Game machine
Patent Information
- Application Number
- JP2021186145
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2021-11-16
- Publication Date
- 2025-02-18
- Estimated Expiration
- 2041-11-16
AI Technical Summary
The display of lines in super ready-to-win effects in pachinko game machines lacks improvement in engaging the player and creating a higher expectation for big wins.
The gaming machine displays characters in multiple colors corresponding to their likelihood of leading to advantageous states, with specific colors indicating higher chances of big hits, and employs various display modes, sizes, and animations to enhance player engagement.
The enhanced display techniques increase player expectation and engagement by clearly indicating higher chances of big wins, making the game more interesting and attractive.
Smart Images

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Abstract
Description
Technical Field
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[0001] The present invention relates to a gaming machine capable of performing variable display and controllable to an advantageous state favorable to a player.
Background Art
[0002] In a pachinko gaming machine or the like, there is a super reach effect in which ally characters and enemy characters confront each other in a reach effect, and the reach effect is executed while displaying the lines of both characters. (See, for example, Patent Document 1 and Patent Document 2).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the super reach effect in which the lines described in Patent Document 1 and Patent Document 2 are displayed, there is room for improvement in the method of displaying the lines.
[0005] An object of the present invention is to improve the interest of a gaming machine equipped with a super reach effect in which lines are displayed.
Means for Solving the Problems
[0006] The gaming machine of the present invention is a gaming machine controllable to an advantageous state favorable to a player (for example, a jackpot or the like), provided with effect execution means (for example, an effect control CPU 120 or the like) capable of executing an effect, and display means (for example, an image display device 5 or the like), [[ID=The aforementioned performance execution means is capable of executing specific performances (for example, story reach A, story reach B, etc.) that suggest being controlled to the advantageous state, The aforementioned display means is During the execution of the aforementioned specific performance, a first character (e.g., first ally character 004IWC01, etc.) and a second character (e.g., second ally character 004IWC02, etc.) can be displayed. In accordance with the progress of the aforementioned specific performance, it is possible to display text related to the first character (for example, dialogue L, etc.), In accordance with the progress of the aforementioned specific performance, it is possible to display text related to the second character (for example, dialogue L, etc.), The aforementioned text display can be displayed in multiple colors. Multiple colors include a first color (e.g., white), a second color (e.g., red), a third color (e.g., purple), and a fourth color (e.g., green). The third color is the color corresponding to the first character (for example, the color corresponding to the first ally character 004IWC01 is purple, etc.). The fourth color is the color corresponding to the second character (for example, the color corresponding to the second ally character 004IWC02 is green, etc.), The first and second colors are not the colors corresponding to the first and second characters (for example, white and red are not the colors corresponding to the characters), When the text is displayed in the second color, the probability of being controlled to the advantageous state is higher than when the text is displayed in the first color (for example, red has a higher probability of a big win than white), When the text is displayed in the third color, the probability of being controlled to the advantageous state is higher than when the text is displayed in the first color or the second color (for example, purple has a higher probability of winning than white or red). The probability of being controlled to the advantageous state is higher when the text is displayed in the fourth color than when the text is displayed in the first color or the second color (for example, green has a higher probability of a big win than white or red).
[0007] This feature allows the corresponding character color to have a higher chance of winning than other chance-up colors like red, making colors that are generally thought to have a lower chance of winning than red more likely to win, and also drawing attention to the character's color and the character itself.
[0008] Furthermore, the gaming machine of the present invention is A gaming machine that can be controlled to create a favorable state for the player (for example, a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), It comprises a display means (for example, an image display device 5, etc.), The aforementioned performance execution means is capable of executing a first specific performance (e.g., story reach A, etc.) and a second specific performance (e.g., story reach B, etc.) that suggest being controlled to the advantageous state, The aforementioned display means is The first character can be displayed during the execution of the first specific performance (for example, the first ally character 004IWC01 can be displayed during the execution of story reach A), The second character can be displayed during the execution of the second specific performance (for example, the third ally character SKY010 can be displayed during the execution of story reach B), In accordance with the progress of the first specific performance, text related to the first character can be displayed (for example, dialogue L, etc.). In accordance with the progress of the second specific performance, text related to the second character can be displayed (for example, dialogue L, etc.). The aforementioned text display can be displayed in multiple colors. Multiple colors include a first color (e.g., white), a second color (e.g., red), a third color (e.g., purple), and a fourth color (e.g., blue). The third color is the color corresponding to the first character (for example, the color corresponding to the first ally character 004IWC01 is purple, etc.). The fourth color is a color corresponding to the second character (for example, the corresponding color of the third ally character SKY010 is blue or the like), The first color and the second color are not colors corresponding to the first character and the second character (for example, white and red are not colors corresponding to characters, etc.), When a character display is shown in the second color, the degree of expectation of being controlled to the advantageous state is higher than when the character display is shown in the first color (for example, the expectation of a big win is higher for red than for white, etc.), When a character display is shown in the third color, the degree of expectation of being controlled to the advantageous state is higher than when the character display is shown in the first color and when the character display is shown in the second color (for example, the expectation of a big win is higher for purple than for white and red, etc.), When a character display is shown in the fourth color, the degree of expectation of being controlled to the advantageous state is higher than when the character display is shown in the first color and when the character display is shown in the second color (for example, the expectation of a big win is higher for blue than for white and red, etc.).
[0009] According to this feature, not only can the corresponding color of the character be made into a color with a high expectation of a big win compared to the red color for other chance-ups, thereby making a color that is considered to have a lower expectation of a big win than red into a color with a high expectation of a big win, but also attention can be paid to the color of the character and the character itself.
[0010] Note that the present invention may have only the invention-specific matters described in the claims of the present invention, or may also have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.
