous power outage. If the timing value of the backup monitoring timer does not match a specific value corresponding to the backup determination time, it is sufficient to determine in step S3 that the recovery conditions have not been met. The backup data can be any stored data in the game work area of RAM 102, which serves as backup RAM for game control. In step S3, based on the results of the RWM check process P_RWM_CHK in step S2, which confirmed or inspected whether backup data exists and whether there are any data errors, it is necessary to determine whether the recovery conditions can be met.
[0073] If the recovery conditions are met (Step S3; Yes), the backup setting process P_BACKUP_SET is executed (Step S4). The backup setting process P_BACKUP_SET uses the backup command transmission table to enable the transmission of corresponding performance control commands from the main board 11 to the performance control board 12 during backup. The backup setting process P_BACKUP_SET also enables initialization by clearing the process code, timer, counter, and flags specified by the backup setting table.
[0074] If the recovery conditions are not met (Step S3; No), the initialization setting process P_INIT_SET is executed (Step S5). The initialization setting process P_INIT_SET makes it possible to transfer clear data to the game work area, which is the working area in RAM 102. This initializes the game work area in RAM 102. The initialization setting process P_INIT_SET then uses the initialization command transmission table to make it possible to send the corresponding performance control command from the main board 11 to the performance control board 12 during initialization. In addition, the initialization setting process P_INIT_SET makes the buffers, timers, pointers, and counters specified by the initialization setting table initialized by clearing them.
[0075] Subsequently, the control start setting process P_STACON is executed (step S6). The control start setting process P_STACON may include a wait process. The wait process ensures that sub-boards such as the performance control board 12 can be reliably started up by executing a loop process until a set waiting time has elapsed. The control start setting process P_STACON may also include a specific count command transmission process or a chip individual number information command transmission process. The specific count command transmission process enables the transmission of a performance control command specifying the count value of a specific count counter from the main board 11 to the performance control board 12 when the power is turned on. The specific count counter is located at a predetermined address in RAM 102 and only needs to be able to count the remaining number of executions until the number of executions of the variable display reaches a specific number corresponding to the time reduction condition. The chip individual number information command transmission process enables the transmission of a performance control command specifying the stored value of the chip individual number register from the main board 11 to the performance control board 12. The chip-specific number register can be included in the built-in registers of the game control microcomputer 100, and it is sufficient that it can store a different value assigned to each chip as the chip-specific number.
[0076] The control start setting process P_STACON may include startup-time out-of-area processing. The startup-time out-of-area processing is executed when the pachinko game machine 1 starts up due to the start of power supply, by reading a program stored in the non-game program area of ROM 101. The startup-time out-of-area processing may be, for example, a performance display RWM initial value setting process. The performance display RWM initial value setting process makes it possible to set an initial value for initial display using the 7-segment LEDs that constitute the performance display monitor. The performance display monitor may be mounted on, for example, the main board 11 and may be capable of displaying information related to the setting value and information related to the base. The setting value can be changed to one of several levels, such as 6 levels, when the settings of the pachinko game machine 1 are in a setting change state in which the settings can be changed, and it is possible to set the probability that the display result of the special symbols will be a "jackpot". The base is calculated by dividing the number of prize balls dispensed when a game ball passes through each prize slot (such as the starting prize slot, general prize slot, and big prize slot) by the number of game balls launched into the game area.
[0077] Following the control start setting process P_STACON in step S6, the timer interrupt counter is set (step S7). In step S7, the PTC counter output value is set so that a periodic timer interrupt occurs at predetermined intervals, for example, every 4 [ms (milliseconds)]. After that, the main process P_MAIN for game control enters a loop. In this loop, interrupts are disabled (step S8), the random number update process P_TFINIT for determining the initial value is executed (step S9), the loop-out-of-area processing P_REGOUT is executed (step S10), interrupts are enabled (step S11), and the process returns to step S8. Then, when the interrupt is enabled, each time an interrupt request signal is input from the PTC to the CPU 103, the CPU 103 becomes capable of executing the timer interrupt process. As a result, the CPU 103 can execute the timer interrupt process every time a predetermined interval has elapsed, for example, every 4 [ms].
[0078] Figure 5 is a flowchart showing an example of a timer interrupt process P_PCT for game control. In the timer interrupt process P_PCT shown in Figure 5, the power off process P_POWER_OFF is executed (step S51). Next, it is determined whether the fraudulent activity monitoring flag is "0" or not (step S52). The fraudulent activity monitoring flag is set to "1", which corresponds to the ON state, when magnetism is detected by the magnetic sensor or when radio waves are detected by the frame radio wave sensor. In all other cases, the fraudulent activity monitoring flag is set to "0", which corresponds to the OFF state.
[0079] If the fraud monitoring flag is "1" (step S52; No), the game stop process P_GAME_STOP is executed (step S53). The game stop process P_GAME_STOP only needs to initialize the output port and turn off the output of the connection confirmation signal. The connection confirmation signal is transmitted from the main board 11 to the payout control board, and if it is in the off state, the execution of the payout process on the payout control board is stopped.
[0080] If the fraud monitoring flag is "0" (Step S52; Yes), the switch process P_SW is executed (Step S54), the switch error notification process P_CON_CHK is executed (Step S55), the random number update process P_RANDOM is executed (Step S56), and the random number update process for initial value determination P_TFINIT is executed (Step S57). In addition, the special symbol process process P_TPROC is executed (Step S58), the normal symbol process process P_FPROC is executed (Step S59), the information output process P_JYOUHOU is executed (Step S60), the prize ball process P_PAY is executed (Step S61), and the display process P_HYOUZI is executed (Step S62). Furthermore, other timer interrupt handling processes are executed (Step S63). After that, the timer interrupt process P_PCT is terminated after the interrupt enable is set (Step S64).
[0081] Step S51, the power-off process P_POWER_OFF, determines the power confirmation signal transmitted from the power supply board 17 and enables the execution of checksum calculation processing when the power is off. Step S54, the switch process P_SW, determines the state of the input port and enables the updating of the switch-on buffer, etc. Step S55, the switch error notification process P_CON_CHK, enables the updating of the count value of the sensor-on counter specified by, for example, the switch error notification judgment table, and enables the execution of error notification display when the count value reaches the sensor abnormal error judgment value. Step S56, the random number update process P_RANDOM, enables the software to update the software random numbers among the random numbers used for the game. Step S57, the random number update process P_TFINIT for determining the initial value, enables the software to update the random numbers used as the initial value among the random numbers used for the game.
[0082] Step S58, the special symbol process processing P_TPROC, includes processing related to the variable display of special symbols and the game state, such as managing the execution and holding of special symbol games, controlling the jackpot game state and the minor jackpot game state, and controlling the game state. Step S59, the normal symbol process processing P_FPROC, includes processing related to the variable display of normal symbols and the state control of the second start prize slot, such as managing the execution and holding of normal symbol games based on detection signals from the gate switch 21, and controlling the opening and closing of the variable prize ball device 6B based on "normal symbol win". Step S60, the information output processing P_JYOUHOU, sets the information output signal. The information output signal is a signal corresponding to information supplied to a hall management computer installed outside the pachinko game machine 1, such as jackpot information, start information, and probability variation information. Jackpot information indicates the number of times a jackpot has occurred. Start information indicates the number of start prizes. Probability variation information indicates the number of times the game entered a probability variation state. Step S61's prize ball processing P_PAY includes prize ball command output counter increment processing and prize ball control processing. The prize ball command output counter increment processing uses the prize ball count table to determine if the switch is ON, and when ON is detected, it updates the prize ball command output counter and the prize information output counter. The prize ball control processing selects processing corresponding to the prize ball process code and controls the system to dispense prize balls based on the detection of game balls. Step S62's display processing P_HYOUZI sets the display for the first reserve indicator 25A, the second reserve indicator 25B, the general reserve indicator 25C, and various other status indicator lights.
[0083] Figure 6 is a flowchart showing an example of a process that can be executed in step S58 shown in Figure 5 as the special pattern process P_TPROC. In the special pattern process P_TPROC, the CPU 103 sets the first start prize response flag (step S101). The first start prize response flag setting is done by executing a logical operation instruction, etc., to reflect the state of the first start port switch 22A included in the switch-on buffer in the flag register of the CPU 103. At this time, if the zero flag in the flag register is on, it indicates that the first start prize response flag is off. Conversely, if the zero flag is off, it indicates that the first start prize response flag is on. Next, the first start port prize table is set by a transfer instruction to set the table pointer (step S102). After that, it is determined whether or not the first start prize response flag is on (step S103). If the flag for the first start prize is on (step S103; Yes), the start port switch pass-through process P_TZU_ON is executed (step S104).
[0084] If the first start-up prize flag is off in step S103 (step S103; No), or after the start-up switch pass-through process P_TZU_ON in step S104, the second start-up prize flag is set (step S105). The second start-up prize flag is set by reflecting the state of the second start-up switch 22B contained in the switch-on buffer in the flag register of the CPU 103 through the execution of a logical operation instruction, etc. At this time, if the zero flag in the flag register is on, it indicates that the second start-up prize flag is off. Conversely, if the zero flag is off, it indicates that the second start-up prize flag is on. Next, the second start-up prize table is set by a transfer instruction to set the table pointer (step S106). After that, it is determined whether or not the second start-up prize flag is on (step S107). If the flag for the second start prize is on (step S107; Yes), the start port switch pass-through process P_TZU_ON is executed (step S108).
[0085] In step 104, the start gate switch pass-through process P_TZU_ON uses the first start gate prize table set in step S102 to update the first reserve memory count and the total reserve memory count by 1 if the first reserve memory count is less than the upper limit. It then extracts the random numbers MR1-1 for special symbol determination, MR3-2 for losing animation selection, MR3-3 for variation pattern type selection, and MR3-4 for variation pattern, stores them in their respective random number buffers, and then transfers them to the first special symbol reserve buffer. Additionally, the first reserve memory information specification command transmission table is used to enable transmission of the first reserve memory information specification command, which specifies the first reserve memory count, from the main board 11 to the animation control board 12. Finally, a value indicating "1" as the start gate prize specification value is stored in the start gate prize buffer.
[0086] In step S108, the start gate switch pass-through process P_TZU_ON uses the second start gate prize table set in step S106 to update the second reserve memory count and the total reserve memory count by 1 if the second reserve memory count is less than the upper limit. It then extracts the random numbers MR1-1 for special symbol determination, MR3-2 for losing animation selection, MR3-3 for variation pattern type selection, and MR3-4 for variation pattern, stores them in their respective random number buffers, and then transfers them to the second special symbol reserve buffer. Additionally, the second reserve memory information specification command transmission table is used to enable the transmission of a second reserve memory information specification command, which specifies the second reserve memory count, from the main board 11 to the animation control board 12. Finally, a value indicating "2" as the start gate prize specification value is stored in the start gate prize buffer.
[0087] In steps S104 and S108, a common start gate switch pass-through process P_TZU_ON can be executed. However, the start gate switch pass-through process P_TZU_ON in step S104 uses the first start gate prize table set in step S102, while the start gate switch pass-through process P_TZU_ON in step S108 uses the second start gate prize table set in step S106. In this way, the common start gate switch pass-through process P_TZU_ON is executed using different start gate prize tables. Therefore, different data settings and controls are possible through common processing depending on whether the game ball enters the first start gate prize entry or the second start gate prize entry. Note that the start gate switch pass-through process P_TZU_ON may include prize entry animation processing using extracted random numbers for gameplay.
[0088] If the second start prize response flag is off in step S107 (step S107; No), or after the start gate switch pass processing P_TZU_ON in step S108, the special symbol process processing jump table is set by a transfer command that sets a pointer (step S109). The special symbol process processing jump table is an address management table that makes the processing corresponding to the read value of the special symbol process code selectable and executable. The special symbol process code can be updated to one of 00[H] to 0B[H] in accordance with the progress of game control in the pachinko game machine 1, and is also called the special symbol process code. Here, [H] indicates a hexadecimal number. Note that [B] may also indicate a binary number.
[0089] Following step S109, a transfer command to read stored data loads the special symbol process code (step S110). Next, by executing the 2-byte data selection process P_ABXEXEC (step S111), the address of the process selected in accordance with the special symbol process code is obtained. The address obtained at this time is set as a pointer. After this, by executing the process pointed to by the pointer using a subroutine call command (step S112), the process selected in accordance with the special symbol process code becomes executable. When the selected process finishes and returns to the special symbol process process P_TPROC by a return command, the special symbol process process P_TPROC also finishes, and returns to the timer interrupt process P_PCT for game control by a return command.
[0090] Figure 7 shows an example configuration TT01 of the special symbol process processing jump table used in the special symbol process processing P_TPROC. The special symbol process processing jump table is configured to include table data that can be set in an internal register of the CPU 103, which is used as a pointer, to the address of the processing selected in accordance with the special symbol process code. The special symbol process processing jump table in configuration example TT01 includes the special symbol normal processing P_TNORMAL when the special symbol process code is 00[H], the special symbol variation processing P_TSTART when the special symbol process code is 01[H], the special symbol stop processing P_TSTOP when the special symbol process code is 02[H], the small win opening pre-processing P_TLFAN when the special symbol process code is 03[H], the small win opening in-processing P_TLOPEN when the special symbol process code is 04[H], and the small win opening post-processing P_TLCLSF when the special symbol process code is 05[H]. The table data includes address values that can be set to pointers for the following processes: P_TLOUT, which is the small win ball dispensing waiting process when the alternate symbol process code is 06[H]; P_TLEND, which is the small win termination process when the special symbol process code is 07[H]; P_TINT, which is the pre-opening process for the big prize slot when the special symbol process code is 08[H]; P_TOPEN, which is the in-opening process for the big prize slot when the special symbol process code is 09[H]; P_TCLSF, which is the post-opening process for the big prize slot when the special symbol process code is 0A[H]; and P_TEND, which is the big win termination process when the special symbol process code is 0B[H].
[0091] The special symbol normal processing P_TNORMAL enables the following: determining whether or not to start the special symbol game based on the presence or absence of stored hold information, determining the special symbol display result using the random number MR1-1 for special symbol determination, determining the confirmed special symbol to be stopped in the variable display of special symbols, and determining the variation pattern of the special symbol. The special symbol display result includes "jackpot," "minor win," "miss," etc. If it is determined to be a "jackpot," it is decided to control the game to a jackpot game state, which is an advantageous state for the player. Also, if the special symbol display result is a "jackpot," it is determined which of several types of jackpot game states, each with a different degree of advantage for the player, will be controlled to correspond to the jackpot symbol that becomes the confirmed special symbol. Therefore, by executing the special symbol normal processing P_TNORMAL, the CPU 103 can determine whether or not to control the game to an advantageous state for the player, and can decide which of several types of advantageous states, each with a different degree of advantage for the player, to control the game to. Furthermore, by executing the special symbol normal processing P_TNORMAL, the CPU 103 can decide on one of several types of variation patterns.
[0092] The special symbol variation process P_TSTART measures the elapsed time since the special symbol started to vary in the first special symbol display device 4A and the second special symbol display device 4B, enabling a determination of whether the special symbol variation time corresponding to the variation pattern has elapsed. The special symbol stop process P_TSTOP measures the elapsed time since the special symbol stopped varying in the first special symbol display device 4A and the second special symbol display device 4B, enabling a determination of whether the symbol stop time has elapsed. The symbol stop time only needs to be set as the time for displaying the special symbol as stopped when the special symbol variation time is determined to have elapsed in the special symbol variation process P_TSTART. When the symbol stop time has elapsed, the special symbol process code is updated and various settings are made in accordance with the special symbol display result. For example, it would be sufficient if the special symbol process code could be updated to 08[H] when the special symbol display result is "Big Win", to 03[H] when the special symbol display result is "Small Win", and to 00[H] when the special symbol process code is "Miss".
[0093] The pre-minor win opening process P_TLFAN, the in-minor win opening process P_TLOPEN, the post-minor win opening process P_TLCLSF, the minor win ball discharge waiting process P_TLOUT, and the minor win termination process P_TLEND are processes to control the progress of the game in the minor win state. The pre-major win opening process P_TINT, the in-major win opening process P_TOPEN, the post-major win opening process P_TCLSF, and the jackpot termination process P_TEND are processes to control the progress of the game in the jackpot state.
[0094] (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 17 or the like, the performance control CPU 120 starts up and executes the main performance control processing.
[0095] Figure 8 is a flowchart of the main processing S_MAIN for performance control executed by the performance control CPU 120 on the performance control board 12. When the main processing S_MAIN for performance control shown in Figure 8 is started, the performance control CPU 120 executes the performance control initialization process S_INIT (step S71). The performance control initialization process S_INIT includes clearing the RAM 122, setting various initial values, and setting registers for the timer circuit mounted on the performance control board 12. Next, the initial operation control process S_SYOKI is executed (step S72). The initial operation control process S_SYOKI enables control of the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform predetermined operation checks. After that, 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 time a predetermined time has elapsed, for example, 2 [ms (milliseconds)], based on the register settings for the timer circuit. The timer interrupt flag is set to off (step S73; No), and step S73 is repeated while waiting.
[0096] If the timer interrupt flag is turned ON (step S73; Yes), the timer interrupt flag is cleared and turned OFF (step S74), the command analysis process S_COMMAND is executed (step S75), the performance control process S_CPROC is executed (step S76), the random number update process for performances S_RANDOM is executed (step S77), and the output process for performances S_OUT is executed (step S78). Then, other timer interrupt handling processes are executed (step S79), and the process returns to step S73.
[0097] The command analysis process S_COMMAND in step S75 enables reading of the production control command stored in the buffer for receiving production control commands and setting and control corresponding to the read production control command. By executing the command analysis process S_COMMAND, the production control CPU 120 can update storage data indicating the state of a flag, storage data in a register, and any other storage data in the work area of the RAM 122 corresponding to the production control command transmitted from the main board 11. The production control process S_CPROC in step S76 enables control of execution of production using various production devices, including display of a production image on the screen of the image display device 5, audio output from the speakers 8L and 8R, lighting or extinguishing of a decorative light emitter such as the game effect lamp 9 and the decorative LED, and drive control of the movable body 32. The content of control of production using various production devices may be determined, decided, set, etc. based on the production control command transmitted from the main board 11, the execution result of processing by the production control CPU 120, etc. The production random number update process S_RANDOM in step S77 enables at least a part of the production random number used on the side of the production control board 12 to be updated by executing a program as software.
[0098] FIG. 9(A) is a flowchart showing an example of a process executable in step S76 shown in FIG. 8 as the production control process S_CPROC. In the production control process, the production control CPU 120 executes the pre-reading production setting process S_SAKI_SET (step S151). The pre-reading production setting process S_SAKI_SET enables determination, decision, setting, etc. regarding execution of the pre-reading preview production, for example, based on the production control command at the time of starting winning transmitted from the main board 11. Also, the pre-reading production setting process S_SAKI_SET enables updating of the reserved display based on the number of reserved memories specified from the production control command.
[0099] In step S151, after the pre-read performance setting process S_SAKI_SET, the performance control process jump table is set by a transfer command that sets a pointer (step S152). The performance control process jump table is an address management table that makes the process corresponding to the read value of the performance control process code selectable and executable. The performance control process code can be updated to one of 00[H] to 0A[H] in accordance with the progress of performance control in the pachinko game machine 1, and is also called the performance process code. The performance control process code is loaded by a transfer command to read stored data (step S153). The address of the process to be selected corresponding to the performance control process code obtained in this way is set in the performance control pointer (step S154). Therefore, by executing the process pointed to by the performance control pointer (step S115), the process selected corresponding to the performance control process code becomes executable.
[0100] Figure 9(B) shows an example configuration TT02 of the performance control process jump table used in the performance control process S_CPROC. The performance control process jump table is composed of table data that can be set in a register used as a performance control pointer, which contains the address of the process selected in accordance with the performance control process code. The jump table for the performance control process in configuration example TT02 includes table data that allows setting address values corresponding to the following processes in the performance control pointer: waiting for a variation pattern command when the performance control process code is 00[H], starting the variation of the performance symbols when the performance control process code is 01[H], processing while the performance symbols are changing when the performance control process code is 02[H], stopping the variation of the performance symbols when the performance control process code is 03[H], displaying a minor win when the performance control process code is 04[H], processing while the minor win is open when the performance control process code is 05[H], the ending performance of the minor win when the performance control process code is 06[H], displaying a big win when the performance control process code is 07[H], processing during a round when the performance control process code is 08[H], processing after a round when the performance control process code is 09[H], and ending the performance of the big win when the performance control process code is 0A[H].
[0101] The variable pattern command reception waiting process makes it possible to determine whether or not a variable pattern specification command transmitted from the game control microcomputer 100 on the main board 11 has been received. If it is determined that a variable pattern specification command has been received, the performance control process code is updated to 01[H], which corresponds to the performance symbol variation start process. If it is determined that no variable pattern specification command has been received, the demo display becomes controllable. The performance symbol variation start process makes it possible to start the variation-time performance corresponding to the special feature game. For example, in response to a variable pattern specification command transmitted from the main board 11, it makes it possible to select the performance pattern to be used to control the variation-time performance and to start updating the performance process timer that measures the performance execution time. The performance symbol variation in progress process makes it possible to control the switching timing of each performance element that makes up the performance pattern, and makes it possible to determine whether or not the performance execution time has elapsed based on the timing value of the performance process timer. If it is determined that the performance execution time has elapsed, the performance control process code is updated to 03[H], which corresponds to the performance symbol variation stop process. The symbol variation stop process enables termination control of the variation-time effect and display control of the effect result corresponding to the confirmed special symbol, based on the fulfillment of termination conditions for the variation-time effect, such as the expiration of the effect execution time or the receipt of the effect symbol confirmation command. At this time, the effect control process code is updated and various settings are made in accordance with the display result of the variable display. For example, if the display result of the variable display is "Big Win", the effect control process code can be updated to 07[H], if the display result of the variable display is "Small Win", the effect control process code can be updated to 04[H], and if the display result of the variable display is "Miss", the effect control process code can be updated to 00[H].
[0102] The minor win display process, minor win opening process, and minor win ending animation process are processes that control the progress of animations corresponding to the minor win game state. The big win display process, round process, round post-process, and big win ending animation process are processes that control the progress of animations corresponding to the big win game state.
[0103] (Examples of basic explanations, etc.) The pachinko game machine 1 is not limited to the configuration, functions, processes, and operations described in the basic description and other descriptions, and is subject to various modifications and applications. For example, the pachinko game machine 1 does not have to possess all the technical features shown in the embodiments, and may have some of the configurations described in the embodiments so as to solve at least one problem in the prior art. When a subordinate concept is described in an embodiment, a higher-level invention using related or similar matters, or a higher-level invention using common properties, is included in the present invention and may have some of the structures and characteristics described in the embodiments so as to solve at least one problem in the prior art.
[0104] The pachinko game machine 1 may be a payout type game machine that dispenses a predetermined number of game media as prizes based on the occurrence of winnings, or it may be a sealed type game machine that encloses game media and awards points when winnings occur.
[0105] During the variable display of the special symbol, only one type of symbol may be displayed, such as a "-" symbol, and the variable display may be configured to repeatedly show and unshow this symbol. During the variable display, one type of symbol may be displayed, and this symbol may not be displayed when the variable display stops. For example, the display result may be that a "-" symbol is not displayed, resulting in a non-display state where no special symbol is shown.
[0106] Pachinko game machine 1 may have a configuration in which the probability of winning a jackpot and the payout rate change in response to multiple setting values. For example, in the special symbol normal processing of the special symbol processing, the probability of winning a jackpot and the payout rate may be changed by using different jackpot determination values for each set setting value. As a specific example, the setting value can be set to one of six levels from 1 to 6, with 6 having the highest probability of winning a jackpot, and the probability of winning a jackpot decreasing as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this case, if the setting value is set to 6, it is the most advantageous for the player, and the advantage decreases in stages as the value decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes according to the setting value, the payout rate may also change according to the setting value. The probability of winning a jackpot may remain constant regardless of the setting value, while the number of rounds in the jackpot game state may change according to the setting value. The pachinko game machine 1 only needs to be configured to allow the player to set one of several setting values that offer different levels of advantage. The setting value set in the pachinko game machine 1 may be notified by a setting value specification command being sent from the main board 11 to the performance control board 12. During the execution of the variable display, a setting suggestion performance that hints at the setting value in the pachinko game machine 1 may be executed at a predetermined rate. The hint regarding the setting value of the pachinko game machine 1 is not limited to hinting at the setting value of the pachinko game machine 1, but may also, for example, hint whether or not the setting value of the pachinko game machine 1 has been changed. The setting suggestion performance may also be able to hint at the probability of winning a jackpot through an arbitrary performance, as well as provide hints regarding the setting value of the pachinko game machine 1.
[0107] In lieu of, or in conjunction with, some or all of the suggestions regarding the control of the jackpot game state, suggestions regarding the control of a state that is advantageous to the player but different from the jackpot game state may be provided. For example, suggestions regarding a probability variation state that is controlled after the end of the jackpot game state may be provided. In addition, as an advantageous state, suggestions may be provided regarding a state in which any game value that is advantageous to the player is granted, depending on whether or not it is controlled.
[0108] The invention relating to gaming machines is not limited to pachinko gaming machines 1, but can also be applied to slot machines as appropriate. A slot machine is capable of running a game in which a predetermined number of tokens are inserted, a predetermined number of tokens are set, multiple types of symbols are rotated in response to the operation of a lever by the player, and when the symbols are stopped in response to the operation of a stop button by the player, a predetermined number of tokens are paid out to the player if the combination of stopped symbols matches a specific combination of symbols. In a slot machine, an advantageous state for the player only needs to include one or more of the so-called bonuses, such as a big bonus, regular bonus, RT, AT, ART, and CZ.
[0109] Programs and data for realizing various controls, including the progress of the game and the execution of effects, may be distributed and provided to the computer device included in the game machine, such as the pachinko game machine 1, via a removable recording medium, or they may be distributed and provided by being pre-installed on the storage device of the computer device. Alternatively, they may be provided with a communication processing unit that can connect to external devices on a network via a communication line, and distribution and provision may be possible by downloading programs and data from such external devices. The execution methods for games and effects may also be such that they can be executed by attaching a removable recording medium, or by temporarily storing programs and data downloaded via a communication line in internal memory, or by directly using hardware resources on external devices on a network connected via a communication line, or by exchanging data with other computer devices via a network.
[0110] When comparing various percentages, such as the percentage of processing or data decisions, or the percentage of performance executions, expressions like "high," "low," or "different" may include cases where one of them is at a percentage of "0%" or "100%." For example, one of the decision results or executions may include cases where there is no decision or execution at a percentage of "0%", or cases where there is always a decision or execution at a percentage of "100%".
[0111] (Description of feature section 002AK) Figure 10-1 shows an example screen display configuration AKP0 for the image display device 5 with respect to feature section 002AK. In configuration example AKP0, the screen of the image display device 5 is provided with an active display area AKA0, a pending display area AKB0, and a small pattern display area AKC0. The active display area AKA0 enables active display by displaying a performance image in response to a variable display that is currently being executed. The pending display area AKB0 enables pending display by displaying a performance image in response to a variable display whose execution is pending. In this way, the active display area AKA0 and the pending display area AKB0 enable the display of active displays and pending displays that correspond to or are specific displays of the variable display, as displays related to the variable display. The pending display area AKB0 may include a first pending display area that enables a first pending display by displaying a performance image that enables recognition of a first pending memory count, and a second pending display area that enables a second pending display by displaying a performance image that enables recognition of a second pending memory count.
[0112] In the active display area AKA0, an active display is initiated based on the reserved displays that were cleared (consumed) in the reserved display area AKB0 in response to the start of the special feature game. The reserved display area AKB0 can, for example, display reserved displays associated with the reserved numbers "1", "2", "3", and "4" in order from the left end, and the display area should be configured so that the reserved displays are left-aligned. Active displays that can be displayed in the active display area AKA0 only need to share the same shape, pattern, color, or combination of all or part thereof as the reserved displays in the reserved display area AKB0. For example, an active display may be able to display a common performance image with the reserved displays at a larger size than each reserved display. The display mode of the active display may change to a different display mode from that of the reserved displays when an active display change performance is executed. The active display area AKA0 may be made recognizable as a separate display from the reserved displays by, for example, displaying a performance image showing a pedestal below the active display.
[0113] The small symbol display area AKC0 is smaller than the "left," "center," and "right" performance symbol display areas 5L, 5C, and 5R, and is located in a predetermined position, for example, in the lower right corner of the screen of the image display device 5. In the small symbol display area AKC0, variable display of small symbols is performed in accordance with the variable display of special symbols and performance symbols. The performance image representing the small symbol is reduced in size from the identification information image which is the performance image representing the performance symbol, and can be any reduced identification information image that is capable of performing variable display in a display manner that is all or part of the same as each of the identification information images representing the performance symbols. The performance image representing the small symbol may be displayed in a position that is always visible.
[0114] Figure 10-2 shows an example of the configuration of the start-gate entry command included in the performance control command for feature section 002AK. The start-gate switch passage process P_TZU_ON in steps S104 and S108 of the special symbol process P_TPROC shown in Figure 6 enables the transmission of a performance control command from the main board 11 to the performance control board 12 that specifies the occurrence of a start-gate, based on the fact that a game ball has passed through a start area such as the first start-gate or the second start-gate. Furthermore, the start-gate switch passage process P_TZU_ON enables the transmission of a performance control command from the main board 11 to the performance control board 12 that specifies the number of reserved memory. In addition, the start-gate switch passage process P_TZU_ON enables the transmission of a performance control command from the main board 11 to the performance control board 12 that specifies the result of the entry judgment by executing the entry-time performance process using the extracted random number for gameplay. A start-gate entry specification command is provided in advance as a performance control command that specifies the occurrence of a start-gate. A command to specify the number of reserved memories is provided as a control command for the performance, and a command to specify the result of the winning judgment is also provided as a control command for the performance.
[0115] Figure 10-2(A) shows an example of setting the starting gate entry designation command, the hold memory information designation command, and the entry judgment result command. The starting gate entry designation command includes command B100[H], which is the first starting gate entry designation command, and command B200[H], which is the second starting gate entry designation command. The hold memory information designation command includes command C1XX[H], which is the first hold memory information designation command, and command C2XX[H], which is the second hold memory information designation command. Note that XX[H] represents a 1-byte data in the form of an unspecified hexadecimal number, and can be set arbitrarily according to the instructions given by the performance control command. The hold memory information designation command can be set to different EXT data, such as any of 00[H] to 04[H], corresponding to the first and second hold memory counts. The winning result command is a command C4XX[H] that allows you to set different EXT data corresponding to the result of the winning animation process executed using a random number for gameplay.
[0116] In the game control microcomputer 100 of the main board 11, the CPU 103 that executes the start gate switch passage process P_TZU_ON in steps S104 and S108 shown in Figure 6 controls the system to send multiple types of performance control commands as start-winning commands based on the fact that the game ball has passed through the start area. The start gate switch passage process P_TZU_ON in steps S104 and S108 stores the extracted random numbers for gameplay as hold information in the first special symbol hold buffer and the second special symbol hold buffer, and enables the execution of winning performance processing using these random numbers for gameplay. The winning performance processing, for example, uses the random number MR1-1 for special symbol determination to determine whether the display result of the special symbols corresponds to a "jackpot" and whether the system is controlled to a jackpot game state before the variable display is executed. The CPU 103, which executes the winning animation processing, performs a comparison operation with the jackpot judgment value to determine whether the value of the random number MR1-1 used for special symbol determination is within the jackpot judgment range. At this time, if the random number MR1-1 used for special symbol determination is within the jackpot judgment range, the winning animation result is set to "jackpot". The CPU 103, which executes the start gate switch passing process P_TZU_ON that includes such winning animation processing, becomes a determination means that can determine whether or not the game will be controlled to an advantageous state based on the variable display before the variable display is executed.
[0117] Furthermore, the CPU 103, which executes the prize winning animation processing, performs a comparison operation with the reach confirmation value for the random number MR3-2 used for selecting a losing animation if the random number MR1-1 used for determining special symbols is not within the winning animation range. If the random number MR3-2 used for selecting a losing animation is within the reach confirmation range, the CPU 103 then uses the random number MR3-3 used for selecting the type of variation pattern to perform a comparison operation with the super reach confirmation value to determine if its value is within the super reach confirmation range. In this way, the prize winning judgment result is set to "Super reach confirmed on a loss" in response to the random number MR3-3 used for selecting the type of variation pattern being within the super reach confirmation range. If the random number MR3-3 used for selecting the type of variation pattern is not within the super reach confirmation range, and the random number MR3-2 used for selecting a losing animation is within the reach confirmation range, the prize winning judgment result is set to "Reach confirmed on a loss". In response to the fact that the random number MR3-2 used for selecting the losing animation is not within the range that guarantees a win, the winning judgment result is set to "General for losing".
[0118] Figure 10-2(B) illustrates the contents specified by the winning result command. Among the winning result commands, commands C402H, C403H, and C404H may be sent when the random number MR1-1 for special symbol determination is not within the winning determination range, and notify that the winning result is not controlled to the winning game state because the display result of the special symbol game is determined to be "miss". On the other hand, command C401H is sent when the random number MR1-1 for special symbol determination is within the winning determination range, and notify that the winning result is controlled to the winning game state because the display result of the special symbol game is determined to be "jackpot". Command C400H notifies that the winning determination is restricted.
[0119] Figure 10-3 shows an example of the configuration of a variation pattern related to feature section 002AK. Multiple variation patterns may be prepared in advance to correspond to different special feature variation times and variable display modes of the performance symbols. The multiple variation patterns related to feature section 002AK include a variation pattern corresponding to one of the following: "Non-reach (miss)", "Reach (miss)", or "Reach (win)". "Non-reach (miss)" is when the variable display of the performance symbols does not reach a reach state, and as a result of the display, a confirmed performance symbol of a non-reach combination is displayed, and the result of the variable display of the performance symbols is "Non-reach miss". "Reach (miss)" is when, after the variable display of the performance symbols reaches a reach state, a confirmed performance symbol of a reach combination that is not a winning combination is displayed, and the result of the variable display of the performance symbols is "Reach miss". A "reach (win)" occurs when, after the variable display of the performance symbols enters a reach state, the winning combination (or minor win combination) of the performance symbols stops and is displayed, and the result of the variable display of the performance symbols is a "jackpot" (or "minor win").
[0120] The variation patterns corresponding to "non-reach misses" are called non-reach variation patterns, the variation patterns corresponding to "reach misses" are called reach variation patterns, and the variation patterns corresponding to "big wins" and "minor wins" are called win variation patterns. Non-reach variation patterns and reach variation patterns are collectively called miss variation patterns. Reach variation patterns and win variation patterns include "normal" variation patterns, where the display result on the variable display stops after executing a reach animation that results in a normal reach, and "super" variation patterns, where the reach animation that results in a normal reach develops into a super reach animation, and the display result on the variable display stops after executing the super reach animation. Super reach animations include Super A and Super B reach animations, which have different animation styles.
[0121] Figure 10-4 shows an example of the configuration of the variation pattern determination table. The variation pattern determination table includes the jackpot variation pattern determination table AKT01 shown in Figure 10-4(A), the normal mode miss variation pattern determination table AKT02 shown in Figure 10-4(B1), and the time-saving mode miss variation pattern determination table AKT03 shown in Figure 10-4(B2). The jackpot variation pattern determination table AKT01 is used when the display result of the special symbols is "jackpot". The normal mode miss variation pattern determination table AKT02 is used when the display result of the special symbols is "miss" in the normal state where time-saving control is not performed. The time-saving mode miss variation pattern determination table AKT03 is used when the display result of the special symbols is "miss" in the time-saving state where time-saving control is performed. The normal mode losing spin pattern determination table AKT02 and the time-saving mode losing spin pattern determination table AKT03 are included in the losing spin pattern determination tables used when the display result of the special symbol is "losing".
[0122] The special symbol process P_TPROC shown in Figure 6 enables the execution of the variation pattern setting process after the special symbol determination process when the special symbol normal process P_TNORMAL, corresponding to the special symbol process code 00[H], is executed in step S112, and the variable display of the special symbol begins. The variation pattern setting process enables the determination of the variation pattern using the random numbers MR3-4 for the variation pattern. In addition, the variation pattern setting process can use the random numbers MR3-2 for selecting the losing animation and the random numbers MR3-3 for selecting the variation pattern type to determine the variation pattern. However, for the sake of simplicity in this explanation, it will be assumed that the variation pattern is determined using the random numbers MR3-4 for the variation pattern.
[0123] When determining a variation pattern, numerical data representing the random numbers MR3-4 for the variation pattern is read from the variation pattern buffer. The variation pattern buffer can store numerical data representing the random numbers MR3-4 for the variation pattern that are included in the game random numbers extracted when the first or second starting win occurs. The CPU 103 of the game control microcomputer 100 compares the random numbers MR3-4 for the variation pattern read from the variation pattern buffer with the predetermined determination values in the selected variation pattern determination table. Then, the variation pattern to be used is determined according to the result of the determination of which range of the predetermined values assigned to each variation pattern the random numbers MR3-4 for the variation pattern fall into.
[0124] In the jackpot variation pattern determination table AKT01, the number of determination values assigned to "super" variation patterns such as variation patterns PA3-2 and PA3-3 is greater than the number of determination values assigned to "normal" variation patterns such as variation pattern PA3-1. Conversely, in the losing variation pattern determination tables AKT02 and AKT03, the number of determination values assigned to "normal" variation patterns such as variation pattern PA2-1 is greater than the number of determination values assigned to "super" variation patterns such as variation patterns PA2-2 and PA2-3. As a result, when a reach animation that results in a super reach is executed and the display result of the variable display stops, the probability of a jackpot (jackpot reliability) is higher than when a reach animation that results in a normal reach is executed but a reach animation that results in a super reach is not executed and the display result of the variable display stops.
[0125] In the normal mode losing variation pattern determination table AKT02, the number of assigned determination values may differ depending on whether the first reserved memory count is 0, 1, or 2 or more. With such a setting, it is sufficient to make the average variable display time (special symbol variation time) of special symbols and performance symbols different depending on the first reserved memory count. When the first reserved memory count is 2 or more, it is sufficient to assign determination values to each variation pattern so that the average variable display time can be made shorter than when the first reserved memory count is less than the predetermined value. In the time-saving losing variation pattern determination table AKT03, the number of assigned determination values may differ depending on whether the second reserved memory count is 0, 1, or 2 or more. With such a setting, it is sufficient to make the average variable display time (special symbol variation time) of special symbols and performance symbols different depending on the second reserved memory count. When the second reserved memory count is greater than or equal to a predetermined value (for example, "2"), it is sufficient that each variation pattern is assigned a determination value such that the average variable display time can be shortened compared to when the second reserved memory count is less than the predetermined value. In addition, in the time-saving mode losing variation pattern determination table AKT03, it is sufficient that each variation pattern is assigned a determination value such that the number of determination values assigned to variation patterns with shorter special symbol variation times is greater than that assigned to variation patterns with longer special symbol variation times compared to the normal mode losing variation pattern determination table AKT02. This is sufficient to shorten the average variable display time of special symbols and performance symbols when time-saving control is in effect, compared to normal mode when time-saving control is not in effect.