Brief Description of the Drawings
[0011] [Figure 1] It is a front view of the pachinko gaming machine in this embodiment. [Figure 2] It is a rear perspective view of the pachinko gaming machine in this embodiment. [Figure 3]It is a configuration diagram showing various control boards and the like mounted on a pachinko gaming machine. [Figure 4] It is a flowchart showing an example of the main game control process. [Figure 5] It is a flowchart showing an example of the timer interrupt process for game control. [Figure 6] It is a flowchart showing an example of the special symbol process. [Figure 7] It is an explanatory diagram showing an example of the main effect control process. [Figure 8] It is a diagram showing an example of the effect control process. [Figure 9] It is a configuration diagram showing various control boards and the like mounted on a pachinko gaming machine. [Figure 10] It is a diagram showing the jackpot numerical range and the numerical range of short-time deviation in the variable display of the first special figure in the normal state or the short-time state. [Figure 11] It is an explanatory diagram showing the short-time count determination table. [Figure 12] It is an explanatory diagram showing a specific example of the variation pattern determination table. [Figure 13] It is an explanatory diagram showing a specific example of the variation pattern determination table. [Figure 14] It is an explanatory diagram showing a specific example of the variation pattern determination table. [Figure 15] It is an explanatory diagram showing a specific example of the variation pattern determination table. [Figure 16] It is an explanatory diagram showing the names and contents of each main control command. [Figure 17] It is an explanatory diagram showing the main game control process. [Figure 18] It is an explanatory diagram showing the normal special symbol process. [Figure 19] It is an explanatory diagram showing the normal special symbol process. [Figure 20] It is an explanatory diagram showing the special symbol stop process. [Figure 21] It is an explanatory diagram showing the special symbol stop process. [Figure 22] It is an explanatory diagram showing the variable display start setting process. [Figure 23] This is an explanatory diagram showing the process for determining the preview sequence. [Figure 24] This is an explanatory diagram showing the process for determining the chance-up effect. [Figure 25] This is an explanatory diagram regarding the proportion of chance-up effects. [Figure 26] This is an explanatory diagram showing the timing and proportion of chance-up effects. [Figure 27] This is an explanatory diagram for when a battle reach is executed. [Figure 28] This is an explanatory diagram for when a battle reach is executed. [Figure 29] This is an explanatory diagram for when a battle reach is executed. [Figure 30] This is an explanatory diagram for when a battle reach is executed. [Figure 31] This is an explanatory diagram for when a battle reach is executed. [Figure 32] This is an explanatory diagram for when a battle reach is executed. [Figure 33] This is an explanatory diagram showing what happens when Story Reach A is executed. [Figure 34] This is an explanatory diagram showing what happens when Story Reach A is executed. [Figure 35] This is an explanatory diagram showing what happens when Story Reach A is executed. [Figure 36] This is an explanatory diagram showing what happens when Story Reach A is executed. [Figure 37] This is an explanatory diagram showing what happens when Story Reach A is executed. [Figure 38] This is an explanatory diagram showing what happens when Story Reach A is executed. [Figure 39] This is an explanatory diagram showing what happens when Story Reach A is executed. [Figure 40] This is an explanatory diagram showing what happens when Story Reach A is executed. [Figure 41] This is an explanatory diagram for when Story Reach B is executed. [Figure 42] This is an explanatory diagram for when Story Reach B is executed. [Figure 43] This is an explanatory diagram for when Story Reach B is executed. [Figure 44] This is an explanatory diagram for when Story Reach B is executed. [Figure 45] This is an explanatory diagram for when Story Reach B is executed. [Figure 46] This is an explanatory diagram for when Story Reach B is executed. [Figure 47] This is an explanatory diagram for when Story Reach B is executed. [Figure 48] This is an explanatory diagram for when Story Reach B is executed. [Figure 49] This is an explanatory diagram of the types of chance-up effects for dialogue L. [Figure 50] This is an explanatory diagram for when the "Dialogue L" chance-up effect is executed. [Figure 51] This is an explanatory diagram showing the timing of the chance-up effect for the Battle Reach dialogue S. [Figure 52] This is an explanatory diagram showing the timing of the chance-up effect for the line S in the story reach. [Figure 53] This is an explanatory diagram showing the timing of the chance-up effect for the line L in the story reach. [Figure 54] This is a diagram explaining the period during which the chance-up effect for the line L in the story reach is executed. [Figure 55] This is an explanatory diagram comparing the dialogue S in Story Reach and Battle Reach. [Figure 56] This is an explanatory diagram comparing the winning and losing outcomes of Story Reach and Battle Reach. [Figure 57] This is an explanatory diagram about the chance-up effect for dialogue L. [Modes for carrying out the invention]
[0012] An embodiment for implementing the gaming machine according to the present invention will be described below with reference to the drawings.
[0013] (Features of the SKY shape)
[0014] (SKY2021-1150) Gaming machine of type 1-1, A gaming machine that can be controlled to create a favorable state for the player (for example, a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), It comprises a display means (for example, an image display device 5, etc.), The aforementioned performance execution means is capable of executing specific performances (for example, story reach A, story reach B, etc.) that suggest being controlled to the advantageous state, The aforementioned display means is Characters can be displayed during the execution of the aforementioned specific effects (for example, Story Reach A (Figure 34), Story Reach B (Figure 42), etc.), Depending on the progress of the aforementioned specific performance, a first character display (e.g., dialogue L) and a second character display (e.g., dialogue S) related to the character can be displayed. The device has a first display area capable of displaying the character and the first character display (for example, the character and dialogue L are displayed in the central display area of the image display device 5), and a second display area capable of displaying the second character display without displaying the character (for example, the display area image SKY005 is displayed in the display area at the edge of the image display device 5, and the dialogue S is displayed superimposed on the display area image SKY005), The first character representation is larger than the second character representation. The display modes for the first character display include a basic display mode (e.g., white) and a high-expectancy display mode (e.g., red or corresponding color) which is selected more frequently than the basic display mode when the system is controlled to the advantageous state. The display modes for the second character display include the basic display mode (e.g., white) and the high expectation display mode (e.g., red). When controlled to the advantageous state, the proportion in which the first character display is shown in the high expectation display mode (for example, the proportion in which dialogue L is shown in red) is higher than the proportion in which the second character display is shown in the high expectation display mode (for example, the proportion in which dialogue S is shown in red).
[0015] This feature allows for differentiating the size of the characters displayed in the first and second display areas, as well as the proportion of characters displayed in the second display mode, thereby drawing attention to the characters displayed in each display area.
[0016] Light-emitting means (for example, main lamp, frame lamp, etc.), A light emission control means (for example, a CPU 120 for performance control, etc.) capable of controlling the light emission means, Audio output means (for example, speakers 8L, 8R), Sound output control means (for example, a CPU 120 for performance control, etc.) capable of controlling the sound output means, It includes a movable body control means (for example, a CPU 120 for performance control, etc.) capable of controlling the movement of the movable body, The light emission control means is capable of emitting light in the same color as the high expectation display mode (for example, a red light emission mode, a corresponding color light emission mode, etc.) when the first character display (for example, dialogue L, etc.) is displayed in the high expectation display mode. The sound output control means is capable of outputting sound corresponding to the high expectation display mode when the first character display is displayed in the high expectation display mode (for example, when dialogue L is displayed in red, it outputs sound corresponding to red), The movable body control means is capable of operating the movable body when the first character display is displayed in the high expectation display mode (for example, when the dialogue L is displayed in red, the movable body SKY004 operates).
[0017] This feature makes it easy for players to understand when a chance-up effect has occurred, thereby enhancing the enjoyment of the game.
[0018] The gaming machine of form 1-3 is the gaming machine described in form 1-1. The aforementioned first character display is displayed in a manner that involves movement (for example, displaying while moving).
[0019] This feature allows the first character display to attract more attention, thereby enhancing the enjoyment of the game.
[0020] A gaming machine of form 1-4 is a gaming machine described in any of forms 1-1 to 1-3, The display time of the first character display is longer than the display time of the second character display (for example, the display time of the first line of dialogue L (SKY007) is designed to be longer than the display time of line of dialogue S (SKY006)).
[0021] This feature allows the first character display to attract more attention, thereby enhancing the enjoyment of the game.
[0022] (Features of the SKY shape)
[0023] (SKY2021-1151) Gaming machine of type 2-1, A gaming machine that can be controlled to create a favorable state for the player (for example, a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), It comprises a display means (for example, an image display device 5, etc.), The aforementioned performance execution means is capable of executing specific performances (for example, story reach A, story reach B, etc.) that suggest being controlled to the advantageous state, The aforementioned specific performance consists of a first performance part (for example, (2-11) to (2-11), etc.) and a second performance part (for example, (2-22) to (2-36), etc.) The aforementioned display means is In accordance with the progress of the aforementioned specific performance, a predetermined display related to the said specific performance (for example, dialogue L, etc.) can be displayed. During the execution of the first performance part, the predetermined display can be displayed multiple times (for example, (2-11) to (2-11), During the execution of the second performance part, the predetermined display can be displayed multiple times (for example, (2-22) to (2-36), The display modes of the predetermined display include a basic display mode (e.g., white) and a high-expectancy display mode (e.g., red or corresponding color) which is selected more frequently than the basic display mode when the system is controlled to the advantageous state. The display patterns for the predetermined display in the first performance part include a first pattern in which the predetermined display is displayed multiple times in the basic display mode (for example, the dialogue L is displayed in white), and a second pattern in which the predetermined display is displayed multiple times including the high expectation display mode (for example, the dialogue L changes from white to red). If the predetermined display is displayed in the first pattern in the first performance part (for example, the dialogue L is displayed in white (2-11)~(2-11), etc.), then the predetermined display is displayed multiple times in the basic display mode in the subsequent second performance part (for example, the dialogue L is displayed in white (2-22)~(2-36), etc.), and if the predetermined display is displayed in the second pattern in the first performance part (for example, the dialogue L changes from white to red (2-11)~(2-11), etc.), then the predetermined display is displayed multiple times in the subsequent second performance part, including the high expectation display mode (for example, the dialogue L changes from white to red (2-22)~(2-36), etc.).
[0024] This feature allows predetermined displays shown in the first presentation part to be displayed again in the second presentation part, making the predetermined displays more memorable to the player and enhancing the effectiveness of specific presentations.
[0025] The gaming machine of form 2-2 is the gaming machine described in form 2-1, The predetermined display shown in the second production part (for example, the line L shown for the second time) has a shorter display time than the predetermined display shown in the first production part (for example, the line L shown for the first time).
[0026] This feature allows players to recognize that a predetermined display is important by having it displayed again after the first time, while also enabling smoother changes by shortening the display time on the second display.
[0027] Light-emitting means (for example, main lamp, frame lamp, etc.), A light emission control means (for example, a CPU 120 for performance control, etc.) capable of controlling the light emission means, Audio output means (for example, speakers 8L, 8R), The system includes a sound output control means (for example, a CPU 120 for performance control) capable of controlling the sound output means, The aforementioned light emission control means is In the first performance part, when the predetermined display is displayed in the high expectation display mode, it is possible to make the light-emitting means emit light in the same color as the high expectation display mode (for example, a red light-emitting mode, a corresponding color light-emitting mode, etc.). When the predetermined display is displayed in the high expectation display mode in the second performance part, the light-emitting means can be made to emit light in a light-emitting mode corresponding to the second predetermined part (for example, a white light-emitting mode that flashes rapidly, etc.). The sound output control means is In the first performance part, when the predetermined display is displayed in the high expectation display mode, it is possible to output sounds corresponding to the high expectation display mode (for example, specific sound 1, specific sound 3, etc.) from the sound output means. When the predetermined display in the second performance part is displayed in the high expectation display mode, it is possible to output sound corresponding to the second predetermined part (for example, specific sound 2, etc.) from the sound output means.