[0126] The Pachinko game machine 1 can perform a notification effect that includes a character movement effect. The character movement effect includes a movement state display in which the display position of the effect image showing the character displayed in response to the occurrence of a starting win can move toward a predetermined destination display position. The movement state display makes it possible to perform the character movement effect in one of several types of effects by displaying an effect image showing a character selected from among several types of characters that have been prepared in advance. The character movement effect can be performed in different effects depending on the type of character, size, shape, pattern, color, type of effect display, size, shape, pattern, color, and other arbitrary display modes of the effect image. In addition, the character movement effect can be performed in different effects using any effect device, such as the display of an effect image showing the character on the image display device 5, the output of sound from speakers 8L and 8R, the lighting of light-emitting members such as game effect lamps 9 and decorative LEDs, the operation of movable members including movable body 32, or a combination of all or some of these.
[0127] Character movement effects can be included in specific effects. A specific effect is, for example, an effect that can be started before the variable display that is the subject of the determination, when it is possible to determine whether or not the game will be controlled to a jackpot game state as an advantageous state based on the variable display, using a random number for gameplay extracted when a starting win occurs, before the variable display is executed. A specific effect can be executed in different effects modes, such as by displaying an effect image in an arbitrary manner. Furthermore, a specific effect can be executed in different effects modes using any effect device, such as displaying an effect image on the image display device 5, outputting sound from speakers 8L and 8R, lighting up light-emitting elements such as game effect lamps 9 and decorative LEDs, operating movable elements including the movable body 32, or a combination of all or some of these.
[0128] The execution patterns for character movement animations may include a first pattern that inherits the animation style of the character movement animation after the variable display that is the subject of the evaluation, and a second pattern that does not inherit the animation style of the character movement animation after the variable display that is the subject of the evaluation. The first pattern may be a single pattern or multiple patterns that are prepared in advance. The second pattern may be a single pattern or multiple patterns that are prepared in advance. The timing at which the variable display that is the subject of the evaluation is executed can be included in a specific timing. In this case, the execution patterns for character movement animations may include a first pattern that inherits the animation style of the character movement animation after the specific timing, and a second pattern that does not inherit the animation style of the character movement animation after the specific timing.
[0129] During the execution of a character movement animation, a switching indication animation or a character concealment animation may be executed. The switching indication animation is included in the indication animations that suggest a switch to the first pattern when the character movement animation is being executed in the second pattern. The character concealment animation is included in the special animations that make the character movement animation invisible. Thus, when a character movement animation that can start execution before the variable display that is the subject of the judgment is being executed is being executed in the second pattern, it is possible to execute an indication animation that suggests a switch to the first pattern. In addition, it is possible to execute a character concealment animation that makes the character movement animation that can start execution before the variable display that is the subject of the judgment invisible.
[0130] Figure 10-5 shows multiple examples of effect image displays applicable to character movement effects, switching suggestion effects, and character concealment effects. This example of effect image display includes, as multiple effect images applicable when executing a character movement effect, display images showing four characters CH01 to CH04, and display images showing characters CH11 to CH14, which have a different display mode from characters CH01 to CH04. This example of effect image display also includes a display image that forms effect display CJ01 as an effect image applicable when executing a switching suggestion effect, and a display image that forms concealment display CK01 as an effect image applicable when executing a character concealment effect.
[0131] The display images of characters CH01 to CH04 shown in Figures 10-5(A1) to (D1) are applicable when executing a character movement animation using a non-inheritance animation pattern, where the animation pattern of the character movement animation is not inherited after the variable display that was the subject of the judgment. Specifically, Figure 10-5(A1) shows an example of the animation image display for character CH01, which is character "A" included in multiple characters, corresponding to the non-inheritance animation pattern. Figure 10-5(B1) shows an example of the animation image display for character CH02, which is character "B" included in multiple characters, corresponding to the non-inheritance animation pattern. Figure 10-5(C1) shows an example of the animation image display for character CH03, which is character "C" included in multiple characters, corresponding to the non-inheritance animation pattern. Figure 10-5(D1) shows an example of the animation image display for character CH04, which is character "D" included in multiple characters, corresponding to the non-inheritance animation pattern.
[0132] The display images of characters CH11 to CH14 shown in Figures 10-5(A2) to (D2) are applicable when the character movement animation is executed using an inheritance animation pattern, where the animation pattern of the character movement animation is inherited after the variable display that was the subject of the judgment. Specifically, Figure 10-5(A2) shows an example of the animation image display for character CH11, which is character "A" included in multiple characters, corresponding to the inheritance animation pattern. Figure 10-5(B2) shows an example of the animation image display for character CH12, which is character "B" included in multiple characters, corresponding to the inheritance animation pattern. Figure 10-5(C2) shows an example of the animation image display for character CH13, which is character "C" included in multiple characters, corresponding to the inheritance animation pattern. Figure 10-5(D2) shows an example of the animation image display for character CH14, which is character "D" included in multiple characters, corresponding to the inheritance animation pattern.
[0133] Character CH01 shown in Figure 10-5(A1) and character CH11 shown in Figure 10-5(A2) are similar in that they are both character "A" included in a group of characters, but their display methods differ, for example, by having at least some differences in the shape, pattern, and color shown in the visual effects. Character CH02 shown in Figure 10-5(B1) and character CH12 shown in Figure 10-5(B2) are similar in that they are both character "B" included in a group of characters, but their display methods differ, for example, by having at least some differences in the shape, pattern, and color shown in the visual effects. Character CH03 shown in Figure 10-5(C1) and character CH13 shown in Figure 10-5(C2) are similar in that they are both character "C" included in a group of characters, but their display methods differ, for example, by having at least some differences in the shape, pattern, and color shown in the visual effects. Character CH04 shown in Figure 10-5(D1) and character CH14 shown in Figure 10-5(D2) are common in that they are both character "D" included in multiple characters, but their display modes may differ, for example, by having at least some differences in the shape, pattern, and color of the animation image. In this way, the animation image that can be displayed corresponding to the animation pattern without inheritance and the animation image that can be displayed corresponding to the animation pattern with inheritance may have different display modes, even if some of the shape, pattern, and color of the animation image are common to each other, while other parts are different. The animation image that can be displayed corresponding to the animation pattern without inheritance and the animation image that can be displayed corresponding to the animation pattern with inheritance may have different display modes, even if all of the shape, pattern, and color of the animation image are different.
[0134] Figure 10-5(E) shows a display image that can form the effect display CJ01 in the switching suggestion effect. After the switching suggestion effect is executed, there may be cases where the effect pattern of the character movement effect is switched from the effect pattern when there is no inheritance to the effect pattern when there is inheritance, or cases where the effect pattern of the character movement effect is not switched from the effect pattern when there is no inheritance to the effect pattern when there is inheritance. An effect in which the effect pattern of the character movement effect is switched from the effect pattern when there is no inheritance to the effect pattern when there is inheritance is also called a switching success effect. An effect in which the effect pattern of the character movement effect is not switched from the effect pattern when there is no inheritance to the effect pattern when there is inheritance is also called a switching failure effect. Whether a switching success effect is executed or a switching failure effect is executed, it is sufficient that the switching suggestion effect using the display image that forms the effect display CJ01 can be executed. As another example of a switching suggestion effect, an effect image showing a switching suggestion character may be displayed on the screen of the image display device 5, and an effect effect may be executed that affects any of the characters CH01 to CH04 displayed as the suggestion target. The action effects included in such a switching indication effect only need to be display effects that suggest that the effect pattern will be switched at a predetermined rate by acting on any of the characters CH01 to CH04 that are displayed. Along with such display effects, the action effects may be executed using any effect device, such as sound output from speakers 8L and 8R, lighting of light-emitting elements such as game effect lamps 9 and decorative LEDs, operation of movable elements including movable body 32, or a combination of all or some of these.
[0135] Thus, the switching indication animation only needs to be executable at a predetermined rate whether or not the animation switches to the first pattern after the character movement animation starts executing in the second pattern (the animation pattern without inheritance). However, the switching indication animation may always be executed when the animation switches to the first pattern after the character movement animation starts executing in the second pattern (the animation pattern without inheritance). Conversely, when the animation does not switch to the first pattern after the character movement animation starts executing in the second pattern (the animation pattern without inheritance), the switching indication animation may be executed at a predetermined rate or not.
[0136] Figure 10-5(F) shows a display image capable of forming the concealed display CK01 in the character concealment effect. After the character concealment effect is executed, at the shift timing corresponding to the start of a new variable display, there may be three cases: a concealment continuation case where the character concealment effect continues, a display resumption case where the display in the character movement effect resumes, and a display termination case where the display in the character movement effect also terminates along with the termination of the character concealment effect. The proportion of each of concealment continuation, display resumption, and display termination may differ depending on whether the character movement effect pattern is a non-inherited effect pattern or an inherited effect pattern. In any case of concealment continuation, display resumption, or display termination, it is sufficient that the character concealment effect can be executed using a display image that forms the concealed display CK01. As another example of the character concealment effect, a movable member concealment effect may be executed in which a movable member such as a movable body 32 moves to the front side of the display screen of the image display device 5, thereby making the display of the character in the character movement effect invisible or difficult to see. Along with such character concealment effects, concealment notification effects may be implemented using any effect devices, such as outputting sound from speakers 8L and 8R, lighting up light-emitting elements such as game effect lamps 9 and decorative LEDs, operating movable elements including movable body 32, or a combination of all or some of these.
[0137] The pre-announcement effects that the pachinko game machine 1 can execute may include hold display pre-announcements and active display pre-announcements. A hold display pre-announcement is an example of a pre-announcement effect that changes at least one of the hold displays in the hold display area AKB0 to a display mode different from the normal display mode, thereby pre-announcing that the display result of the variable display of the special symbol corresponding to that hold display will be "jackpot" at a predetermined rate and that the game will be controlled to a jackpot state. The hold display pre-announcement can be used to make the change in the display mode of the hold display recognizable by changing the display color of the hold display corresponding to the variable display that has not yet started to a specific color different from the predetermined color in normal mode, thereby suggesting that the display result of the variable display will be "jackpot" at a predetermined rate. The predetermined color of the hold display in normal mode may be, for example, white. The specific color different from the predetermined color of the hold display in normal mode may include, for example, blue, green, red, etc. Furthermore, by changing the display pattern in the hold display to a specific pattern different from the predetermined pattern in normal operation, it may be possible to suggest that the probability of the variable display result being a "jackpot" is higher than usual. The predetermined pattern in the hold display in normal operation may be, for example, plain. The specific pattern different from the predetermined pattern in the hold display in normal operation may include, for example, a cherry blossom pattern. By using a display mode that shows a predetermined message as the hold display, it may be possible to suggest that the probability of the variable display result being a "jackpot" is increased. The display mode that shows a predetermined message as the hold display may be, for example, capable of notifying messages such as "chance," "hot," or "super hot." A change in the hold display in a hold display notification is also called a "hold display change." An effect that changes the hold display due to a hold display notification is also called a "hold display change effect." A hold display change effect can be included in a change effect.
[0138] The active display notice is to announce that in the variable display of a special symbol where the start condition is satisfied and it is in operation, by changing the active display in the active display area AKA0 to a display mode different from the normal display mode, the display result becomes a "big win" at a predetermined ratio and is controlled to a big win gaming state. The display mode of the active display that changes corresponding to the variable display in operation by the active display notice may be changed to something different from the normal one, such as the display color, display pattern, presence or content of the message, etc., in the same way as in the case of the hold display notice. The change of the active display in the active display notice is also called "active display change". The effect of changing the active display by the active display notice is also called "active display change effect". The active display change effect can be included in the change effect. Note that the display mode of the active display that can be changed by the active display notice may include a unique display mode different from the display mode of the hold display that can be changed by the hold display notice. The display mode of the hold display that can be changed by the hold display notice may include a unique display mode different from the display mode of the active display that can be changed by the active display notice.
[0139] Figure 10-6 shows examples of display of a plurality of effect images applicable to the hold display and the active display. This example of display of effect images includes four display images AKE0 to AKE3 as a plurality of effect images applicable to the hold display and the active display, and includes three display images AKE11 to AKE13 as a plurality of effect images that are a unique display mode applicable to the active display. The number of effect images applicable to the hold display and the active display may be a plurality of images based on any design.
[0140] Figure 10-6(A) shows display image AKE0 using an animation image for displaying a plain white circle. Figure 10-6(B) shows display image AKE1 using an animation image for displaying a plain blue circle. Figure 10-6(C) shows display image AKE2 using an animation image for displaying a plain green circle. Figure 10-6(D) shows display image AKE3 using an animation image for displaying a plain red circle. The normal display mode for hold and active displays is a plain white circle using display image AKE0. Of the display images AKE0 to AKE3, when display image AKE3 is used and the display color for hold and active displays is red, the probability of winning a jackpot is higher than when the other display images AKE0 to AKE2 are used. When display image AKE2 is used and the display color for hold and active displays is green, the probability of winning a jackpot is lower than when display image AKE3 is used and the display color is red. When using display image AKE1, if the display color for the hold display or active display is blue, the probability of winning a jackpot is lower than when using display image AKE2 and the display color is green. Among display images AKE0 to AKE3, when using display image AKE0, if the display color for the hold display or active display is white, it becomes the normal display color, and the probability of winning a jackpot is lower than when using the other display images AKE1 to AKE3. In this way, the hold display and active display may correspond to multiple display modes, and the probability of being controlled to a jackpot game state as an advantageous state may differ.
[0141] Figure 10-6(E) shows display image AKE11 using an image that can announce the message "?". Figure 10-6(F) shows display image AKE12 using an image that can announce the message "Chance". Figure 10-6(G) shows display image AKE13 using an image that can announce the message "Super Hot". Of the display images AKE11 to AKE13, the probability of winning a jackpot is higher when the message "Super Hot" is announced by the active display using display image AKE13 than when the other display images AKE11 and AKE12 are used. The probability of winning a jackpot is lower when the message "Chance" is announced by the active display using display image AKE12 than when the display image AKE13 is used. Of the display images AKE11 to AKE13, the probability of winning a jackpot is lower when the message "?" is announced by the active display using display image AKE11 than when the other display images AKE12 and AKE13 are used. Thus, the active display may correspond to multiple unique display modes, and the expected value of being controlled to a jackpot game state as an advantageous state may differ.
[0142] Pachinko game machine 1 can execute a special reach animation that includes a post-reach animation, which indicates that when the variable display of the performance symbols reaches a reach state, the display result of the special symbols will be a "jackpot" at a predetermined rate and the game will be controlled to a jackpot state. The post-reach animation included in the reach animation may include a background display animation, a step-up animation, or a story animation, and it is sufficient if any of these animations can be selectively executed.
[0143] The background display effect, for example, displays an image of a character conveying a message as a background image on the screen of the image display device 5. The background display effect only needs to be able to suggest that the display result of the special symbols will be a "jackpot" and control the game to a jackpot state at different rates depending on whether or not it is executed after the variable display has entered a reach state, and depending on the type of effect when it is executed. The background display effect only needs to be able to be executed in different ways depending on the content of the message from the character, the type, size, shape, pattern, and color of the character, the type, size, shape, pattern, and color of the outer frame, the type, size, shape, pattern, and color of the effect display, and other display modes of arbitrary effect images. Effects using arbitrary displays other than the background display effect can also be executed in different ways depending on the display mode of arbitrary effect images as appropriate.
[0144] The step-up effect is performed in which, for example, within a display area of an effect image surrounded by a rectangular outer frame of a predetermined display color, the content of the effect image is changed in a predetermined order by an effect display that changes the effect mode in multiple stages, resulting in a step-up effect. The step-up effect only needs to be able to suggest that the display result of the special symbols will be a "jackpot" and control the game to a jackpot state at different rates depending on whether or not it is performed after the variable display has entered a reach state, and depending on the effect mode including the number of steps when it is performed. The step-up effect can be performed in different effect modes using any effect device, such as the display of an effect image on the image display device 5, the output of sound by speakers 8L and 8R, the lighting of light-emitting members such as game effect lamps 9 and decorative LEDs, the operation of movable members including the movable body 32, or a combination of all or some of these.
[0145] The story presentation, for example, displays a series of images that can change continuously over time according to a story, as reach presentation images on the screen of the image display device 5. The story presentation only needs to be able to suggest that the display result of the special symbols will be a "jackpot" and control the game to a jackpot state at different rates depending on whether or not it is performed after the variable display has entered a reach state, and depending on the presentation mode when it is performed. The story presentation may be included in a full-screen presentation that covers the entire screen by displaying presentation images across the entire display area of the image display device 5. The story presentation may be performed by playing and displaying moving images, or by displaying animated still images.
[0146] Figure 10-7 shows an example of multiple effect image displays applicable to background display effects. This example includes three display images AKF1 to AKF3 as multiple effect images applicable to background display effects. The number of effect images applicable to background display effects can be any number of images based on any design.
[0147] Figure 10-7(A) shows display image AKF1 using a performance image that includes a text image that announces the message "???". Figure 10-7(B) shows display image AKF2 using a performance image that includes a text image that announces the message "Chance!!". Figure 10-7(C) shows display image AKF3 using a performance image that includes a text image that announces the message "Super Hot!!". Of the display images AKF1 to AKF3, the probability of winning a jackpot is higher when the background display performance is executed using display image AKF3 than when the other display images AKF1 and AKF2 are used. The probability of winning a jackpot is lower when the background display performance is executed using display image AKF2 than when the display image AKF3 is used. Of the display images AKF1 to AKF3, the probability of winning a jackpot is lower when the background display performance is executed using display image AKF1 than when the other display images AKF2 and AKF3 are used.
[0148] Figure 10-8 shows an example of a changeable animation image display when a step-up animation is executed. This example shows a case where four display images, AKG1 to AKG4, are included as changeable animation images displayed during the step-up animation. The number of changeable animation images displayed during the step-up animation can be any number of images based on an arbitrary design. In addition, there may be a case in the step-up animation where a single animation image is displayed and the execution of the step-up animation ends without that display changing.
[0149] Figure 10-8(A) shows display image AKG1, which uses the first step's animation image corresponding to step number "1" when the change in the animation pattern in the step-up animation is in the first stage. Figure 10-8(B) shows display image AKG2, which uses the second step's animation image corresponding to step number "2" when the change in the animation pattern in the step-up animation is in the second stage. Figure 10-8(C) shows display image AKG3, which uses the third step's animation image corresponding to step number "3" when the change in the animation pattern in the step-up animation is in the third stage. Figure 10-8(D) shows display image AKG4, which uses the fourth step's animation image corresponding to step number "4" when the change in the animation pattern in the step-up animation is in the fourth stage.
[0150] When a step-up animation is performed, the maximum number of steps may be determined to be one of "1" to "4". The maximum number of steps indicates the number of stages in which the animation pattern can change from the start to the end of the step-up animation. Display image AKG1 corresponds to the step number "1" of the first stage in the step-up animation and includes an outer frame image with a blue display color and an inner frame image of the first step. Display image AKG2 corresponds to the step number "2" of the second stage in the step-up animation and can be displayed after display image AKG1 is displayed and includes an outer frame image with a green display color and an inner frame image of the second step. Display image AKG3 corresponds to the step number "3" of the third stage in the step-up animation and can be displayed after display image AKG2 is displayed and includes an outer frame image portion with a red display color and an inner frame image of the third step. Display image AKG4 corresponds to the step number "4" of the fourth stage in the step-up effect, and can be displayed after display image AKG3 is displayed. It includes a gold-colored outer frame image and an inner frame image for the fourth step.