[0028] According to this feature, in the first performance part, the audience can focus on the designated display, and in the second performance part, they can focus on the second designated part while also focusing on the designated display.
[0029] A gaming machine of form 2-4 is a gaming machine described in any of forms 2-1 to 2-3, In the second performance part, the predetermined display and the character image related to the specific performance are displayed alternately (for example, the ally character 004IWC02 and the line of dialogue L are displayed alternately).
[0030] According to this feature, by displaying a predetermined indication while interspersing the character in the second presentation part, the relationship between the character and the predetermined indication can be strengthened, thereby improving the enjoyment of the game.
[0031] A gaming machine of form 2-5 is a gaming machine described in any of forms 2-1 to 2-4, In the second performance part, the predetermined display is displayed in a swaying manner (for example, displayed while rapidly swaying up, down, left, and right).
[0032] This feature allows for the creation of a more memorable impression by adding movement to a predetermined display that is shown again.
[0033] (Features of the SKY shape)
[0034] (SKY2021-1152) Gaming machine of type 3-1, A gaming machine that can be controlled to create a favorable state for the player (for example, a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), Display means (for example, image display device 5, etc.), It includes a display control means (for example, a CPU 120 for performance control), The aforementioned performance execution means is capable of executing specific performances (for example, story reach A, story reach B, etc.) that notify that the game is controlled to the advantageous state. In the case of notifying the result that the game is controlled to the advantageous state (for example, whether it is a big win or a miss), the specific performance consists of a common part until the result is notified (for example, the story reach performance before the result is notified (2-10) to (2-36), etc.) and a special result notification part that notifies the result (for example, if the story reach is a big win (2-37) to (2-48), etc.), In the case of notifying that the result is not controlled to the advantageous state, the specific performance consists of the common part (for example, the story reach performance before the result is notified (2-10) to (2-36), etc.) and a predetermined result notification part that notifies the result (for example, when the story reach fails 2-49 to 2-54, etc.), The display control means is During the execution of the common part, a character is displayed in the center of the display means (for example, a second ally character 004IWC02, etc.), a special display is displayed at the edge of the display means, and text is displayed superimposed on the special display (for example, a display area image SKY005 is displayed at the edge of the screen, and dialogue S is displayed superimposed on it, etc.) During the execution of the special result notification part, a character is displayed in the center and at the ends of the display means, and text is displayed at the ends of the display means (for example, second ally character 004IWC02 and dialogue S, etc.). During the execution of the predetermined result notification part, a character is displayed in the center of the display means, the special display is displayed at the edge of the display means, and text is displayed superimposed on the special display (for example, the second ally character 004IWC02 and the display area image SKY005 are displayed at the edge of the screen, and the dialogue S is displayed superimposed).
[0035] This feature allows for a clear visual indication of whether or not the game is controlled to an advantageous state, as the display area for characters and text changes depending on whether or not the game is controlled to an advantageous state during a specific animation sequence.
[0036] The gaming machine of form 3-2 is the gaming machine described in form 3-1, In the common part, the text displayed superimposed on the special display is displayed in the same position as the text displayed in the special result notification part and the predetermined result notification part (for example, the positions of the epilogue lines S for a big win and a loss are the same).
[0037] This feature makes it possible to improve the visibility of text by keeping the display position consistent.
[0038] The gaming machine of form 3-3 is the gaming machine described in form 3-1 or form 3-2, The text display includes a first character display (e.g., dialogue L) and a second character display (e.g., dialogue S), During the execution of the common part, a character and a first character display (for example, a second ally character 004IWC02 and dialogue L, etc.) are displayed in the center of the display means, a special display is displayed at the end of the display means, and a second character display is displayed superimposed on the special display (for example, a display area image SKY005 is displayed, and dialogue S is displayed superimposed on it, etc.) The first character representation corresponds to the content of the second character representation (for example, the content of dialogue L and dialogue S are related).
[0039] This feature allows for a smoother presentation flow by displaying related text.
[0040] The gaming machine of form 3-4 is the gaming machine described in forms 3-1 to 3-3, The display modes for text include a basic display mode (e.g., white) and a high-expectancy display mode (e.g., red or corresponding color) which is selected more frequently than the basic display mode when the system is controlled to the advantageous state. When the second character display is displayed in the high expectation display mode, when the first character display is displayed, the first character display can be displayed in the basic display mode (for example, when the display mode of dialogue S changes due to a chance-up effect, the display mode of dialogue L does not change, etc.)
[0041] This feature allows for separate attention to be drawn to the text displayed in the first display area and the text displayed in the second display area.
[0042] The gaming machine of form 3-5 is the gaming machine described in forms 3-1 to 3-4, The display modes for text include a basic display mode (e.g., white) and a high-expectancy display mode (e.g., red or corresponding color) which is selected more frequently than the basic display mode when the system is controlled to the advantageous state. When the second character display is displayed in the basic display mode, and the first character display is displayed in the high expectation display mode, the second character display can continue to be displayed in the basic display mode (for example, when dialogue S is displayed in white display mode, dialogue L can continue to be displayed in the same display mode).
[0043] This feature allows for separate attention to be drawn to the text displayed in the first display area and the text displayed in the second display area.
[0044] (Features of the SKY shape)
[0045] (SKY2021-1153) Gaming machine of type 4-1, A gaming machine that can be controlled to create a favorable state for the player (for example, a jackpot), An execution means capable of executing the effects (for example, a CPU for controlling the effects), Display means (for example, image display device 5, etc.), It comprises a display control means (for example, a CPU for controlling effects), The aforementioned performance execution means is capable of executing specific performances (e.g., story reach A, story reach B, etc.) that suggest being controlled to the advantageous state, and predetermined performances (e.g., battle reach, etc.) that suggest being controlled to the advantageous state. The expected value of being controlled to the advantageous state differs depending on whether the aforementioned specific performance is performed or the aforementioned predetermined performance is performed (for example, the expected value of a big win differs between story reach and battle reach). The display control means is During the execution of the aforementioned specific performance, the first character (for example, the line S during a story reach) can be displayed. During the execution of the aforementioned predetermined performance, a second character can be displayed (for example, the line "S" during a battle reach). During the execution of the aforementioned specific performance, a character is displayed in the center of the display means, a special display is displayed at the edge of the display means, and the first character display is displayed superimposed on the special display (for example, a display area image SKY005 is displayed at the edge of the screen, and the dialogue S is displayed superimposed on it, etc.) During the execution of the predetermined performance, the display means can display characters in the center and at its edges, and the second character display can be displayed at the edges of the display means (for example, displaying the second ally character 004IWC02 and the line S during a battle reach). The first character display and the second character display are of the same size and are displayed at a common display position at the end of the display means (for example, the size of the dialogue S for story reach and the dialogue S for battle reach are the same, and the display position is also the same).
[0046] This feature allows for the creation of a gaming machine that keeps players engaged by differentiating the presentation of characters and text between predetermined and specific types of presentations.
[0047] The gaming machine of form 4-2 is the gaming machine described in form 4-1, In the case of notifying that the result is controlled to the advantageous state, the result notification performance of the specific performance (for example, an epilogue performance that notifies the result of a big win) consists of a common notification part that notifies that the advantageous state is controlled (for example, the epilogue performances of (3-36) to (3-38)) and a specific result notification part (for example, the epilogue performances of (3-39) to (3-48)), When notifying that the result is controlled to the advantageous state, the result notification performance of the predetermined performance consists of the common notification part (for example, the epilogue performances of (1-24) to (1-26)) and the predetermined result notification part (for example, the epilogue performances of (1-27) to (1-37)).
[0048] This feature makes it easier to communicate to players that they have won a jackpot by using some common animations to announce a big win.
[0049] The gaming machine of form 4-3 is the gaming machine described in form 4-1 or form 4-2, Before executing the aforementioned result notification animation, it is possible to execute an action prompting animation (for example, pressing a button), By executing the aforementioned action acceleration effect, the common notification part can be executed.
[0050] This feature allows for anticipation regarding the button display, as the epilogue sequence follows the button display, thus enhancing the enjoyment of the game.
[0051] The gaming machine of form 4-4 is the gaming machine described in form 4-1, During the execution of the aforementioned specific performance, it is possible to display the first character (for example, the line "S") and special characters. The aforementioned special character representation is a larger character representation than the first character representation. During the execution of the aforementioned specific performance, the character and the special character display are displayed in the center of the display means.
[0052] This feature allows for more engaging visual effects in the first display area, thereby enhancing the enjoyment of the game.
[0053] The gaming machine of form 4-5 is the gaming machine described in form 4-1, The display modes for the first character display include a basic display mode (e.g., white) and a high-expectancy display mode (e.g., red) which is selected more frequently when the system is controlled to a more favorable state than the basic display mode. The display modes for the second character display include a basic display mode (e.g., white) and a high-expectancy display mode (e.g., red) which is selected more frequently when the system is controlled to a more favorable state than the basic display mode. The display format of the first character shown in a specific performance and the display format of the second character shown in a predetermined performance are the same (for example, both can be displayed in white or red).
[0054] Based on this characteristic, it's possible to quickly determine whether or not making it common will increase the chances of success.
[0055] The gaming machine of form 4-6 is the gaming machine described in form 4-1, When the aforementioned specific performance is executed, the probability of being controlled to a favorable state is higher than when the aforementioned predetermined performance is executed (for example, the probability of a big win is higher with a story reach than with a battle reach).
[0056] According to this feature, specific animations that have a high probability of resulting in a big win are displayed with text superimposed on the special display, making them clearly distinguishable from the standard animations and keeping players engaged.
[0057] (Features of the SKY shape)
[0058] (SKY2021-1154) Gaming machine of type 5-1, A gaming machine that can be controlled to create a favorable state for the player (for example, a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), It comprises a display means (for example, an image display device 5, etc.), The aforementioned performance execution means is capable of executing specific performances (for example, story reach A, story reach B, etc.) that suggest being controlled to the advantageous state, The aforementioned display means is During the execution of the aforementioned specific performance, a first character (e.g., first ally character 004IWC01, etc.) and a second character (e.g., second ally character 004IWC02, etc.) can be displayed. In accordance with the progress of the aforementioned specific performance, it is possible to display text related to the first character (for example, dialogue L, etc.), In accordance with the progress of the aforementioned specific performance, it is possible to display text related to the second character (for example, dialogue L, etc.), The aforementioned text display can be displayed in multiple colors. Multiple colors include a first color (e.g., white), a second color (e.g., red), a third color (e.g., purple), and a fourth color (e.g., green). The third color is the color corresponding to the first character (for example, the color corresponding to the first ally character 004IWC01 is purple, etc.). The fourth color is the color corresponding to the second character (for example, the color corresponding to the second ally character 004IWC02 is green, etc.), The first and second colors are not the colors corresponding to the first and second characters (for example, white and red are not the colors corresponding to the characters), When the text is displayed in the second color, the probability of being controlled to the advantageous state is higher than when the text is displayed in the first color (for example, red has a higher probability of a big win than white), When the text is displayed in the third color, the probability of being controlled to the advantageous state is higher than when the text is displayed in the first color or the second color (for example, purple has a higher probability of winning than white or red). The probability of being controlled to the advantageous state is higher when the text is displayed in the fourth color than when the text is displayed in the first color or the second color (for example, green has a higher probability of a big win than white or red).