[0151] Figure 10-9 shows an example of a changeable presentation image display when a story presentation is executed. The content of the story progression in the story presentation can be different for each of the multiple story presentation patterns. In this way, it is sufficient that the story presentation can be executed in different presentation modes for each of the multiple story presentation patterns. In the example of presentation image display shown in Figure 10-9, regardless of the multiple story presentation patterns, the presentation image that first displays display image AKH11 is used. Subsequently, the story presentation can be executed in multiple presentation modes, including cases where the presentation image that displays display image AKH21 is used, and cases where the presentation image that displays display image AKH22 is used, depending on the multiple story presentation patterns. After display image AKH21 is displayed, the story presentation can be executed in multiple presentation modes, including cases where the presentation image that displays display image AKH31 is used, and cases where the presentation image that displays display image AKH32 is used, and cases where the presentation image that displays display image AKH33 is used, depending on the multiple story presentation patterns. After display image AKH22 is displayed, story sequences can be executed in multiple types of presentation modes, including cases where a presentation image displaying display image AKH32 is used, and cases where a presentation image displaying display image AKH33 is used, corresponding to multiple story sequences. After display image AKH31 is displayed, story sequences can be executed in multiple types of presentation modes, including cases where a presentation image displaying display image AKH41 is used, and cases where a presentation image displaying display image AKH42 is used, and cases where a presentation image displaying display image AKH43 is used, and cases where a presentation image displaying display image AKH44 is used, corresponding to multiple story sequences. After display image AKH32 is displayed, story sequences can be executed in multiple types of presentation modes, including cases where a presentation image displaying display image AKH42 is used, and cases where a presentation image displaying display image AKH43 is used, and cases where a presentation image displaying display image AKH44 is used, corresponding to multiple story sequences.After display image AKH33 is shown, the story can be executed in multiple types of presentation modes, including cases where a presentation image displaying display image AKH43 is used, and cases where a presentation image displaying display image AKH44 is used, corresponding to multiple story presentation patterns.
[0152] Of the display images AKH41 to AKH44, the probability of winning a jackpot is higher when display image AHK44 is used for the story sequence compared to when the other display images AKH41 to AHK43 are used. When display image AKH43 is used for the story sequence compared to when display image AKH44 is used. When display image AKH42 is used for the story sequence compared to when display image AKH43 is used. Of the display images AKH41 to AKH44, the probability of winning a jackpot is lower when display image AKH41 is used for the story sequence compared to when the other display images AKH42 to AKH44 are used.
[0153] These post-reach effects only need to be executable during a specific period included in the reach effect as a special effect. The specific period may be, for example, the period from the timing when the variable display of the effect symbols becomes a reach state, resulting in the variable display being in a reach state, to the timing when the reach effect develops into a super reach. Alternatively, the specific period may be the period from the timing when the reach is established until the timing when the final stop symbol, the confirmed effect symbol, is displayed and the variable display ends. In addition, the specific period may be any period set in response to the variable display being in a reach state. From the start to the end of such a specific period, the effect symbols can be displayed transparently according to the transparency pattern. When displaying the effect symbols transparently, it may be possible to display the effect symbols with different transparency levels to correspond to multiple symbol transparency patterns. Furthermore, when displaying the effect symbols transparently, it may be possible to change the transparency level of the effect symbols in different change patterns to correspond to multiple symbol transparency patterns.
[0154] The pre-announcement effects that the pachinko game machine 1 can execute may include timer effects and timer standby effects. The timer effect can be executed in response to the start of the variable display, and it is sufficient that it can recognizably notify the remaining time from the start to the end of the effect execution. The remaining time that can be notified by the timer effect may indicate the timing of the execution of other effects, or it may indicate the timing of the display result of the variable display stopping. Alternatively, the remaining time that can be notified by the timer effect may indicate the remaining time that the timer effect itself can be executed, without other effects or the variable display. Other effects whose execution timing can be notified by the timer effect may include a jackpot expectation notification effect or a setting value indication effect included in the reach effect, or it may include any pre-announcement effect different from the reach effect. A timer standby effect that recognizably indicates that the timer effect is waiting to be executed is executable before the timing when the timer effect is executed. The timing when the timer effect is executed can be included in a specific timing.
[0155] A timer effect is an effect that can be executed on a variable display that is the subject of a determination, for example, when a random number for gameplay is extracted when a starting win occurs, and it is possible to determine whether or not the game will be controlled to a jackpot state, which is an advantageous state, based on the variable display, before the variable display is executed. A timer standby effect is an example of a pre-announcement effect that can be started before the variable display that is the subject of a determination when a timer effect is executed. The timer effect and timer standby effect may be executed in one of several types of effect modes based on the occurrence of a starting win, and may be able to predict that the display result of the variable display of a special symbol will be "jackpot" at a predetermined rate and the game will be controlled to a jackpot state. The effect modes of the timer standby effect include, for example, a continuous effect mode in which the effect mode does not change from the start to the end of the effect execution, and a changing effect mode in which the effect mode changes from the start to the end of the effect execution. A timer standby effect executed in a changing effect mode can be included in a changing effect that changes the display mode of a specific display.
[0156] Figure 10-10 shows an example of displaying multiple effect images applicable to timer standby effects and timer effects. This example includes five display images AKJ0~AKJ2, AKJ11, and AKJ12 as multiple effect images applicable to timer standby effects, and four display images AKJ21~AKJ24 as multiple effect images applicable to timer effects. The number of effect images applicable to timer standby effects and timer effects can be any number of images based on an arbitrary design.
[0157] Figure 10-10(A) shows display image AKJ0, which is an animation image that includes a text image of a specific character announcing the message "Not yet..." as a specific display in the timer standby animation. When the timer standby animation starts, display image AKJ0 is displayed on the screen of the image display device 5 as a specific display, indicating that the timer animation is waiting to be executed in response to the variable display based on the start win. A timer standby animation that is executed in an animation mode in which this specific display does not change is a continuous animation mode timer standby animation, and a timer standby animation that is executed in an animation mode in which the specific display changes is a change animation mode timer standby animation. In this embodiment, an animation image showing a specific character that includes a text image announcing a message can be displayed as a specific display, and both the timer animation and the timer standby animation include animations using a specific display.
[0158] Figure 10-10(B1) shows display image AKJ1 using an animation image that includes a text image in which a specific character announces the message "plus 5 seconds," corresponding to the case where the timer standby animation is executed in a change animation mode. Figure 10-10(C1) shows display image AKJ2 using an animation image that includes a text image in which a specific character announces the message "plus 15 seconds," corresponding to the case where the timer standby animation is executed in a change animation mode. When the timer standby animation is executed in a change animation mode, the specific display using display image AKJ0 only needs to be able to change to either the first change display using display image AKJ1 or the second change display using display image AKJ2. The timer standby animation in change animation mode can be executed as a change animation that changes the display mode of the specific display by changing the specific display using display image AKJ0 to the first change display using display image AKJ1 or the second change display using display image AKJ2 before the variable display in which the timer animation is executed begins. The transformation effect is not limited to changing the displayed image AKJ0 to either the displayed image AKJ1 or AKJ2; it is acceptable as long as it allows for any transformation mode to be changed before the variable display that is the subject of the judgment.
[0159] Figure 10-10(B2) shows display image AKJ11, which can be displayed separately from the specific display using display image AKJ0, corresponding to the case where the timer standby effect is executed in a continuous effect mode. Figure 10-10(C2) shows display image AKJ12, which can be displayed separately from the specific display using display image AKJ0, corresponding to the case where the timer standby effect is executed in a continuous effect mode. When the timer standby effect is executed in a continuous effect mode, the specific display using display image AKJ0 does not change to the first change display using display image AKJ1 or the second change display using display image AKJ2. On the other hand, when the timer standby effect is executed in a continuous effect mode, a preliminary effect using the display of display image AKJ11 or display image AKJ12 can be executed at a predetermined rate, separately from the specific display using display image AKJ0. The preliminary stage effect only needs to be able to be performed at a predetermined rate without changing the specific display using display image AKJ0 if the change effect is not performed because the timer standby effect of the continuous effect mode is performed before the variable display in which the timer effect is started. The preliminary stage effect is not limited to using either display image AKJ11 or AKJ12, and can be performed in any effect mode different from the change of the specific display in response to the case where the change effect is not performed before the variable display that is the subject of the judgment.
[0160] Figure 10-10(D) shows display image AKJ21, which is a specific display in the timer effect that includes a text image in which a specific character announces the message "5 seconds left". Figure 10-10(E) shows display image AKJ22, which is a specific display in the timer effect that includes a text image in which a specific character announces the message "10 seconds left". Figure 10-10(F) shows display image AKJ23, which is a specific display in the timer effect that includes a text image in which a specific character announces the message "15 seconds left". Figure 10-10(G) shows display image AKJ24, which is a specific display in the timer effect that includes a text image in which a specific character announces the message "20 seconds left". When the timer effect starts, it is sufficient to announce the remaining time until the effect finishes by performing an effect using one of the display images AKJ21 to AKJ24 as a specific display. A countdown of remaining time may be displayed after a specific display using display images AKJ21~AKJ24. The specific effect is not limited to character movement effects, but may include any effect that can be performed as a hold display notification, active display, timer standby effect, timer effect, or other pre-announcement effect. The specific display is not limited to the display of a specific character using display image AKJ0, etc., but may include any display that can be displayed in a hold display, active display, or other pre-announcement effect or a notification effect other than a pre-announcement effect.
[0161] Figure 10-11 is a flowchart showing an example of the pre-read performance setting process. The pre-read performance setting process is included in the processes that can be called from the performance control process S_CPROC shown in Figure 9(A), and can be executed in step S151 each time the performance control process S_CPROC is executed. When the performance control CPU 120 executes the pre-read performance setting process, it determines whether or not a performance control command that will be a starting gate entry command has been received (step AKS001). In step AKS001, for example, it is possible to determine whether or not a performance control command has been received at the time of starting entry by checking whether or not a starting gate entry specification command, a hold memory information specification command, or an entry judgment result command has been newly stored in the first starting entry command buffer or the second starting entry command buffer.
[0162] If a command is received when a ball enters the starting gate (step AKS001; Yes), the content specified by the received command is identified (step AKS002). For example, the content specified by the winning judgment result command is identified as the winning judgment result. Next, it is determined whether or not there is a judgment restriction (step AKS003). In step AKS003, it is determined that there is a judgment restriction if the predetermined conditions for limiting the winning judgment are met. The conditions for limiting the winning judgment are met, for example, when the content specified by the winning judgment result command is subject to a winning judgment restriction. In addition, the conditions for limiting the winning judgment may also be met, for example, when the number of reserved memories is "0". In a configuration in which the second special feature game is executed with priority over the first special feature game, during a time-saving control that makes it easier for the second special feature game to be executed, the conditions for limiting the winning judgment may be met when a command is received when a ball enters the starting gate based on the occurrence of a first starting gate win. Within the scope in which such limiting conditions for determining the winning outcome are met, if it is possible to determine whether or not the game will be controlled to a winning state based on the variable display before the variable display starts, then a limit should be set so that a pre-announcement effect is not executed before the variable display that is the subject of that determination.
[0163] If there are no judgment restrictions corresponding to step AKS003 (step AKS003; No), it is sufficient that the character movement animation determination process (step AKS004) and the timer animation determination process (step AKS005) can be executed sequentially. The character movement animation determination process in step AKS004 is a process that enables decisions regarding the start of the character movement animation, such as whether or not to perform the animation and the animation pattern if the character movement animation is performed. The timer animation determination process in step AKS005 is a process that enables decisions regarding the start of the timer animation, such as whether or not to perform the timer animation and the animation pattern if the timer animation is performed.
[0164] If there is a judgment restriction corresponding to step AKS003 (step AKS003; Yes), or after executing the timer effect determination process in step AKS005, the hold display image is determined (step AKS006). The hold display image is the effect image used for the hold display. After that, the setting for updating the hold display when a win is achieved is performed (step AKS007). Step AKS007 adds a new hold display so that the number of hold displays in the hold display area AKB0 increases by 1. Step AKS007 may start the new hold display by displaying the hold display image determined in step AKS006. Alternatively, in step AKS007, regardless of the determination result in step AKS006, the display image AKE0 may be displayed first so that the normal display mode, a white circular display, is performed. After that, at the shift timing when the hold display shift occurs due to the consumption of hold memory, the display may be changed to the hold display image determined in step AKS006.
[0165] If no command is received when a ball enters the starting slot, corresponding to step AKS001 (step AKS001; No), or if, after step AKS007, it is determined whether it is a shift timing in which the hold display will shift in response to the start of a new variable display as the hold memory is consumed (step AKS008). If it is not a shift timing (step AKS008; No), the pre-read effect setting process ends.
[0166] If it is a shift timing corresponding to step AKS008 (step AKS008; Yes), it is sufficient that the character movement animation execution process (step AKS009) and the timer animation execution process (step ASK010) can be executed sequentially. The character movement animation execution process in step AKS009 is a process that enables decisions and controls regarding the execution of the character movement animation, such as whether or not to execute a switching suggestion animation, whether or not to execute a character concealment animation, and controls during the execution of the character concealment animation. The timer animation execution process in step AKS010 is a process that enables settings regarding the execution of the timer animation and timer standby animation, such as settings for executing the timer animation and settings for executing the timer standby animation.
[0167] After the timer effect execution process in step AKS010, the setting for updating the reserve display at the start of variation is performed (step AKS011), and the pre-read effect setting process ends. In step AKS011, the number of reserve displays in the reserve display area AKB0 is decreased by 1, the display area corresponding to the reserve number "1" is erased to consume the reserve display, and the reserve displays in the display areas corresponding to the other reserve numbers "2" to "4" are shifted by one each. This causes a shift in the reserve displays. At this time, settings are made to update the active display in the active display area AKA0 in accordance with the erased reserve displays. Therefore, when the variable display starts, the display of the effect image that will become the active display in the active display area AKA0 can be started. The display of the effect image that will become the active display may inherit the display mode of the effect image in the erased reserve display. Thus, the effect mode by the active display may inherit the effect mode by the reserve display after the start of the variable display. Data related to this pre-read effect setting process can be stored in ROM121 or RAM122. An example of how stored data is used in the pre-read animation setting process is explained with reference to Figure 10-12.
[0168] The pre-read performance setting process shown in Figure 10-11 allows, for example, when determining the reserved display image by step AKS006, to refer to a reserved display image determination table configured using data stored in ROM 121. The reserved display image determination table has pre-set judgment values that are compared with the random numbers for determining the reserved display image included in the performance random numbers. The performance control CPU 120 can determine the performance image to be reserved by extracting numerical data that becomes the random number for determining the reserved display image, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and referring to the reserved display image determination table. At this time, it is sufficient to be able to determine the performance image to be reserved at different rates in response to the winning judgment result. Data that can identify the winning judgment result and the reserved display image can be stored in the reserved display data storage unit 002AKM01 provided in a predetermined area, such as the performance control buffer setting unit of RAM 122.
[0169] Figure 10-12(A) shows example 002AKD01 of determining the pending display image. In the pre-read performance setting process, the pending display image can be determined to be one of several types in step AKS006. At this time, the display images that will become the pending display image can be determined at different rates depending on the winning judgment result. Also, the display images that can be determined as the pending display image may differ depending on the winning judgment result. For example, if the winning judgment result is "miss, reach confirmed", "miss, super reach confirmed", or "jackpot", the display image AKE2 with a green display color can be determined at a predetermined rate, while if the winning judgment result is "miss, general", the display image AKE2 cannot be determined as the pending display image. When the winning result is "Super Reach Confirmed on Miss" or "Big Win," the display image AKE3, which is red in color, can be selected at a predetermined rate. On the other hand, when the winning result is "Normal on Miss" or "Reach Confirmed on Miss," the display image AKE3 cannot be selected as the reserve display image. For example, when the winning result is "Big Win," the display image AKE3 is selected as the reserve display image with a higher selection rate than when the winning result is "Super Reach Confirmed on Miss," "Reach Confirmed on Miss," or "Normal on Miss." With this setting, when a reserve display is performed using a reserve display image, it can be suggested that the variable display result will be "Big Win" at a predetermined rate according to the display color, and that the game will be controlled to a big win state. In addition, the reserve display corresponding to the variable display that has not yet started can be displayed in multiple display modes with different expectations of being controlled to an advantageous state such as a big win state.
[0170] Figure 10-12(B) shows an example configuration of the hold display data storage unit 002AKM01. The hold display data storage unit 002AKM01 only needs to be able to store various data for displaying hold information in the hold display area AKB0 in response to the execution of the special game being held in reserve, as hold display data. The hold display data storage unit 002AKM01 may be provided with a first hold display data storage unit corresponding to the hold memory display of the first special game, and a second hold display data storage unit corresponding to the hold memory display of the second special game. The hold display data storage unit 002AKM01 has a storage area reserved for storing data that can identify the winning judgment result and the hold display image, for example, in association with the hold number in the hold display area AKB0. The hold display data storage unit 002AKM01 may be configured using part or all of the command buffers, such as the storage area for the winning judgment result command, in the first start winning command buffer or the second start winning command buffer, or it may be configured as a separate storage unit from the first start winning command buffer and the second start winning command buffer. The winning judgment result that can be stored by the hold display data storage unit 002AKM01 indicates the judgment result of the pre-read judgment identified based on the winning judgment result command. The hold display image that can be stored by the hold display data storage unit 002AKM01 is a presentation image that is displayed in the hold display area AKB0 based on the determination result in step AKS006, making it possible to recognize the presence or absence of a special game that has not yet started and the number of hold items.
[0171] Figure 10-13 is a flowchart showing an example of the character movement animation determination process. The character movement animation determination process is included in the processes that can be called from the pre-read animation setting process shown in Figure 10-11, and can be executed in step AKS004 if there are no judgment restrictions corresponding to step AKS003. When the animation control CPU 120 executes the character movement animation determination process, it determines whether the character movement animation flag is on or off (step AKS021). The character movement animation flag is set to the on state when the execution of the character movement animation starts and is cleared to the off state when the execution of the character movement animation ends. Therefore, the character movement animation flag being on indicates that the character movement animation is in progress.
[0172] If the character movement animation flag is turned on in step AKS021 (step AKS021; Yes), the character movement animation determination process ends. This imposes a limit on the character movement animation, preventing simultaneous or overlapping executions within the range where an animation is currently running. By restricting the simultaneous or overlapping execution of multiple character movement animations, it is possible to prevent the animations from becoming complicated and thus prevent a decrease in the enjoyment of the game. Conversely, if the character movement animation flag is turned off (step AKS021; No), the presence or absence of a character movement animation is determined (step AKS022). At this time, it is determined that either "no character movement animation" is performed, or "character movement animation present" is performed. Then, it is determined whether the result of this determination is "character movement animation present" or not (step ASK023).
[0173] If, in response to step AKS023, the result is "No character movement animation" instead of "Character movement animation enabled" (step AKS023; No), the character movement animation determination process ends. On the other hand, if the result is "Character movement animation enabled" (step AKS023; Yes), the type of movement animation is determined (step ASK024). The pattern for the character movement animation is also determined (step AKS025). Finally, the character movement animation start setting is performed (step AKS026), and the character movement animation determination process ends. The data related to this character movement animation determination process only needs to be storeable in ROM121 or RAM122. Examples of using the stored data related to the character movement animation determination process are explained with reference to Figures 10-14 to 10-20.
[0174] The character movement animation processing shown in Figure 10-13 allows referencing a character movement animation execution decision table, which is constructed using data stored in ROM 121, when determining whether or not to perform a character movement animation, for example, in step AKS022. The character movement animation execution decision table has pre-set judgment values that are compared with the random numbers for determining the execution of the character movement animation included in the animation random numbers. The animation control CPU 120 extracts numerical data that becomes the random numbers for determining the execution of the character movement animation, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and can determine whether or not to perform the character movement animation by referring to the character movement animation execution decision table.
[0175] The character movement animation processing shown in Figure 10-13 allows the system to refer to a character movement animation type determination table, which is constructed using data stored in ROM 121, when determining the type of movement animation, for example, in step AKS024. The character movement animation type determination table has pre-set judgment values that are compared with the random numbers used to determine the character movement animation type, which are included in the animation random numbers. The animation control CPU 120 extracts numerical data that becomes the random numbers used to determine the character movement animation type, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and by referring to the character movement animation type determination table, it can determine the type of movement animation to one of several types.
[0176] The character movement animation processing shown in Figure 10-13 allows referencing a character movement animation pattern determination table, which is configured using data stored in ROM 121, when determining a character movement animation pattern, for example, in step AKS025. The character movement animation pattern determination table has pre-set judgment values that are compared with random numbers for determining the character movement animation pattern included in the animation random numbers. The animation control CPU 120 can determine the animation pattern that will become the character movement animation pattern by extracting numerical data that will become random numbers for determining the character movement animation pattern, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and by referring to the character movement animation pattern determination table. The data that can identify the animation pattern that will become the character movement animation pattern can be stored in a character movement animation data storage unit 002AKM02 provided in a predetermined area, such as the animation control buffer setting unit of RAM 122.
[0177] Figure 10-14(A) shows example 002AKD11 of the decision regarding the presence or absence of the character movement animation. In the character movement animation decision process, the presence or absence of the character movement animation can be decided in step AKS022. At this time, it is sufficient that different decisions regarding the presence or absence of the character movement animation can be made depending on the number of reserved memories. Also, when the number of reserved memories is greater than or equal to a certain number, it is sufficient that the presence or absence of the character movement animation can be decided at different rates depending on the winning judgment result. For example, when the number of reserved memories is "1", the decision rate for "none" (not executing the character movement animation) is 100%, and the decision rate for "yes" (executing the character movement animation) is 0%. Therefore, if the number of reserved memories when the starting winning occurs is "1", it is decided that the character movement animation will not be executed. In this way, a limitation is set that the character movement animation will not be executed in the range where the number of reserved memories is less than a certain number, such as when the number of reserved memories when the starting winning occurs is "1". By restricting the execution of character movement animations when the number of reserved memories falls below a certain number, it is possible to prevent the execution time of character movement animations from becoming too short, thereby appropriately enhancing the enjoyment of the game through these animations.
[0178] In the decision example 002AKD11 in Figure 10-14(A), when the number of reserved memories is any of "2" to "4", the decision rate for "none" (not executing the character movement animation) and the decision rate for "yes" (executing the character movement animation) differ depending on whether the winning judgment result is "normal miss", "reach confirmed on miss", "super reach confirmed on miss", or "jackpot". For example, when the winning judgment result is "jackpot", the decision to execute the character movement animation "yes" is made with a higher decision rate than when the winning judgment result is "super reach confirmed on miss", "reach confirmed on miss", or "normal miss". Also, when the winning judgment result is "jackpot", the decision rate for executing the character movement animation "yes" is higher than the decision rate for "none" (not executing the character movement animation). When the winning result is "Super Reach Confirmed on Miss," the character movement animation is decided to be performed with a lower probability than when the winning result is "Big Win," and with a higher probability than when the winning result is either "Reach Confirmed on Miss" or "Normal on Miss." Also, when the winning result is "Super Reach Confirmed on Miss," the probability of deciding to perform the character movement animation is the same as the probability of deciding not to perform the character movement animation. When the winning result is "Reach Confirmed on Miss," the character movement animation is decided to be performed with a lower probability than when the winning result is either "Big Win" or "Super Reach Confirmed on Miss," and with a higher probability than when the winning result is "Normal on Miss." When the winning result is "Normal on Miss," the probability of executing the character movement animation is lower than when the winning result is "Big Win," "Super Reach Guaranteed on Miss," or "Reach Guaranteed on Miss." Also, when the winning result is "Reach Guaranteed on Miss" or "Normal on Miss," the probability of executing the character movement animation is lower than the probability of executing the character movement animation is lower.With these settings, when a character movement animation is performed, the likelihood of being controlled to a jackpot state, which is advantageous for the player, is higher than when the character movement animation is not performed. In addition, it is possible to set the likelihood of being controlled to a jackpot state, which is advantageous for the player, higher when a character movement animation is performed than when the character movement animation is not performed, through arbitrary settings. In this way, the character movement animation included in a specific animation can be appropriately executed to increase the player's attention to the character movement animation, thereby improving the enjoyment of the game.
[0179] Figure 10-14(B) shows an example of determining the type of movement animation 002AKD12. In the character movement animation determination process, the type of movement animation can be determined in step AKS024. In this embodiment, multiple types of movement animation, RSA to RSD, are provided in advance. Each of the movement animation types RSA to RSD can be a group of animation patterns by classifying multiple animation patterns that can be used as patterns for character movement animations. Movement animation type RSA is configured to include multiple animation patterns, corresponding to a second pattern that does not inherit the animation style of the character movement animation after the variable display that was the subject of the determination. Movement animation type RSB is configured to include multiple animation patterns, corresponding to a first pattern that inherits the animation style of the character movement animation after the variable display that was the subject of the determination. Movement animation type RSC is configured to include multiple animation patterns, corresponding to a case where the character movement animation is executed by switching to the second pattern after starting the execution of the character movement animation in the first pattern. The movement animation type RSD is composed of multiple animation patterns to accommodate cases where the character movement animation is started in the second pattern, and then switched to the first pattern for execution.
[0180] In the decision example 002AKD12 of Figure 10-14(B), the multiple movement animation types RSA to RSD can be determined at different rates depending on the winning judgment result. Furthermore, the selectable movement animation types may differ depending on the winning judgment result. For example, if the winning judgment result is "reach confirmed on miss," "super reach confirmed on miss," or "jackpot," the movement animation type can be determined at a predetermined rate to either RSC or RSD, while if the winning judgment result is "general on miss," neither RSC nor RSD can be determined. For example, if the winning judgment result is "jackpot," the movement animation type RSD is determined at a higher rate than if the winning judgment result is "super reach confirmed on miss," "reach confirmed on miss," or "general on miss." With these settings, when a character movement animation is executed, the likelihood of being controlled to a jackpot state, which is advantageous for the player, differs depending on whether the animation started in the first pattern or the second pattern, and then switched from the first pattern to the second pattern or from the second pattern to the first pattern. In addition, with arbitrary settings, when a character movement animation is executed, the likelihood of being controlled to a jackpot state, which is advantageous for the player, may differ depending on whether the animation started in the first pattern or the second pattern, and then switched from the first pattern to the second pattern or from the second pattern to the first pattern. In this way, when a character movement animation is executed, the player's attention to whether it is the first or second pattern is increased, and the character movement animation included in a specific animation can be executed appropriately to improve the enjoyment of the game.
[0181] Figure 10-15 shows an example of the configuration of the animation patterns included in the movement animation type RSA. In this embodiment, the movement animation type RSA includes multiple animation patterns that can be determined as patterns for character movement animation, namely animation patterns RPA1-1-1~RPA1-1-4, RPA1-2-2~RPA1-2-4, RPA1-3-3, RPA1-3-4, RPA1-4-4, RPA2-2-2~RPA2-2-4, RPA2-3-3, RPA2-3-4, RPA2-4-4, RPA3-3-3, RPA3-3-4, RPA3-4-4, and RPA4-4-4. For each of the multiple animation patterns included in the movement animation type RSA, a character that can be displayed is specified corresponding to the variable display that was executed one step prior to the target change that was the subject of the judgment, the variable display that was executed two steps prior to the target change, the variable display that was executed two steps prior to the target change, the variable display that was executed three steps prior to the target change, and the variable display that was executed four steps prior to the target change. Note that the movement animation type RSA also corresponds to a second pattern in which the animation style of the character movement animation is not inherited after the variable display that was the subject of the judgment. Therefore, for each of the multiple animation patterns included in the movement animation type RSA, a character that can be displayed corresponding to the variable display that was the subject of the judgment is not specified.
[0182] Figure 10-16 shows an example of the configuration of the animation patterns included in the movement animation type RSB. In this embodiment, the movement animation type RSB includes multiple animation patterns that can be determined as character movement animation patterns, namely animation patterns RPB1-1-1-1~RPB1-1-1-4, RPB1-1-2-2~RPB1-1-2-4, RPB1-1-3-3, RPB1-1-3-4, RPB1-1-4-4, RPB1-2-2-2~RPB1-2-2-4, RPB1-2-3-3, RPB1-2-3-4, RPB1-2-4-4, and RPB1-3 This includes -3-3, RPB1-3-3-4, RPB1-3-4-4, RPB1-4-4-4, RPB2-2-2-2~RPB2-2-2-4, RPB2-2-3-3, RPB2-2-3-4, RPB2-2-4-4, RPB2-3-3-3, RPB2-3-3-4, RPB2-3-4-4, RPB2-4-4-4, RPB3-3-3-3, RPB3-3-3-4, RPB3-3-4-4, RPB3-4-4-4, and RPB4-4-4-4. Each of the multiple animation patterns included in the movement animation type RSB has a character that can be displayed corresponding to the target change, the change one step prior, the change two steps prior, the change three steps prior, and the change four steps prior. Furthermore, the movement animation type RSB corresponds to the first pattern, which inherits the animation style of the character movement animation after the variable display that became the target of the judgment. Therefore, all of the multiple animation patterns included in the movement animation type RSB also specify the characters that can be displayed in response to the target change.
[0183] Figure 10-17 shows an example of the configuration of the animation patterns included in the movement animation type RSC. In this embodiment, the movement animation type RSC includes animation patterns RPC1-1-1 to RPC1-1-4, RPC1-2-2 to RPC1-2-4, RPC1-3-3, RPC1-3-4, RPC1-4-4, RPC2-2-2 to RPC2-2-4, RPC2-3-3, RPC2-3-4, RPC2-4-4, RPC3-3-3, RPC3-3-4, RPC3-4-4, and RPC4-4-4 as multiple animation patterns that can be determined as patterns for character movement animations. Each of the multiple animation patterns included in the movement animation type RSC specifies a character that can be displayed corresponding to the one-time previous change, the two-time previous change, the three-time previous change, and the four-time previous change for each target change. Note that the RSC movement animation type is designed to handle cases where the character movement animation starts in the first pattern, and then switches to the second pattern for further execution. Therefore, none of the multiple animation patterns included in the RSC movement animation type specify which characters can be displayed in response to the target change.
[0184] Figure 10-18 shows an example of the configuration of the animation patterns included in the movement animation type RSD. In this embodiment, the movement animation type RSD includes multiple animation patterns that can be determined as character movement animation patterns, namely animation patterns RPD1-1-1-1~RPD1-1-1-4, RPD1-1-2-2~RPD1-1-2-4, RPD1-1-3-3, RPD1-1-3-4, RPD1-1-4-4, RPD1-2-2-2~RPD1-2-2-4, RPD1-2-3-3, RPD1-2-3-4, RPD1-2-4-4, RPD1-3-3-3, RPD1-3-3-4, RPD1-3-4-4, RPD1-4-4-4, RPD2-2-2-2~RPD2-2-2-4, RPD2-3-3-3, RPD2-3-3-4, RPD2-3-4-4, RPD2-4-4-4, RPD3-3-3-3, RPD3-3-3-4, RPD3-3-4-4, RPD3-4-4-4, and RPD4-4-4-4 are included. Each of the multiple animation patterns included in the movement animation type RSD specifies the characters that can be displayed corresponding to the target change, the change one step prior, the change two steps prior, the change three steps prior, and the change four steps prior. Note that the movement animation type RSD is compatible with the case where the character movement animation is started in the second pattern, and then switched to the first pattern to execute the character movement animation. Therefore, for each of the multiple animation patterns included in the movement animation type RSD, the characters that can be displayed in response to the target change are also specified.
[0185] In the configuration examples shown in Figures 10-14 to 10-18, for all performance patterns, the characters that can be displayed in response to the 3rd and 4th previous changes are the same characters. Therefore, for example, if the character movement performance is started when the number of reserved memories is "4", and characters are to be displayed in response to the 4th and 3rd previous changes, the common character will be displayed without changing. For example, if the character movement performance is started when the number of reserved memories is "3", the character specified for the 4th previous change will not be displayed, and the display will start from the character specified for the 3rd previous change. If the character movement performance is started when the number of reserved memories is "2", the characters specified for the 4th and 3rd previous changes will not be displayed, and the display will start from the character specified for the 2nd previous change. Performance patterns may be provided in which different characters are specified for the characters that can be displayed in response to the 3rd and 4th previous changes.
[0186] Multiple animation patterns have different character display options corresponding to each variation. For example, in the multiple animation patterns included in the movement animation type RSA, animation pattern RPA1-1-1 displays character CH01 continuously without change from 4 variations ago to 1 variation ago, and then the character movement animation finishes. Also, animation pattern RPA1-1-2 displays character CH01 continuously without change from 4 variations ago to 2 variations ago, and then changes to character CH02 and becomes available for display in 1 variation ago, after which the character movement animation finishes. Animation pattern RPA1-2-3 displays character CH01 continuously without change in 4 variations ago and 3 variations ago, then changes to character CH02 and becomes available for display in 2 variations ago, and changes to character CH03 and becomes available for display in 1 variation ago, after which the character movement animation finishes.
[0187] In the multiple animation patterns included in the movement animation type RSB, animation pattern RPB1-1-1-1 displays character CH11 continuously without changing from four previous changes to the target change, and the character movement animation is completed. Also, in animation pattern RPB1-1-1-2, character CH11 is continuously displayed without changing from four previous changes to one previous change, and then changes to character CH12 and can be displayed in the target change, after which the character movement animation is completed. In animation pattern RPB1-2-3-4, character CH11 is continuously displayed without changing in the four previous and three previous changes, and then changes to character CH12 and can be displayed in the two previous changes, changes to character CH03 and can be displayed in the one previous change, and changes to character CH04 and can be displayed in the target change, after which the character movement animation is completed.
[0188] In the multiple animation patterns included in the movement animation type RSC, animation pattern RPC1-1-1-1 displays character CH11 continuously without change from the 4th previous movement to the start of the 2nd previous movement, then switches from character CH11 to character CH01 in the 2nd previous movement, and character CH01 can be displayed continuously without change in the 1st previous movement, after which the character movement animation is completed. Animation pattern RPC1-1-1-2 displays character CH11 continuously without change from the 4th previous movement to the start of the 2nd previous movement, then switches from character CH11 to character CH01 in the 2nd previous movement, and character CH02 can be displayed in the 1st previous movement, after which the character movement animation is completed.
[0189] In the multiple animation patterns included in the movement animation type RSD, animation pattern RPD1-1-1-1 displays character CH01 continuously without change from the 4th previous movement to the start of the 2nd previous movement, then switches from character CH01 to character CH11 in the 2nd previous movement, and character CH11 can be displayed continuously without change in the 1st previous movement and the target movement, after which the character movement animation is completed. Animation pattern RPD1-1-1-2 displays character CH01 continuously without change from the 4th previous movement to the start of the 2nd previous movement, then switches from character CH01 to character CH11 in the 2nd previous movement, and character CH11 can be displayed continuously without change in the 1st previous movement, and character CH12 can be displayed in the target movement, after which the character movement animation is completed. Thus, the animation patterns used to execute character movement animations are animation patterns that allow different characters to be displayed, corresponding to the numbers contained in the codes attached to each.
[0190] In the multiple animation patterns included in the movement animation type RSA, after a variable display that allows the display of character CH01, any of characters CH01 to CH04 will be able to be displayed. After a variable display that allows the display of character CH02, any of characters CH02 to CH04 will be able to be displayed, but character CH01 will never be able to be displayed. After a variable display that allows the display of character CH03, either character CH03 or CH04 will be able to be displayed, but neither character CH01 nor CH02 will be able to be displayed. After a variable display that allows the display of character CH04, character CH04 will be able to be displayed, but none of characters CH01 to CH03 will be able to be displayed.
[0191] In the multiple animation patterns included in the RSB movement animation type, after a variable display that allows display of character CH11, any of characters CH11 to CH14 will be able to be displayed. After a variable display that allows display of character CH12, any of characters CH12 to CH14 will be able to be displayed, but character CH11 will never be able to be displayed. After a variable display that allows display of character CH13, either character CH13 or CH14 will be able to be displayed, but neither character CH11 nor CH12 will be able to be displayed. After a variable display that allows display of character CH14, character CH14 will be able to be displayed, but none of characters CH11 to CH13 will be able to be displayed.
[0192] Multiple animation patterns included in the movement animation type RSC enable character movement animations by switching the character that can be displayed in the first pattern to the character that can be displayed in the second pattern in the two previous changes. Before switching characters in the two previous changes, similar to the multiple animation patterns included in the movement animation type RSB, characters that can be displayed in the current variable display and characters that cannot be displayed in the current variable display are provided, corresponding to the characters that were displayed in the previous variable display. After switching characters in the two previous changes, similar to the multiple animation patterns included in the movement animation type RSA, characters that can be displayed in the current variable display and characters that cannot be displayed in the current variable display are provided, corresponding to the characters that were displayed in the previous variable display. Note that the variable display that switches the character that can be displayed in the first pattern to the character that can be displayed in the second pattern is not limited to the variable display that is the two previous changes, and any variable display that can execute character movement animations may be made capable of switching the character that can be displayed in the first pattern to the character that can be displayed in the second pattern.
[0193] Multiple animation patterns included in movement animation type RSD enable character movement animation by switching the character that can be displayed in the second pattern to the character that can be displayed in the first pattern in the two previous changes. Before switching characters in the two previous changes, similar to the multiple animation patterns included in movement animation type RSA, characters that can be displayed in the current variable display and characters that cannot be displayed in the current variable display are provided, corresponding to the characters that were displayed in the previous variable display. After switching characters in the two previous changes, similar to the multiple animation patterns included in movement animation type RSB, characters that can be displayed in the current variable display and characters that cannot be displayed in the current variable display are provided, corresponding to the characters that were displayed in the previous variable display. Note that the variable display that switches the character that can be displayed in the second pattern to the character that can be displayed in the first pattern is not limited to the variable display that is the two previous changes, and any variable display that can execute character movement animation may be configured to switch the character that can be displayed in the second pattern to the character that can be displayed in the first pattern.
[0194] Figures 10-19 and 10-20 include examples of determining animation patterns that will be used for character movement animations. In these examples, different animation patterns can be determined in accordance with the determination result of the movement animation type. Figure 10-19(A) shows example 002AKD13 when the movement animation type is RSA, Figure 10-19(B) shows example 002AKD14 when the movement animation type is RSB, Figure 10-20(A) shows example 002AKD15 when the movement animation type is RSC, and Figure 10-20(B) shows example 002AKD16 when the movement animation type is RSD. In step AKS025 of the character movement animation determination process shown in Figure 10-13, one of the animation patterns included in the movement animation type determined in step AKS024 can be determined to be used for character movement animations. In this case, it is sufficient to determine the presentation pattern using a probability corresponding to the outcome when the winning result is one of the following: "General loss", "Loss with guaranteed reach", or "Loss with guaranteed super reach", and when the winning result is "Big win".
[0195] In the example 002AKD13 for the case where the movement animation type is RSA, the probability of determining animation pattern RPA1-1-1 is highest when it is a miss, and the probability of determining animation patterns that can display character CH04, such as animation patterns RPA1-1-4, RPA1-2-4, RPA1-3-4, RPA1-4-4, RPA2-2-4, RPA2-3-4, RPA2-4-4, RPA3-3-4, RPA3-4-4, and RPA4-4-4, is lowest. In the example 002AKD13 for the case where the movement animation type is RSA, the probability of determining animation pattern RPA1-1-1 is also highest when it is a jackpot. However, the probability of determining it is lower when it is a jackpot than when it is a miss. In the example 002AKD13 for the case where the movement animation type is RSA, even when a jackpot is hit, the probability of determining animation patterns that can display character CH04, such as animation patterns RPA1-1-4, RPA1-2-4, RPA1-3-4, RPA1-4-4, RPA2-2-4, RPA2-3-4, RPA2-4-4, RPA3-3-4, RPA3-4-4, and RPA4-4-4, is the lowest. However, the probability of determining these patterns is higher when a jackpot is hit than when a miss is hit. Therefore, among the cases where a character movement animation is performed using an animation pattern included in the movement animation type RSA, the probability of being controlled to a jackpot game state, which is advantageous for the player, is higher when character CH04 is displayed than when character CH04 is not displayed.