[0059] This feature allows the corresponding character color to have a higher chance of winning than other chance-up colors like red, making colors that are generally thought to have a lower chance of winning than red more likely to win, and also drawing attention to the character's color and the character itself.
[0060] (SKY2021-1154) Gaming machine of type 5-2, A gaming machine that can be controlled to create a favorable state for the player (for example, a jackpot), An execution means capable of executing the effects (for example, a CPU 120 for controlling the effects), It comprises a display means (for example, an image display device 5, etc.), The aforementioned performance execution means is capable of executing a first specific performance (e.g., story reach A, etc.) and a second specific performance (e.g., story reach B, etc.) that suggest being controlled to the advantageous state, The aforementioned display means is The first character can be displayed during the execution of the first specific performance (for example, the first ally character 004IWC01 can be displayed during the execution of story reach A), The second character can be displayed during the execution of the second specific performance (for example, the third ally character SKY010 can be displayed during the execution of story reach B), In accordance with the progress of the first specific performance, text related to the first character can be displayed (for example, dialogue L, etc.). In accordance with the progress of the second specific performance, text related to the second character can be displayed (for example, dialogue L, etc.). The aforementioned text display can be displayed in multiple colors. Multiple colors include a first color (e.g., white), a second color (e.g., red), a third color (e.g., purple), and a fourth color (e.g., blue). The third color is the color corresponding to the first character (for example, the color corresponding to the first ally character 004IWC01 is purple, etc.). The fourth color is the color corresponding to the second character (for example, the color corresponding to the third ally character SKY010 is blue, etc.), The first and second colors are not the colors corresponding to the first and second characters (for example, white and red are not the colors corresponding to the characters), When the text is displayed in the second color, the probability of being controlled to the advantageous state is higher than when the text is displayed in the first color (for example, red has a higher probability of a big win than white), When the text is displayed in the third color, the probability of being controlled to the advantageous state is higher than when the text is displayed in the first color or the second color (for example, purple has a higher probability of winning than white or red). The probability of being controlled to the advantageous state is higher when the text is displayed in the fourth color than when the text is displayed in the first color or the second color (for example, blue has a higher probability of a big win than white or red).
[0061] This feature allows the corresponding character color to have a higher chance of winning than other chance-up colors like red, making colors that are generally thought to have a lower chance of winning than red more likely to win, and also drawing attention to the character's color and the character itself.
[0062] The gaming machine of form 5-3 is the gaming machine described in form 5-1 and form 5-2, When the aforementioned text is displayed in the third color, the first character corresponding to the third color is displayed (for example, when the dialogue L is displayed in purple, the first ally character 004IWC01 is displayed).
[0063] This feature enhances the connection between character and text colors, improving the enjoyment of the game.
[0064] The gaming machine of form 5-4 is the gaming machine described in form 5-1 and form 5-2, Sound output means (for example, speakers 8L, 8R), The system includes a sound output control means (for example, a CPU 120 for performance control) capable of controlling the sound output means, The sound output control means is capable of outputting sound corresponding to the third color (for example, outputting specific sound 3) from the sound output means when the text display is shown in the third color during the execution of the first specific performance.
[0065] This feature allows the game to inform the player that the color will change to a third color while simultaneously drawing their attention to the change.
[0066] The gaming machine of form 5-5 is the gaming machine described in form 5-1 and form 5-2, Light-emitting means (for example, main lamp, frame lamp, etc.), The system includes a light emission control means (for example, a CPU 120 for performance control) capable of controlling the aforementioned light emission means, The light emission control means can emit light in the same color as the third color when the text display is shown in the third color during the execution of the first specific performance (for example, when the dialogue L is shown in purple, the light emission means will emit light in purple).
[0067] This feature allows for a stronger correlation between characters and lamp colors, improving the enjoyment of the game.
[0068] The gaming machine of form 5-6 is the gaming machine described in form 5-2, In the first specific performance, the second character is not displayed, and the fourth color display mode corresponding to the second character is not used as the color of the text display in the first specific performance (for example, in story reach A, the dialogue is not displayed in blue).
[0069] This feature helps prevent players from mistakenly believing that a chance-up effect has been triggered.
[0070] (Basic explanation) First, we will explain the basic configuration and control of Pachinko Gaming Machine 1 (which is also the configuration and control of a typical Pachinko Gaming Machine).
[0071] (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.
[0072] Furthermore, "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Furthermore, variation also includes the display of a certain symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derived or derived display, etc.) as the display result (the same applies to the variable display of other symbols described later). Furthermore, variable display may be expressed as variable display or variation.
[0073] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.
[0074] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5.
[0075] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the synchronous execution of the special symbol game and the variable display of decorative symbols are collectively referred to simply as variable display.
[0076] The screen of the image display device 5 may be provided with display areas for displaying pending displays corresponding to variable displays whose execution is currently suspended, and active displays corresponding to variable displays that are currently running. The pending displays and active displays are collectively referred to as variable display-compatible displays corresponding to variable displays.
[0077] The number of variable displays that are being held in reserve is also called the reserved memory count. The reserved memory count corresponding to the first special feature game is also called the first reserved memory count, and the reserved memory count corresponding to the second special feature game is also called the second reserved memory count. The sum of the first reserved memory count and the second reserved memory count is also called the total reserved memory count.
[0078] A first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at a predetermined position on the game board 2. The first reserve indicator 25A displays the first reserve memory count by the number of LEDs lit. The second reserve indicator 25B displays the second reserve memory count by the number of LEDs lit.
[0079] A prize ball device 6A is provided below the image display device 5, and a variable prize ball device 6B is provided to the right of the prize ball device 6A.
[0080] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number of prize balls (for example, 3) are dispensed, and the first special game may be started.
[0081] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 3). The variable prize ball device 6B includes, for example, an electric tulip-type mechanism having a pair of movable pieces. When the solenoid 81 is in the off state, the movable pieces are in a vertical position, so the tips of the movable pieces are close to the prize ball device 6A, and the second starting prize opening is in a closed state where no game balls can enter (this is also said to be the second starting prize opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable pieces of the variable prize ball device 6B are in a tilted position, so the second starting prize opening is in an open state where game balls can enter (this is also said to be the second starting prize opening being in an open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B only needs to be capable of changing between a closed state and an open state, and is not limited to being equipped with an electric tulip-shaped mechanism.
[0082] General prize slots 10 are provided at predetermined locations on the game board 2 (in the example shown in Figure 1, three locations in the lower left of the game area and one location above the variable prize ball device 6B) and are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.
[0083] Between the prize ball device 6A and the variable prize ball device 6B, a special variable prize ball device 7 having a large prize opening is provided. The special variable prize ball device 7 is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 3), and the large prize opening door forms a large prize opening as a specific region that changes between an open state and a closed state.
[0084] For example, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0085] When a game ball enters the large prize slot, a predetermined number of game balls (for example, 14) are dispensed as prize balls. When a game ball enters the large prize slot, more prize balls are dispensed than when a game ball enters, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.
[0086] When a game ball enters any of the prize-winning slots, including the general prize-winning slot 10, it is also called "winning a prize." In particular, when a ball enters the starting slots (first starting prize-winning slot, second starting prize-winning slot), it is also called a "starting prize."
[0087] A regular symbol display unit 20 is provided at a predetermined position on the game board 2 (in the example shown in Figure 1, the lower left of the game area). For example, the regular symbol display unit 20 consists of a 7-segment LED and performs a variable display of regular symbols as multiple types of regular identification information distinct from special symbols. Regular symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Regular symbols may also include a pattern in which all LEDs are turned off. Such a variable display of regular symbols is also called a regular symbol game.
[0088] To the right of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed.
[0089] Below the regular symbol display unit 20, a regular symbol hold indicator unit 25C is provided. The regular symbol hold indicator unit 25C is composed of, for example, four LEDs and displays the number of regular symbol hold memories, which is the number of regular symbol games whose execution is pending, by the number of lit LEDs.
[0090] In addition to the above configuration, the surface of the game board 2 is equipped with windmills and numerous obstacle pins that change the direction and speed of the game balls. At the very bottom of the game area is an outlet where game balls that do not enter any of the winning pockets are collected.
[0091] Speakers 8L and 8R are provided at the upper left and right positions of the gaming machine frame 3 for playing and outputting sound effects, etc. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided to the left and right of the main lamp 9a, surrounding the game area. Furthermore, an attacker lamp 9c is provided near the special variable prize ball device 7 in the game board 2. The main lamp 9a, frame lamps, and other parts that emit light under CPU control are collectively referred to as decorative light-emitting elements.
[0092] A movable body 32, described later, which operates according to the effects, is provided at a predetermined position on the game board 2 (above the image display device 5 in Figure 1). A movable body lamp 9d is also provided on the movable body 32. The movable body lamp 9d, along with the aforementioned main lamp 9a, frame lamp 9b, and attacker lamp 9c, are sometimes collectively referred to as the game effect lamp 9. These main lamp 9a, frame lamp 9b, attacker lamp 9c, and movable body lamp 9d are composed of LEDs.
[0093] A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device.
[0094] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the game area, which holds (stores) game balls dispensed as prize balls or game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. In addition, the gaming machine frame 3 may also be provided with a dispensing section (ball supply tray) separate from the upper tray, from which prize balls are dispensed when the upper tray is full.
[0095] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 3).
[0096] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 3).
[0097] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.
[0098] Figure 2 is a rear perspective view of the pachinko game machine 1. The main board 11, housed in a circuit board case 201, is mounted on the rear of the pachinko game machine 1. The main board 11 is equipped with a setting key 51 and a setting change switch 52. The setting key 51 functions as a lock switch to switch between the setting change state and the setting confirmation state. The setting change switch 52 functions as a setting switch to change setting values such as the probability of winning a jackpot and the payout rate when the setting change state is activated. The setting key 51 and the setting change switch 52 may be mounted outside the main board 11, for example, at a predetermined location on the power supply board 17.
[0099] A display monitor 29 is located in the center of the back of the main board 11, and a display switching switch 31 is located to the side of the display monitor 29. The display monitor 29 can be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display switching switch 31 are located in front of the main board 11 when the back of the game board 2 is viewed with the game machine frame 3 open.
[0100] The display monitor 29 can display winning information such as the consecutive win ratio, the payout ratio, and the base. The consecutive win ratio is the proportion of the total number of winning balls that are awarded for winning in the large prize winning area (attacker). The payout ratio is the proportion of the total number of winning balls that are awarded for winning in the second starting prize winning area (electric chute) and the proportion of the total number of winning balls that are awarded for winning in the large prize winning area (attacker). The base is the proportion of the total number of winning balls to the number of game balls launched. When the settings are changed or the settings are being checked, the display monitor 29 can display the setting values in the pachinko game machine 1. The display monitor 29 only needs to be able to display the setting values that are being changed or checked when the settings are being changed or checked.