[0196] In the example 002AKD14 for the case where the movement animation type is RSB, when it is a miss, the animation pattern RPB1-1-1-1 has the highest probability of being determined, and animation patterns that can display character CH14, such as RPB1-1-1-4, RPB1-1-2-4, RPB1-1-3-4, RPB1-1-4-4, RPB1-2-2-4, RPB1-2-3-4, RPB1-2-4-4, RPB1-3-3-4, RPB1-3-4-4, and RPB1-4-4-4, are included in the animation patterns with the lowest probability of being determined. In the example 002AKD14 for the case where the movement animation type is RSB, the animation pattern that can display character CH14 but not character CH11 is displayed, such as RPB2-2-2-4, RPB2-2-3-4, RPB2-2-4-4, RPB2-3-3-4, RPB2-3-4-4, RPB2-4-4-4, RPB3-3-3-4, RPB3-3-4-4, RPB3-4-4-4, and RPB4-4-4-4, has the highest determination rate when a jackpot occurs. In the example 002AKD14 for the case where the movement animation type is RSB, the animation pattern RPB1-1-1-1 has the lowest determination rate when a jackpot occurs. Therefore, when a character movement animation is performed using an animation pattern included in the movement animation type RSB, the likelihood of being controlled to a jackpot state, which is advantageous for the player, is higher when character CH14 is displayed but character CH11 is not, compared to when character CH14 is displayed but character CH11 is.
[0197] In the example 002AKD15 for the case where the movement animation type is RSC, the probability of determining the animation pattern is 5%, which is the common probability, when it is a miss. In the example 002AKD15 for the case where the movement animation type is RSC, when it is a big win, some animation patterns such as animation patterns RPC2-4-4, RPC3-3-4, RPC3-4-4, and RPC4-4-4, where character CH11 is not displayed when the character movement animation is performed in the first pattern, and character CH04 is displayed when the character movement animation is performed in the second pattern, will have the highest probability of determination. In the example 002AKD15 for the case where the movement animation type is RSC, the animation patterns that can display character CH11 when the character movement animation is performed in the first pattern, such as animation patterns RPC1-1-1 to RPC1-1-4, RPC1-2-2 to RPC1-2-4, RPC1-3-3, RPC1-3-4, and RPC1-4-4, which correspond to a big win, have the lowest determination rate. Therefore, among the cases where the character movement animation is performed in an animation pattern included in the movement animation type RSC, the case where character CH11 when the character movement animation is performed in the first pattern is not displayed, and character CH04 when the character movement animation is performed in the second pattern is displayed, has a higher probability of being controlled to a big win state, which is an advantageous state for the player, than the case where character CH11 when the character movement animation is performed in the first pattern is displayed.
[0198] In the example 002AKD16 for the case where the movement animation type is RSD, when it is a miss, the animation pattern RPD2-2-2-2 has the highest determination rate, while animation patterns such as RPD2-2-2-4, RPD2-3-3-4, RPD2-3-4-4, RPD2-4-4-4, RPD3-3-3-4, RPD3-3-4-4, RPD3-4-4-4, and RPD4-4-4-4, in which character CH01 is not displayed when the character movement animation is performed in the second pattern and character CH14 is displayed when the character movement animation is performed in the first pattern, have the lowest determination rate. In the example 002AKD16 for the case where the character movement animation type is RSD, animation patterns such as RPD3-4-4-4, RPD3-3-4-4, RPD3-4-4-4, and RPD4-4-4-4, which correspond to a big win, have the highest success rate for determining the character CH01 and CH02 when the character movement animation is performed in the second pattern, and for displaying character CH14 when the character movement animation is performed in the first pattern. In the example 002AKD16 for the case where the movement animation type is RSD, the animation patterns that can display character CH01 when the character movement animation is executed in the second pattern, such as RPD1-1-1-1~RPD1-1-1-4, RPD1-1-2-2~RPD1-2-2-4, RPD1-1-3-3, RPD1-1-3-4, RPD1-1-4-4, RPD1-2-2-2~RPD1-2-2-4, RPD1-2-3-3, RPD1-2-3-4, RPD1-2-4-4, RPD1-3-3-3, RPD1-3-3-4, RPD1-3-4-4, and RPD1-4-4-4, have the lowest determination rate. Therefore, when a character movement animation is performed using an animation pattern included in the movement animation type RSD, the likelihood of being controlled to a jackpot state, which is advantageous for the player, is higher when character CH01 is not displayed in the second pattern and character CH14 is displayed in the first pattern than when character CH01 is displayed in the second pattern.
[0199] The first pattern is an execution pattern for character movement animations in which the animation style of the character movement animation before the variable display that is the subject of the determination of whether or not the game is controlled to a jackpot state is inherited after the variable display. The second pattern is an execution pattern for character movement animations in which the animation style of the character movement animation before the variable display that is the subject of the determination of whether or not the game is controlled to a jackpot state is not inherited after the variable display. In the case of the second pattern, the determination rate of the animation style should be set such that the probability of being controlled to a jackpot state is higher when character CH04 is displayed than when character CH01 is displayed. In the case of the second pattern, the determination rate of the animation style should be set such that the probability of a jackpot is highest when character CH04 is displayed, and decreases as character CH03, character CH02, and character CH01 are displayed. In the first pattern, when a character movement animation is performed, the probability of being controlled to a jackpot state is higher when character CH14 is displayed than when character CH11 is displayed, if the animation pattern determination rate is set accordingly. Alternatively, in the first pattern, when a character movement animation is performed, the probability of a jackpot is highest when character CH14 is displayed, and the probability of a jackpot decreases as character CH13, character CH12, and character CH11 are displayed.
[0200] In the character movement animation determination process shown in Figure 10-13, the CPU 120 for animation control determines the animation pattern that will become the character movement animation pattern in step ASK025, and then controls the execution of the character movement animation by setting the start of the character movement animation in step AKS026. For example, corresponding to the animation pattern determined in step AKS025, the CPU 120 reads the animation control pattern for character movement animation that has been pre-stored in the ROM 121. By sending an execution instruction to the display control unit 123 corresponding to the control data contained in this animation control pattern, an animation image showing a character will be displayed on the screen of the image display device 5, and the execution of the character movement animation will begin. When the execution of the character movement animation begins, the character movement animation flag is set to the ON state. In addition, the initial count value of the character display counter is set corresponding to the number of reserved memory. Data that can identify the character movement animation flag and the count value of the character display counter can be stored in the character movement animation data storage unit 002AKM02 provided in a predetermined area, along with data that can identify the animation pattern that will become the character movement animation pattern.
[0201] Figure 10-20(C) shows an example configuration of the character movement animation data storage unit 002AKM02. The character movement animation data storage unit 002AKM02 stores character movement animation flags, animation patterns, character display counters, and concealment animation flags. The animation patterns that can be stored by the character movement animation data storage unit 002AKM02 are those determined to be character movement animation patterns. The count value of the character display counter only needs to be able to count the remaining number of times until the variable display that is the subject of the judgment is executed, for example, by setting the number of pending memories when the execution of the character movement animation starts as the initial value and subtracting 1 each time a variable display is executed. The animation control CPU 120 only needs to be able to identify the character to be displayed in the character movement animation by using the data indicating the animation pattern and the data indicating the count value of the character display counter from the stored data in the character movement animation data storage unit 002AKM02. The stored data of the character movement animation data storage unit 002AKM02 includes data that can identify the concealment animation flag. The concealment effect flag is set to the "on" state when the character concealment effect starts and is cleared to the "off" state when the character concealment effect finishes. Therefore, having the concealment effect flag "on" indicates that the character concealment effect is currently running.
[0202] Figure 10-21 is a flowchart showing an example of the timer effect determination process. The timer effect determination process is included in the processes that can be called from the pre-read effect setting process shown in Figure 10-11, and can be executed in step AKS005 after the character movement effect determination process in step AKS004 has been executed. When the effect control CPU 120 executes the timer effect determination process, it determines whether the timer effect flag is on or off (step AKS031). The timer effect flag is set to the on state when the timer standby effect is executed based on the decision result to execute the timer effect, and is cleared to the off state when the execution of the timer effect that follows the timer standby effect is completed. Therefore, the timer effect flag being on indicates that the timer standby effect or the timer effect is currently being executed.
[0203] If the timer performance flag is on in response to step ASK031 (step AKS031; Yes), the timer performance determination process ends. This sets a limit so that timer standby performances and timer performances cannot be executed simultaneously or overlapping within the range where timer standby performances and timer performances are being executed. By limiting the execution of multiple timer standby performances and timer performances to not be executed simultaneously or overlapping, it is possible to prevent the performances from becoming complicated and thus prevent a decrease in the enjoyment of the game. On the other hand, if the timer performance flag is off (step AKS31; No), it is determined whether or not there is a timer performance (step AKS032). At this time, it is determined to be either "no timer performance" (no timer performance) or "timer performance present" (timer performance present). Then, it is determined whether or not the result of this determination is "timer performance present" (step AKS033).
[0204] If, in response to step AKS033, the result is "No timer effect" instead of "Timer effect enabled" (step AKS033; No), the timer effect determination process ends. On the other hand, if the result is "Yes timer effect enabled" (step AKS033; Yes), the timer effect pattern is determined (step AKS034). The standby effect pattern is also determined (step AKS035). Then, the timer standby effect start setting is performed (step AKS036), and the timer effect determination process ends. The data related to this timer effect determination process only needs to be storeable in ROM121 or RAM122. Examples of using the data related to the timer effect determination process are explained with reference to Figures 10-22 and 10-23.
[0205] The timer effect determination process shown in Figure 10-21 allows referencing a timer effect execution determination table, which is configured using data stored in ROM 121, when determining whether or not to perform a timer effect, for example, in step AKS032. The timer effect execution determination table has pre-set judgment values that are compared with random numbers for timer effect execution determination included in the random numbers for effect. The effect control CPU 120 extracts numerical data that becomes random numbers for timer effect execution determination, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and can determine whether or not to perform a timer effect by referring to the timer effect execution determination table.
[0206] The timer effect determination process shown in Figure 10-21 allows referencing a timer effect pattern determination table, which is configured using data stored in ROM 121, when determining a timer effect pattern, for example, in step AKS034. The timer effect pattern determination table has pre-set judgment values that are compared with random numbers for determining the timer effect pattern included in the random numbers for effect. The effect control CPU 120 can determine the effect pattern to be used for the timer effect by extracting numerical data that becomes random numbers for determining the timer effect pattern, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and by referring to the timer effect pattern determination table. The data that specifically indicates the effect pattern to be used for the timer effect can be stored in a timer effect data storage unit 002AKM03 provided in a predetermined area, such as the effect control buffer setting unit of RAM 122.
[0207] The timer effect determination process shown in Figure 10-21 allows the system to refer to a standby effect pattern determination table, which is configured using data stored in ROM 121, when determining a standby effect pattern, for example, in step AKS035. The standby effect pattern determination table has pre-set judgment values that are compared with random numbers for determining the standby effect pattern included in the random numbers used for effect generation. The effect control CPU 120 can determine the effect pattern to be used for standby effect generation by extracting numerical data that becomes random numbers for determining the standby effect pattern, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and by referring to the standby effect pattern determination table. The data that specifically indicates the effect pattern to be used for standby effect generation can be stored in a timer effect data storage unit 002AKM03 provided in a predetermined area, such as the effect control buffer setting unit of RAM 122.
[0208] Figure 10-22 shows an example 002AKD21 of the decision regarding the presence or absence of the timer effect. In the timer effect decision process, the presence or absence of the timer effect can be decided in step AKS032. At this time, it is sufficient that different decisions regarding the presence or absence of the timer effect can be made depending on the number of reserved memories. Furthermore, when the number of reserved memories is greater than or equal to a certain number, it is sufficient that the presence or absence of the timer effect can be decided at different rates depending on the winning judgment result. Moreover, even with a common winning judgment result, it may be possible to decide the presence or absence of the timer effect at different rates depending on the number of reserved memories being greater than or equal to a certain number. For example, when the number of reserved memories is "1", the decision rate for "none" (not executing the timer effect) is 100%, and the decision rate for "yes" (executing the timer effect) is 0%. Therefore, if the number of reserved memories when the starting win occurs is "1", it is decided that the timer effect will not be executed. In this way, a limitation is set that the timer effect will not be executed in the range where the number of reserved memories is less than a certain number, such as when the number of reserved memories when the starting win occurs is "1". By restricting the execution of the timer animation when the number of reserved memories falls below a certain number, it is possible to ensure sufficient execution time for the timer standby animation and appropriately enhance the enjoyment of the game through the animation.
[0209] In the decision example 002AKD21 in Figure 10-22, when the number of reserved memories is any of "2" to "4", the decision rate for "none" (not executing the timer effect) and the decision rate for "yes" (executing the timer effect) differ depending on whether the winning judgment result is "normal miss", "reach confirmed on miss", "super reach confirmed on miss", or "jackpot". Furthermore, even with the same winning judgment result, the decision rate for "none" (not executing the timer effect) and the decision rate for "yes" (executing the timer effect) may differ depending on whether the number of reserved memories is any of "2" to "4". For example, when the winning judgment result is "jackpot", the decision to execute the timer effect "yes" is made with a higher decision rate than when the winning judgment result is any of "super reach confirmed on miss", "reach confirmed on miss", or "normal miss". Furthermore, when the winning result is "Big Win," the probability of executing the timer animation is higher than the probability of executing the timer animation ("No"). When the winning result is "Super Reach Confirmed on Miss," the probability of executing the timer animation is lower than when the winning result is "Big Win," and higher than when the winning result is either "Reach Confirmed on Miss" or "General on Miss." When the winning result is "Reach Confirmed on Miss," the probability of executing the timer animation is lower than when the winning result is either "Big Win" or "Super Reach Confirmed on Miss," and higher than when the winning result is "General on Miss." When the winning result is "General Loss," the timer animation is executed with a lower probability than when the winning result is "Big Win," "Super Reach Guaranteed on Loss," or "Reach Guaranteed on Loss." Also, when the winning result is "Reach Guaranteed on Loss" or "General Loss," the probability of executing the timer animation is lower than the probability of executing the timer animation ("No"). With these settings, when the timer animation is executed, the expectation of being controlled to a jackpot state, which is advantageous for the player, is higher than when the timer animation is not executed.In this way, by appropriately executing timer effects that display specific information, the game's appeal can be enhanced, thereby increasing the players' attention to the timer effect.
[0210] In the decision example 002AKD21 in Figure 10-22, when the winning judgment result is "General for Misses," the probability of executing the timer effect is higher when the number of reserved memories is "3" than when the number of reserved memories is "4," and also higher when the number of reserved memories is "2" than when the number of reserved memories is "3." Similarly, when the winning judgment result is "Reach Confirmed for Misses," the probability of executing the timer effect is higher when the number of reserved memories is "3" than when the number of reserved memories is "4," and also higher when the number of reserved memories is "2" than when the number of reserved memories is "3." When the winning judgment result is "Super Reach Confirmed for Misses," the probability of executing the timer effect is higher when the number of reserved memories is "3" than when the number of reserved memories is "4," and is a common probability of 50% when the number of reserved memories is "3" and when the number of reserved memories is "2." In contrast, when the winning result is "Big Win," the probability of executing the timer animation is highest when the number of reserved memories is "4," lower when the number of reserved memories is "3" than when the number of reserved memories is "4," and lower when the number of reserved memories is "2" than when the number of reserved memories is "3." With this setting, when the number of reserved memories is large when it is determined that the timer animation should be executed, the probability of being controlled to a Big Win state, which is advantageous for the player, is higher than when the number of reserved memories is small. In addition, it is possible to set the probability of being controlled to a Big Win state, which is advantageous for the player, when the number of reserved memories is large when it is determined that the timer animation should be executed, compared to when the number of reserved memories is small. The timer animation starts in response to the start of the variable display that was the subject of the judgment. The timer standby animation can be executed over multiple variable displays before the timing when the timer animation starts. Furthermore, if the timer standby animation is longer when there are many reserved memories, the likelihood of being controlled to a jackpot state, which is advantageous for the player, increases compared to if the timer standby animation is shorter when there are few reserved memories. In this way, the timer standby animation and timer animation can be executed appropriately to increase the player's attention to the execution time of the timer standby animation, thereby improving the enjoyment of the game.
[0211] Figure 10-23(A) shows an example 002AKD22 of determining a display pattern for timer effects. In this embodiment, four display patterns TPA1 to TPA4 are pre-prepared as multiple display patterns that can be determined for timer effects. The number of display patterns that can be determined for timer effects can be any number of patterns based on an arbitrary design. The execution time of the timer effects is set to be different for each of the display patterns TPA1 to TPA4. For example, the timer effect execution time for display pattern TPA1 is 5 seconds, for display pattern TPA2 it is 10 seconds, for display pattern TPA3 it is 15 seconds, and for display pattern TPA4 it is 20 seconds. Corresponding to the different execution times of the timer effects, the period for which a specific display can be shown in the timer effect can also be made different. For example, when the timer effect is performed with display pattern TPA2 it can be shown for a longer period than when the timer effect is performed with display pattern TPA1. When the timer effect is executed using the TPA3 effect, a specific display can be shown for a longer period of time than when the timer effect is executed using the TPA2 effect. When the timer effect is executed using the TPA4 effect, a specific display can be shown for a longer period of time than when the timer effect is executed using the TPA3 effect.
[0212] In step AKS034 of the timer effect determination process shown in Figure 10-21, it is possible to determine one of the pre-prepared effect patterns TPA1 to TPA4 to be used for the timer effect. At this time, it is sufficient that different effect patterns can be determined depending on whether the winning judgment result is "General Miss", "Reach Confirmed on Miss", "Super Reach Confirmed on Miss", or "Big Win". It is also possible to determine the effect patterns at different rates depending on the winning judgment result. For example, if the winning judgment result is "General Miss", the determination rate for effect pattern TPA1 as the timer effect pattern is 100%, and the determination rate for effect patterns TPA2 to TPA4 is 0%. Therefore, if the winning judgment result is "General Miss", effect pattern TPA1 is determined as the timer effect pattern, and effect patterns TPA2 to TPA4 are not determined. In this way, within the range where the winning judgment result is "General Loss," which is the most unfavorable judgment result for the player among those not controlled to a jackpot state, a limit is set so that the timer effect will not be executed in a specific effect pattern. Also, if the winning judgment result is "Confirmed Reach on Loss," then effect patterns TPA1 to TPA3 can be determined as timer effect patterns, and effect pattern TPA4 cannot be determined. In this way, within the range where the winning judgment result is "Confirmed Reach on Loss," a limit is set so that the timer effect will not be executed in a special effect pattern. By restricting the execution of the timer effect in specific or special effect patterns when the judgment result is unfavorable to the player, the timer effect can be executed appropriately to improve the enjoyment of the game, so that the player's heightened sense of anticipation from the timer effect does not diminish easily.
[0213] In the decision example 002AKD22 in Figure 10-23(A), for example, when the winning judgment result is "Big Win", the performance pattern TPA4 is determined as the timer performance pattern with a higher determination rate than when the winning judgment result is "Super Reach Confirmed on Miss", "Reach Confirmed on Miss", or "General on Miss". Also, when the winning judgment result is "Big Win", the determination rate of performance pattern TPA4 is higher than the determination rates of the other performance patterns TPA1 to TPA3. When the winning judgment result is "Super Reach Confirmed on Miss", the performance pattern TPA4 is determined with a lower determination rate than when the winning judgment result is "Big Win", and also with a lower determination rate than performance patterns TPA1 to TPA3. With these settings, when the timer effect is executed in the TPA4 effect pattern, the probability of being controlled to a jackpot state, which is advantageous for the player, is higher than when the timer effect is executed in any of the TPA1 to TPA3 effect patterns. In addition, it is possible to configure the settings as needed so that when the timer effect is executed in the TPA4 effect pattern, the probability of being controlled to a jackpot state, which is advantageous for the player, is higher than when the timer effect is executed in any of the TPA1 to TPA3 effect patterns. The TPA4 effect pattern is the effect pattern with the longest timer effect execution time among the TPA1 to TPA4 effect patterns, and is the effect pattern that can display a specific display for the longest period of time. When the winning judgment result is "jackpot", the determination rate for the TPA1 to TPA3 effect patterns is the common determination rate of 20%. In contrast, when the winning result is one of the following: "General Loss", "Reach Confirmed on Loss", or "Super Reach Confirmed on Loss", the success rate of performance pattern TPA1 is the highest, the success rate of performance pattern TPA2 is the next highest, and the success rate of performance pattern TPA3 is the lowest. Performance pattern TPA3 is a performance pattern in which the timer performance is executed for a shorter duration than performance pattern TPA4, performance pattern TPA2 is a performance pattern in which the timer performance is executed for a shorter duration than performance pattern TPA1, and performance pattern TPA1 is a performance pattern in which the timer performance is executed for the shortest duration.Therefore, in variable displays where a timer effect is executed, the likelihood of being controlled to a jackpot state, which is advantageous for the player, is higher when a specific display is shown for a longer period than when it is shown for a shorter period. In this way, by appropriately executing the timer effect in which a specific display is shown, the player's attention will be increased when the timer effect is executed in a special effect pattern and when a specific display is shown for a longer period, and the enjoyment of the game can be enhanced.
[0214] Figure 10-23(B) shows an example 002AKD23 of determining an effect pattern for standby effect. In this embodiment, five effect patterns TPB0, TPB1-1, TPB1-2, TPB2-1, and TPB2-2 are pre-prepared as multiple effect patterns that can be determined for standby effect. The number of effect patterns that can be determined for standby effect can be any number of patterns based on an arbitrary design. The effect modes of the timer standby effect are set to differ for effect patterns TPB0, TPB1-1, TPB1-2, TPB2-1, and TPB2-2. For example, in effect pattern TPB0, the timer standby effect is executed in a continuous effect mode in which a specific display using display image AKJ0 does not change. In effect pattern TPB1-1, the timer standby effect is executed in a changing display mode in which a specific display using display image AKJ0 changes to a first changing display using display image AKJ1. In performance pattern TPB1-1, the timer standby effect is executed in a change display mode in which a specific display using display image AKJ0 changes to a second change display using display image AKJ2. In performance pattern TPB2-1, the timer standby effect is executed in a continuous effect mode, and a preliminary effect is executed separately from the specific display using display image AKJ0 by displaying display image AKJ11. In performance pattern TPB2-2, the timer standby effect is executed in a continuous effect mode, and a preliminary effect is executed separately from the specific display using display image AKJ0 by displaying display image AKJ12.
[0215] In step AKS035 of the timer effect determination process shown in Figure 10-21, it is possible to determine one of the pre-prepared effect patterns TPB0, TPB1-1, TPB1-2, TPB2-1, and TPB2-2 to be used as the standby effect pattern. At this time, it is sufficient that different effect patterns can be determined in response to the result of determining the effect pattern for the timer effect in step AKS034. Alternatively, it may be possible to determine the effect patterns for the standby effect at different rates in response to the result of determining the effect pattern for the timer effect. For example, if effect pattern TPA1 is determined as the timer effect pattern, it is possible to determine one of effect patterns TPB0, TPB1-1, or TPB2-1 as the standby effect pattern, and effect patterns TPB1-2 and TPB2-2 are not determined. If the timer effect pattern TPA2 is selected, the standby effect pattern can be any of the TPB0, TPB1-1, or TPB2-1, and the TPB1-2 and TPB2-2 will not be selected. If the timer effect pattern TPA3 is selected, the standby effect pattern can be any of the TPB1-2 or TPB2-1, and the TPB0, TPB1-1, and TPB2-2 will not be selected. If the timer effect pattern TPA4 is selected, the standby effect pattern can be any of the TPB2-1 or TPB2-2, and the TPB0, TPB1-1, and TPB1-2 will not be selected.
[0216] Performance pattern TPB0 is determined to be the standby performance pattern with the highest probability when the timer performance pattern is performance pattern TPA1, and is determined to be the standby performance pattern with a higher probability than when the timer performance pattern is any of performance patterns TPA2 to TPA4. Performance pattern TPB1-1 is determined to be the standby performance pattern with a higher probability when the timer performance pattern is performance pattern TPA2 than when the timer performance pattern is performance pattern TPA1, but is not determined to be the standby performance pattern when the timer performance pattern is any of performance patterns TPA3 or TPA4. Performance pattern TPB1-2 is determined to be the standby performance pattern with the highest probability when the timer performance pattern is performance pattern TPA3, but is not determined to be the standby performance pattern when the timer performance pattern is any of performance patterns TPA1, TPA2, or TPA4. Performance pattern TPB2-1 is determined to be the standby performance pattern with the highest probability when the timer performance pattern is performance pattern TPA2, and is determined to be the standby performance pattern with a higher probability than when the timer performance pattern is any of performance patterns TPA1, TPA3, or TPA4. Performance pattern TPB2-2 is determined to be the standby performance pattern with the highest probability when the timer performance pattern is performance pattern TPA4, but is not determined to be the standby performance pattern when the timer performance pattern is any of performance patterns TPA1 to TPA3. With these settings, when the timer standby performance is executed with either performance pattern TPB1-1 or TPB1-2, the execution time of the timer performance is likely to be longer than when the timer standby performance is executed with performance pattern TPB0. Therefore, when the timer standby performance is executed in a change performance mode and the change performance is executed, the specific display in the timer performance can be displayed for a longer period of time than when the timer standby performance is executed in a continuous performance mode and the change performance is not executed. Furthermore, if the timer standby animation is performed in a continuous animation mode and the preceding animation is performed without the change animation being executed, it may be possible to display a specific animation in the timer animation for a longer period than if the timer standby animation is performed in a change animation mode and the change animation is executed.Thus, even if the timer standby animation is not executed in a change animation mode and the specific display does not change, the execution of the preceding animation increases the sense of anticipation for the timer animation. Therefore, by appropriately executing change animations and preceding animations to enhance the element of surprise when the specific display does not change, the enjoyment of the game can be improved.
[0217] In the timer effect determination process shown in Figure 10-21, the CPU 120 for effect control determines the effect pattern to be used for the timer effect in step AKS035, and then sets the timer standby effect start setting in step AKS036 to enable the execution of the timer standby effect. For example, corresponding to the effect pattern determined in step AKS035, the CPU 120 reads the effect control pattern for the timer standby effect that has been pre-stored in the ROM 121. By sending an execution instruction to the display control unit 123 corresponding to the control data included in this effect control pattern, the CPU 120 can display a specific display, such as display image AKJ1, containing a specific character, on the screen of the image display device 5, thereby starting the execution of the timer standby effect. When the execution of the timer standby effect is started, the timer effect flag is set to the ON state. In addition, the initial count value of the remaining count counter is set corresponding to the number of reserved counts. Data that specifically indicates the timer effect flag and the count value of the remaining count counter can be stored in the timer effect data storage unit 002AKM03 provided in a predetermined area, along with data that specifically indicates the effect pattern to be used for the timer effect and the standby effect pattern.
[0218] Figure 10-23(C) shows an example configuration of the timer effect data storage unit 002AKM03. The timer effect data storage unit 002AKM03 has a storage area reserved for storing data that can identify the timer effect flag, the timer effect pattern, the standby effect pattern, and the remaining count counter. The timer effect pattern that can be stored by the timer effect data storage unit 002AKM03 indicates the effect pattern that has been determined to be the timer effect pattern. The standby effect pattern that can be stored by the timer effect data storage unit 002AKM03 indicates the effect pattern that has been determined to be the standby effect pattern. The count value of the remaining count counter only needs to be able to count the number of remaining counts until the variable display that is the subject of the judgment is executed, for example, by setting the number of pending memory when the execution of the timer standby effect is started as the initial value and subtracting 1 each time the variable display is executed.
[0219] Figure 10-24 is a flowchart showing an example of the character movement animation execution process. The character movement animation execution process is included in the processes that can be called from the pre-read animation setting process shown in Figure 10-11, and can be executed in step ASK009 when it is the shift timing corresponding to step AKS008. When the animation control CPU 120 executes the character movement animation execution process, it determines whether the character movement animation flag is on or off (step ASK041). If the character movement animation flag is off (step ASK041; No), the character movement animation execution process terminates, corresponding to the fact that the character movement animation is not currently being executed.
[0220] If the character movement effect flag is on in step AKS041 (step AKS041; Yes), it is determined whether the concealment effect flag is on or off (step ASK042). If the concealment effect flag is off (step AKS042; No), it is determined whether or not the character concealment effect is present (step AKS043). At this time, it is determined that either "no character concealment effect" is performed, or "character concealment effect is present" is performed. Then, it is determined whether or not this determination result is "character concealment effect is present" (step ASK044). If "character concealment effect is present" is the result (step AKS044; Yes), the character concealment effect start setting is performed (step AKS045), and the character movement effect execution process ends. The character concealment effect start setting includes a setting to start the concealment display CK01 in the character concealment effect, which overlaps with the display position of the character in the character movement effect. This makes it possible to start the execution of the character concealment effect as a special effect that makes the character movement effect, which is a specific effect, invisible.
[0221] If the concealment effect flag is on in step AKS042 (step AKS042; Yes), the character concealment control is determined (step ASK046). At this time, it is decided to either "continue concealment" which continues the character concealment effect, "restart display" which ends the character concealment effect and resumes display in the character movement effect, or "end display" which ends both the character concealment effect and the display in the character movement effect. Then, it is determined whether the result of this decision is "continue concealment" or not (step AKS047). If it is "continue concealment" (step AKS047; Yes), the character movement effect execution process ends.
[0222] If the result of step AKS047 is not "continue concealment" (step AKS047; No), then it is determined whether the result of step AKS046 is "restart display" (step AKS048). If it is "restart display" (step AKS048; Yes), the character movement animation restart setting is performed (step AKS049). The character movement animation restart setting includes a setting to terminate the concealment display CK01 in the character concealment animation, which was performed in overlap with the display position of the character in the character movement animation. This makes it possible to terminate the execution of the character concealment animation as a special animation that makes the character movement animation invisible, and then restart the character movement animation, which is a specific animation.
[0223] If the result of step AKS048 is not "Resume Display" (step AKS048; No), the result of the decision in step AKS046 corresponds to "End Display," and the character movement animation termination setting is performed (step AKS050), and the character movement animation execution process ends. The character movement animation termination setting includes a setting to terminate the concealment display CK01 in the character concealment animation, as well as a setting to terminate the execution of the character movement animation. For example, the stored data of the character movement animation data storage unit 002AKM02 is cleared and initialized. This allows the execution of the character concealment animation to be terminated as a special animation that makes the character movement animation, which is a specific animation, invisible, and the character movement animation, which is a specific animation, to be terminated without resuming it.
[0224] In response to step AKS044, if the result is "no character concealment effect" instead of "character concealment effect enabled" (step AKS044), or after setting the character movement effect restart in step AKS049, the presence or absence of a switching suggestion effect is determined (step AKS051). At this time, it is determined that either "no switching suggestion effect" is performed and the switching suggestion effect is performed (step AKS052). Then, it is determined whether the result of this determination is "switching suggestion effect enabled" or not. If the result is "no switching suggestion effect" instead of "switching suggestion effect enabled" (step AKS052; No), the character movement effect execution process ends. On the other hand, if the result is "switching suggestion effect enabled" (step AKS052; Yes), the switching suggestion effect execution setting is performed (step AKS053), and the character movement effect execution process ends. An example of how stored data related to this character movement effect execution process is explained with reference to Figure 10-25.
[0225] The character movement animation execution process shown in Figure 10-24 allows the system to refer to a character concealment animation execution decision table, which is constructed using data stored in ROM 121, when determining whether or not to perform a character concealment animation, for example, in step AKS043. The character concealment animation execution decision table has pre-set judgment values that are compared with random numbers for determining whether or not to perform a character concealment animation, which are included in the random numbers for the animation. The animation control CPU 120 extracts numerical data that becomes random numbers for determining whether or not to perform a character concealment animation, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and by referring to the character concealment animation execution decision table, it can determine whether or not to perform a character concealment animation.
[0226] The character movement animation execution process shown in Figure 10-24 allows the system to refer to a character concealment control determination table, which is configured using data stored in ROM 121, when, for example, step AKS046 determines the character concealment control. The character concealment control determination table has pre-set judgment values that are compared with random numbers for determining character concealment control included in the animation random numbers. The animation control CPU 120 extracts numerical data that becomes random numbers for determining character concealment control, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and can determine the control content for character concealment control by referring to the character concealment control determination table.
[0227] The character movement animation execution process shown in Figure 10-24 allows referencing a switching suggestion animation execution decision table, which is configured using data stored in ROM 121, when determining whether or not to perform a switching suggestion animation, for example, in step AKS051. The switching suggestion animation execution decision table has pre-set judgment values that are compared with random numbers for determining the execution of switching suggestion animations, which are included in the animation random numbers. The animation control CPU 120 extracts numerical data that becomes random numbers for determining the execution of switching suggestion animations, which can be updated by a random counter or random number circuit 124 provided in RAM 122, and can determine whether or not to perform a switching suggestion animation by referring to the switching suggestion animation execution decision table. Note that when the movement animation type is either RSC or RSD, it may be decided that the switching suggestion animation is always performed in response to the execution of a variable display that is two changes prior. Conversely, when the movement animation type is either RSA or RSB, it may be decided at a predetermined rate whether or not to perform a switching suggestion animation in response to the execution of a variable display that is two changes prior. With these settings, it is possible to execute a false alarm or a failed switch animation, where a switch indication animation is executed in response to switching between executing the character movement animation in the first pattern and executing it in the second pattern, and a switch indication animation is executed in response to executing the character movement animation without switching.
[0228] Figure 10-25(A) shows an example 002AKD31 of the decision regarding whether or not to perform the character concealment effect. During the character movement effect execution process, it is possible to decide whether or not to perform the character concealment effect in step AKS043. At this time, it is sufficient to be able to decide whether or not to perform the character concealment effect at different rates depending on the displayed character, which is the character displayed in the character movement effect. In decision example 002AKD31, depending on whether the displayed character is one of characters CH01 to CH04, the decision rate for "none" (not performing the character concealment effect) is 80%, and the decision rate for "yes" (performing the character concealment effect) is 20%. Also, depending on whether the displayed character is one of characters CH11 to CH14, the decision rate for "none" (not performing the character concealment effect) is 70%, and the decision rate for "yes" (performing the character concealment effect) is 30%.
[0229] The display images for characters CH01~CH04 are applicable when executing the character movement animation in the second animation pattern, which is the case when there is no inheritance and the animation style of the character movement animation is not inherited after the variable display that was the subject of the judgment. The display images for characters CH11~CH14 are applicable when executing the character movement animation in the first animation pattern, which is the case when there is inheritance and the animation style of the character movement animation is inherited after the variable display that was the subject of the judgment. Therefore, the character concealment animation is executed at a higher rate when the character movement animation is executed in the first pattern than when the character movement animation is executed in the second pattern. When the character movement animation is executed in the second pattern, there is a possibility of switching to the first pattern and executing the character movement animation if a switching suggestion animation is executed. Therefore, when the character movement animation is executed in the second pattern, players are more likely to expect the switching suggestion animation to be executed, and their sense of anticipation is more likely to increase when the switching suggestion animation is executed. Thus, when the character movement animation is executed in the second pattern, the character concealment animation can be executed at a lower rate, thereby increasing attention to and anticipation for the switching suggestion animation and improving the enjoyment of the game.
[0230] Furthermore, the character concealment effect may be made executable only when pre-set concealment permission conditions are met, and may not be executed if the concealment permission conditions are not met. For example, a limit may be set so that the character concealment effect is not executed in the range where the count value of the character display counter corresponds to "2" and a variable display corresponding to the two previous changes is executed, as the concealment permission conditions are not met. While the variable display corresponding to the two previous changes when the count value of the character display counter is "2" is being executed, a switching suggestion effect may be executed to switch between the first and second patterns. In this case, if the character concealment effect is executed simultaneously with or overlapping with the switching suggestion effect, it may become difficult to increase the player's attention to the switching suggestion effect. Therefore, a limit may be set so that the character concealment effect is not executed simultaneously with or overlapping with the variable display within the range where the switching suggestion effect can be executed. By restricting the character concealment effect from being executed simultaneously with or overlapping with the switching suggestion effect, the player's attention to the switching suggestion effect can be increased, thereby improving the enjoyment of the game.
[0231] Whether or not the character concealment effect is performed may be determined by different probabilities depending on whether the displayed character is character CH01 to CH04. Whether or not the character concealment effect is performed may also be determined by different probabilities depending on whether the displayed character is character CH11 to CH14. For example, the probabilities may be set so that the character concealment effect is performed at a higher rate when the displayed character is character CH01 or character CH11 than when the displayed character is character CH04 or character CH14. In the character movement effect, the probabilities of the effect patterns should be set so that when character CH04 or character CH14 is displayed, the expectation of being controlled to a jackpot state is higher than when character CH01 or character CH11 is displayed. Furthermore, the display of character CH04 or character CH14 does not change to the display of other characters in the character movement effect. Therefore, the determination rate may be set such that when the displayed character is a character that does not change easily, such as character CH04 or character CH14, the rate at which the character concealment effect is performed is lower than when the displayed character is a character that changes easily, such as character CH01 or character CH11. In this way, a limit may be set so that within the range of a specific character movement effect where the performance pattern does not change easily, the rate at which the character concealment effect is performed and the character becomes invisible is reduced compared to when the performance pattern of the character movement effect is not a specific pattern. Alternatively, a limit may be set so that within the range of a performance pattern where the performance pattern of the character movement effect does not change, the character concealment effect is not performed and the character becomes invisible. This can increase the player's attention to the change in the performance pattern of the character movement effect when the character concealment effect is performed, thereby improving the enjoyment of the game.
[0232] When the CPU 120 for performance control decides to execute a character concealment effect in step AKS043 of the character movement effect execution process, it controls the execution of the character concealment effect by setting the character concealment effect start setting in step AKS045 in response to the "character concealment effect available" determination result in step AKS044. For example, in response to a character concealment effect, it reads a performance control pattern for the character concealment effect that has been pre-stored in ROM 121. By sending an execution instruction to the display control unit 123 in response to the control data contained in this performance control pattern, the concealment display CK01 is performed on the screen of the image display device 5, and the execution of the character concealment effect is started. When the execution of the character concealment effect is started, the concealment effect flag is set to the ON state. Data that can identify the concealment effect flag can be stored in the character movement effect data storage unit 002AKM02.
[0233] Figure 10-25(B) shows an example of the determination of character concealment control 002AKD32. During the character movement animation execution process, the character concealment control can be determined in step AKS046. At this time, it is sufficient to be able to determine whether or not to perform the character concealment animation at different rates depending on the concealed character, which is the character that is concealed in the character concealment animation. The concealed character can be identified in the same way as the character displayed in the character movement animation by using data indicating the animation pattern and data indicating the count value of the character display counter from the stored data in the character movement animation data storage unit 002AKM02. In decision example 002AKD32, depending on whether the hidden character is one of CH01 to CH04, the decision rate for "continue concealment," which continues the character concealment animation, is 30%, the decision rate for "restart display," which ends the character concealment animation and resumes displaying the character in the character movement animation, is 20%, and the decision rate for "end display," which ends both the character concealment animation and the character in the character movement animation, is 50%. Also, depending on whether the hidden character is one of characters CH11 to CH14, the decision rate for "continue concealment," which continues the character concealment animation, is 20%, the decision rate for "restart display," which ends the character concealment animation and resumes displaying the character in the character movement animation, is 70%, and the decision rate for "end display," which ends both the character concealment animation and the character in the character movement animation, is 10%.