[0101] The setting key 51 and setting switch 52 cannot be operated from the front of the pachinko machine 1 when the gaming machine frame 3 is closed. The gaming machine frame 3 is rotatably provided with a glass door frame 3a having a glass window, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0102] In the pachinko game machine 1, a security cover 50A is attached to the right end of the outer frame 1a, which is formed in the shape of a vertically elongated rectangular frame. When the game machine frame 3 is closed, the security cover 50A covers the right side of the circuit board case 201, which includes the setting key 51 and the setting change switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.
[0103] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 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 using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be executed immediately), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).
[0104] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).
[0105] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.
[0106] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.
[0107] Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game or during the period when the game is controlled to be in a jackpot state as described later (i.e., a starting entry occurs but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined maximum number of entries (for example, 4) are reached.
[0108] In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of jackpot described later) stops and is displayed as a confirmed special symbol, it is a "jackpot." If a special symbol other than the winning symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss." In this pachinko game machine 1, "misses" include "misses with time-saving features," which are controlled to a high base state (time-saving state) from the next variable display without going through a jackpot game.
[0109] After the display result in the special game is "Big Win," the game is controlled to a Big Win game state, which is advantageous for the player.
[0110] In a jackpot state, the large prize winning slot formed by the special variable prize ball entry device 7 opens in a predetermined manner. This open state continues until the earlier of the following two timings: the elapsed time of a predetermined period (for example, 29 seconds or 1.8 seconds) or the number of game balls that have entered the large prize winning slot reaches a predetermined number (for example, 9 balls). The predetermined period is the upper limit period for which the large prize winning slot can be opened in one round, and is hereinafter also referred to as the upper limit period. One cycle in which the large prize winning slot is open in this manner is called a round (round game). In a jackpot state, the round can be repeated until it reaches a predetermined upper limit number of times (15 times or 2 times).
[0111] In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player.
[0112] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (normal state, time-saving state, probability variation state, etc.), and the jackpot type is set according to these. There may also be jackpot types that award many prize balls, jackpot types that award few prize balls, or jackpot types that award almost no prize balls.
[0113] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.
[0114] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).
[0115] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur.
[0116] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).
[0117] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).
[0118] 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.
[0119] Furthermore, the game state may change based on the fact that the game ball passes through a specific area (for example, a specific area within the jackpot entry point) during a jackpot game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variation state after the jackpot game state.
[0120] (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of such displays, they may also be performed using sound output from speakers 8L and 8R, the lighting and extinguishing of game effect lamps 9, the operation of movable parts 32, or any effect device that includes some or all of these.
[0121] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived).
[0122] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.
[0123] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and an SP reach, which has a higher jackpot reliability than a normal reach.
[0124] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R.
[0125] In the case of a "probability-increasing jackpot," where the game state is controlled to a probability-increasing state after the jackpot state ends, odd-numbered decorative symbols (for example, "7") may be displayed when the symbols line up. In the case of a "non-probability-increasing jackpot (normal jackpot)," where the game state is not controlled to a probability-increasing state after the jackpot state ends, even-numbered decorative symbols (for example, "6") may be displayed when the symbols line up. In this case, odd-numbered decorative symbols are also called probability-increasing symbols, and even-numbered decorative symbols are also called non-probability-increasing symbols (normal symbols). After a reach-out sequence with non-probability-increasing symbols, an upgrade sequence that ultimately results in a "probability-increasing jackpot" may be performed.
[0126] If the display result of the special game is a "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called a "non-reach miss") (the display result of the variable display of the decorative symbols will be a "non-reach miss"). In addition, if the display result is a "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a winning combination (also called a "reach miss") (the display result of the variable display of the decorative symbols will be a "reach miss").
[0127] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement prediction effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.
[0128] Furthermore, the image display device 5 may perform a pseudo-consecutive display effect by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.
[0129] Even while in a winning state, a special animation is performed to inform the player of the winning state. This special animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the winning state.
[0130] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).
[0131] (Circuit board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and other components, as shown in Figure 3. In addition, various other boards, such as a payout control board, an information terminal board, and a launch control board, are located on the back of the pachinko game machine 1. Furthermore, a power supply board 17 is also installed. The term "various control boards" is a concept that includes not only electronic circuit boards such as printed wiring boards on which conductive patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on an electronic circuit board.
[0132] A power switch 91 is connected to the power supply board 17. By operating the power switch 91 (turning it ON), power from an AC power source such as AC100V from an external power source such as a commercial power supply can be supplied from the power supply board 17 to electrical components including the main board 11 and various control boards such as the performance control board 12. The power supply board 17 includes, 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, DC 12V or DC 5V).
[0133] 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 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), jackpot game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0134] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes 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.
[0135] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which some or all of its contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.
[0136] The random number circuit 104 keeps an updatable count of numerical data representing various random values (game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0137] The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals).
[0138] The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start switch (first start switch 22A and second start switch 22B), count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.
[0139] The switch circuit 110 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 used to stop 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 turns on when the period during which the predetermined power supply voltage is 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.
[0140] The solenoid circuit 111 transmits solenoid drive signals (for example, signals to turn on solenoid 81 and solenoid 82) from the game control microcomputer 100 to solenoid 81 for the regular electric mechanism and solenoid 82 for the large prize door.
[0141] The main board 11 is connected to a display monitor 29, a display switching switch 31, a setting key 51, a setting switching switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3, including the glass door frame 3a.
[0142] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error.
[0143] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands.
[0144] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.
[0145] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.
[0146] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).
[0147] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.
[0148] The display control unit 123, based on the performance control CPU 120's instructions to execute a performance, supplies a video signal corresponding to the performance to be executed to the image display device 5, thereby displaying the performance image on the image display