[0234] The display images for characters CH01~CH04 are applicable when the character movement animation is executed in the second animation pattern, which is the case when there is no inheritance and the animation style of the character movement animation is not inherited after the variable display that was the subject of the judgment. The display images for characters CH11~CH14 are applicable when the character movement animation is executed in the first animation pattern, which is the case when there is inheritance and the animation style of the character movement animation is inherited after the variable display that was the subject of the judgment. Therefore, when the character movement animation is executed in the first pattern and the character is obscured, the character obscuration animation is more likely to end and the display of the character in the character movement animation will resume at a higher rate than when the character movement animation is executed in the second pattern and the character is obscured. Also, when the character movement animation is executed in the second pattern and the character is obscured, the display of the character in the character movement animation is more likely to end along with the character obscuration animation at a higher rate than when the character movement animation is executed in the first pattern and the character is obscured. Thus, in Pattern 1, if a special character concealment effect is executed after the execution of a specific character movement effect has begun, making the character invisible, the specific character movement effect can be resumed. In contrast, in Pattern 2, if a special character concealment effect is executed after the execution of a special character movement effect has begun, making the character invisible, the specific character movement effect can be terminated without being resumed.
[0235] When the CPU 120 for performance control determines "Resume Display" for character concealment control in step AKS046 of the character movement performance execution processing, it performs the character movement performance resume setting in step AKS049 in accordance with the determination result of step AKS048, thereby terminating the concealment display CK01 in the character concealment performance and controlling the display of the character in the character movement performance to resume. For example, when the character concealment control is set to "Resume Display," it sends an execution instruction for a pre-prepared performance to the display control unit 123, thereby erasing the concealment display CK01 on the screen of the image display device 5 and resuming the display of the character in the character movement performance. The character to be displayed in the character movement performance only needs to be identifiable using data indicating the performance pattern and data indicating the count value of the character display counter from the stored data in the character movement performance data storage unit 002AKM02. Also, when the execution of the character concealment performance is terminated, the concealment performance flag is cleared and turned off. When the execution of the character concealment effect ends, the character displayed in the character movement effect may be a different character from the character that was obscured when the character concealment effect was executed after the character movement effect started. For example, in the effect pattern RPB1-2-3-4 included in the movement effect type RSB shown in Figure 10-16, when the character movement effect starts and then the character concealment effect is executed in response to the start of the variable display which is the third previous change, the display of character CH11 becomes obscured. In this case, when the execution of the character concealment effect ends and the display of the character in the character movement effect resumes in response to the start of the variable display which is the second previous change, the display of character CH12, which is different from character CH11, resumes. Thus, when the execution of a character movement effect which is a specific effect in the first pattern starts and then the character concealment effect which is a special effect is executed and the character becomes obscured, it may be possible to resume the character movement effect which is a specific effect in the first pattern, even though the effect is different.
[0236] Furthermore, the character concealment effect may be controlled to terminate when a pre-set concealment termination condition is met, independently of the determination rate of the character concealment control. For example, if a character movement effect is started using an effect pattern included in either movement effect type RSC or RSD, and then a character concealment effect is executed making the character invisible, a limit may be set so that the concealment termination condition is met and the character concealment effect is terminated within the range where the count value of the character display counter corresponds to "2" and a variable display of two previous changes is executed. During the execution of the variable display of two previous changes corresponding to the count value of the character display counter being "2", a switching suggestion effect may be executed to switch between the first and second patterns. In this case, if the character concealment effect is executed simultaneously with or overlapping with the switching suggestion effect, it may become difficult to increase the player's attention to the switching suggestion effect. Therefore, a limit may be set so that the character concealment effect is terminated so as not to be executed simultaneously or overlapping within the range where the variable display that switches between the first and second patterns is executed by executing the switching suggestion effect. By restricting the character concealment animation from running simultaneously with or overlapping with the character switching suggestion animation, it is possible to increase the player's attention to the character switching suggestion animation and enhance the enjoyment of the game.
[0237] The concealment termination condition may be met when the count of the character display counter reaches "1" and a variable display corresponding to the previous change is executed. In this way, if the character concealment effect is executed after the character movement effect has started and the character becomes invisible, a limit may be set so that the concealment termination condition is met and the character concealment effect is terminated within the range where the count of the character display counter reaches "1" and a variable display corresponding to the previous change is executed. The variable display corresponding to the previous change when the count of the character display counter reaches "1" is a branching point in whether or not the performance style of the character movement effect is inherited, in the first pattern, or whether or not the performance style of the character movement effect is inherited in the next variable display or not, in the second pattern. In this case, if the character concealment effect is executed and the character movement effect becomes invisible, it may become difficult to increase the player's attention to the character movement effect. Therefore, within the range of a variable display that branches whether or not to inherit the character movement animation style, a limit may be set to terminate the display so that the character concealment animation is not executed. By restricting the execution of the character concealment animation in a variable display that branches whether or not to inherit the character movement animation style, it is possible to increase the player's attention to the character movement animation and improve the enjoyment of the game.
[0238] When the CPU 120 for performance control determines "display end" for character concealment control in step AKS046 of the character movement performance execution processing, it performs the character movement performance termination setting in step AKS050 in accordance with the determination result in step AKS048, thereby terminating the concealment display CK01 in the character concealment performance and controlling the display of the character in the character movement performance to also be terminated. For example, when the character concealment control is set to "display end," a pre-prepared performance termination instruction is sent to the display control unit 123, thereby erasing the concealment display CK01 on the screen of the image display device 5 and erasing the display of the character in the character movement performance. When the execution of the character movement performance is terminated together with the character concealment performance, the stored data in the character movement performance data storage unit 002AKM02 should be cleared and initialized.
[0239] Figure 10-25(C) shows an example of a decision regarding the presence or absence of a switching suggestion animation, 002AKD33. During the character movement animation execution process, it is possible to decide whether or not to perform the switching suggestion animation in step AKS051. At this time, it is sufficient to be able to decide whether or not to perform the switching suggestion animation at different rates depending on the displayed character, which is the character displayed in the character movement animation. In decision example 002AKD33, corresponding to the displayed character being character CH01, the decision rate for "none" (not performing the switching suggestion animation) is 90%, and the decision rate for "yes" (performing the switching suggestion animation) is 10%. Corresponding to the displayed character being character CH02, the decision rate for "none" (not performing the switching suggestion animation) is 85%, and the decision rate for "yes" (performing the switching suggestion animation) is 15%. Corresponding to the displayed character being character CH03, the decision rate for "none" (not performing the switching suggestion animation) is 75%, and the decision rate for "yes" (performing the switching suggestion animation) is 25%. Corresponding to the displayed character being character CH04, the probability of determining "none" (not performing the switching suggestion animation) is 60%, and the probability of determining "yes" (performing the switching suggestion animation) is 40%.
[0240] Furthermore, depending on whether the displayed character is one of characters CH11 to CH14, it may be decided to "none" and not execute the switching suggestion animation. The display images for characters CH01 to CH04 are applicable when executing the character movement animation in the second animation pattern, which is the case when there is no inheritance and the animation style of the character movement animation is not inherited after the variable display that was the subject of the judgment. The display images for characters CH11 to CH14 are applicable when executing the character movement animation in the first animation pattern, which is the case when there is inheritance and the animation style of the character movement animation is inherited after the variable display that was the subject of the judgment. Therefore, when the character movement animation is being executed in the second pattern, it is possible to suggest that it will switch to the first pattern by executing the switching suggestion animation at a predetermined rate. When the character movement animation is being executed in the second pattern, there is a possibility that it will switch to the first pattern and execute the character movement animation when the switching suggestion animation is executed. Therefore, when the character movement animation is being executed in the second pattern, players are more likely to expect the switching suggestion animation to be executed, and their sense of anticipation is more likely to increase when the switching suggestion animation is executed. Therefore, when the character movement animation is being executed in the second pattern, a switching suggestion animation can be executed at a predetermined rate, thereby increasing attention to and anticipation for the switching suggestion animation, and improving the enjoyment of the game.
[0241] The switching indication effect may be made executable when a pre-set switching indication condition is met. For example, in the range where the character display counter's count corresponds to "2" and a variable display corresponding to the second previous change is executed, the switching indication condition may be met and the switching indication effect may be made executable. While the variable display corresponding to the second previous change corresponding to the character display counter's count of "2" is being executed, the first pattern and the second pattern may be switched. In this case, executing the switching indication effect can increase the player's attention to the switching of the display mode in the character movement effect, thereby improving the enjoyment of the game.
[0242] The switching suggestion condition may be met when, after the execution of a character movement animation is started using an animation pattern included in either movement animation type RSC or RSD, the count value of the character display counter corresponds to "2" and a variable display corresponding to the second previous change is executed. When the execution of a character movement animation is started using an animation pattern included in either movement animation type RSC or RSD, and the variable display corresponding to the second previous change corresponds to the count value of the character display counter being "2", the first pattern and the second pattern are switched. In this case, executing a switching suggestion animation can increase the player's attention to the switching of the animation style in the character movement animation, thereby improving the enjoyment of the game. On the other hand, when the execution of a character movement animation is started using an animation pattern included in either movement animation type RSA or RSB, and the count value of the character display counter corresponds to "2" and a variable display corresponding to the second previous change is executed, the switching suggestion animation may be made executable at a predetermined rate, for example, by determining whether or not to perform the switching suggestion animation at a determination rate like that in determination example 002AKD33. Thus, when the first and second patterns can be switched after the character movement animation has started, the switching indication animation can always be executed. When the first and second patterns cannot be switched, the switching indication animation may be executed at a predetermined rate, or not. This increases the player's attention to whether or not the animation style in the character movement animation will be switched when the switching indication animation is executed, thereby improving the enjoyment of the game.
[0243] Figure 10-26 is a flowchart showing an example of the timer effect execution process. The timer effect execution process is included in the processes that can be called from the pre-read effect setting process shown in Figure 10-11, and can be executed in step AKS010 after the character movement effect execution process in step AKS009 has been executed. When the effect control CPU 120 executes the timer effect execution process, it determines whether the timer effect flag is on or off (step AKS061). If the timer effect flag is off (step AKS061; No), the timer effect execution process terminates, corresponding to the fact that neither the timer effect nor the timer standby effect is currently running.
[0244] If the timer effect flag is turned on in step AKS061 (step AKS061; Yes), it is determined whether or not the timer effect target variation has started (step AKS062). Step AKS062 updates the count value of the remaining count counter stored in the timer effect data storage unit 002AKM03 by subtracting 1. At this time, if the count value of the remaining count counter is "0" after the update, it is determined that the timer effect target variation has started. Conversely, if the count value of the remaining count counter is anything other than "0" after the update, it is determined that the timer effect target variation has not started.
[0245] If the timer effect target changes in response to step AKS062 (step AKS062; Yes), the timer effect execution settings are configured (step AKS063), and the timer effect execution process ends.
[0246] If, in response to step AKS062, the timer effect target change has not started (step AKS062; No), the timer standby effect is set to be in execution (step AKS064), and the timer effect execution process ends.
[0247] Figure 10-27 is a flowchart showing an example of the process for initiating the variation of the performance symbols. The process for initiating the variation of the performance symbols is included in the processes that can be called from the performance control process S_CPROC shown in Figure 9(A), and can be executed in step S155 if the performance control process code loaded in step S153 is 01[H]. When the performance control CPU 120 executes the process for initiating the variation of the performance symbols, it determines the final stop symbol, etc. (step ASK101). The performance control CPU 120 should determine the final stop symbol based on the variable display content, such as the variation pattern indicated by the variation pattern specification command transmitted from the main board 11, or the variable display result indicated by the variable display result notification command. The variable pattern specification command and the variable display result notification command are transmitted from the main board 11 to the performance control board 12 when the variable pattern setting process included in the special symbol normal processing P_TNORMAL, which corresponds to the special symbol process code 00[H], is executed in step S112 of the special symbol processing shown in Figure 6, and the settings for sending commands at the start of the special symbol variation are made. The variable pattern specification command is a performance control command that specifies the variable pattern determined as the pattern to be used. The variable display result notification command is a performance control command that specifies the variable display result determined using the random number MR1-1 for special symbol determination and the random number MR2-1 for winning symbols. As an example, the variable display content corresponding to the combination of the variable pattern and variable display result may include "not a reach (miss)", "reach (miss)", "not a probability variation (jackpot)", and "probability variation (jackpot)".
[0248] If the variable display content is "not a reach (miss)", different (mismatched) performance symbols are determined as the final stop symbols in the "left" and "right" performance symbol display areas 5L and 5R. If the variable display content is "reach (miss)", the same (matching) performance symbols are determined as the final stop symbols in the "left" and "right" performance symbol display areas 5L and 5R. In this case, the middle confirmed performance symbol that is stopped in the "middle" performance symbol display area 5C on the screen of the image display device 5 is determined to be a different performance symbol from the left and right confirmed performance symbols. If the variable display content is "not a probability variation (jackpot)" or "probability variation (jackpot)", the same (matching) performance symbols are determined as the final stop symbols in the "left", "middle", and "right" performance symbol display areas 5L, 5C, and 5R. At this time, it is sufficient to determine whether the variable display content is "non-probability change (jackpot)" or "probability change (jackpot)," and whether or not the promotion animation during the jackpot is performed, in order to decide which of the normal symbols (for example, symbols that show even numbers) or probability change symbols (for example, symbols that show odd numbers) will be the confirmed animation symbols. The promotion animation during the jackpot is an animation in which a combination of animation symbols that suggests a jackpot but does not suggest a probability change state (non-probability change jackpot combination) is initially stopped and displayed on the image display device 5, and then the player is notified whether or not they will enter a probability change state during or at the end of the jackpot game state. If the variable display content is "non-probability change (jackpot)," the confirmed animation symbol is determined from among several types of normal symbols. Also, if the variable display content is "probability change (jackpot)" and it is determined that the promotion animation during the jackpot will not be performed, the confirmed animation symbol is determined from among several types of probability change symbols. In contrast, even if the variable display content is "probability change (jackpot)," if it is decided to execute the jackpot upgrade sequence, a symbol that will be the "guaranteed win" symbol is selected from among several types of regular symbols. This prevents the jackpot upgrade sequence from being executed even though probability change symbols have lined up and been displayed as the guaranteed win symbols, thus avoiding causing distrust among players.
[0249] If the variable display content is "non-probability change (jackpot)" or "probability change (jackpot)", a decision may be made as to whether or not to execute a probability change upgrade sequence, such as a re-draw sequence or a jackpot upgrade sequence. In the re-draw sequence, if the variable display content is "non-probability change (jackpot)" or "probability change (jackpot)", a decision may be made as to whether or not to execute a probability change upgrade sequence, such as a re-draw sequence or a jackpot upgrade sequence. In the re-draw sequence, while the variable display of the performance symbols is in effect, the performance symbols of a non-probability change jackpot combination consisting of the same normal symbols are displayed, making it difficult or impossible to recognize that the game is being controlled to a probability change state. Then, the performance symbols are changed again (re-varied) and the performance symbols of a probability change jackpot combination consisting of the same probability change symbols are displayed, making it possible for the player to recognize that the game is being controlled to a probability change state. Furthermore, in some cases, the re-draw sequence may not notify the player that the game has been controlled to a probability-increasing state, even if the symbols for a non-probability-increasing jackpot combination are displayed after the symbols have been changed again. When it is decided to perform the re-draw sequence, the combination of symbols to be temporarily stopped and displayed before the re-draw sequence is made difficult or impossible to recognize at first, and then the symbols are changed again (re-changed) and the symbols for a probability-increasing jackpot combination consisting of the same probability-increasing symbols are displayed, making it possible for the player to recognize that the game has been controlled to a probability-increasing state. Furthermore, in some cases, the re-draw sequence may not notify the player that the game has been controlled to a probability-increasing state, even if the symbols for a non-probability-increasing jackpot combination are displayed after the symbols have been changed again. When it is decided to perform the re-draw sequence, it is sufficient to decide the combination of symbols to be temporarily stopped and displayed before the re-draw sequence is performed.
[0250] After determining the final stop symbol or the like in step AKS101, it is determined whether or not to perform an active display change effect (step AKS102). At this time, it is determined to be either "no active display change effect" where the active display change effect is not executed or "active display change effect" where the active display change effect is executed. Then, it is determined whether or not the determination result is "active display change effect" (step AKS103). If it is "active display change effect" (step AKS103; Yes), a pattern for the active display change effect is determined (step AKS104).
[0251] Corresponding to step AKS103, when it is "no active display change effect" instead of "active display change effect" (step AKS103; No), or after determining the pattern for the active display change effect in step AKS104, it is determined whether or not to execute a reach effect that becomes a super reach ("super reach") (step AKS105). Whether or not to execute a reach effect that becomes a super reach can be determined corresponding to the variation pattern specified by the variation pattern specification command. In step AKS105, it is determined whether it is either "super reach" where a reach effect that becomes a super reach is executed or "no super reach" where a reach effect that becomes a super reach is not executed. Then, if it is "super reach" (step AKS105; Yes), a post-reach effect is determined (step AKS106).
[0252] In step AKS105, if the result is "No Super Reach" instead of "Super Reach Present" (step AKS105; No), or after determining the post-reach performance in step AKS106, the performance control pattern is determined to be one of several pre-prepared patterns (step AKS107). For example, the performance control CPU 120 selects one of several performance control patterns prepared as special symbol variation performance control patterns in response to the variation pattern indicated by the variation pattern specification command, and sets it as the pattern to be used. The performance control CPU 120 may also select one of several performance control patterns prepared as active display change performance control patterns in response to the result of determining the active display change performance pattern in step AKS104, and set it as the pattern to be used. In response to the result of determining the post-reach performance in step AKS106, one of several performance control patterns prepared as post-reach performance control patterns may also be selected and set as the pattern to be used. Furthermore, separate performance control patterns may be set for the special symbol variation performance control pattern, the active display change performance control pattern, the post-reach performance control pattern, and other various performances, or a single performance control pattern may be set that corresponds to the combination of execution settings for each performance.
[0253] When the production control pattern is determined in step AKS107, for example, corresponding to the variation pattern specified by the variation pattern specification command, the initial value of the production control process timer provided in a predetermined area, such as the production control timer setting section of RAM122, is set (step AKS108). Then, settings are made to start the variation of production symbols and the like on the screen of the image display device 5 (step AKS109). At this time, for example, by supplying the display list or individual drawing commands specified by the display control data included in the production control pattern, such as the production control pattern during special figure variation determined in step AKS107, to the VDP of the display control section 123, the variation of the production symbols may be started in each of the production symbol display areas 5L, 5C, and 5R of "left", "center", and "right" provided on the screen of the image display device 5. After that, the value of the production control process code is updated to 02[H], which is a value corresponding to the process during production symbol variation (step AKS110), and the production symbol variation start process ends.
[0254] Figure 10-28(A) shows an example 002AKD51 of the decision regarding the presence or absence of the active display change effect. In the effect symbol change start process, it is possible to decide whether or not to perform the active display change effect in step AKS104. At this time, it is sufficient to be able to decide whether or not to perfor...
Claims
[Claim 1] A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A specific display means capable of displaying a specific display corresponding to the variable display; a determination means for determining that the variable display is controlled to the advantageous state before the variable display is executed; a change effect execution means for executing a change effect that changes a display mode of the specific display before the variable display that is the subject of the determination based on the determination of the determination means; the specific display means is capable of displaying the specific display for a longer period of time in a variable display corresponding to the specific display that is the target of the change performance in a specific pattern in which the change performance is executed than in a predetermined pattern in which the change performance is not executed; The expectation of being controlled to the advantageous state is higher when the specific display is displayed for a long period of time than when the specific display is displayed for a short period of time; When the change performance is not executed and a previous stage performance is executed before the variable display that is the object of the judgment, the specific display can be displayed for a longer period of time in the variable display that is the object of the judgment than when the change performance is executed and the previous stage performance is not executed before the variable display that is the object of the judgment, a correspondence display means capable of displaying a correspondence display corresponding to the variable display; A change effect execution means capable of executing a change effect that changes a display mode of the corresponding display from a first mode to a second mode; Further comprising a history suggestion performance execution means capable of executing a history suggestion performance corresponding to the first mode after the execution of the change performance is started. A gaming machine characterized by:
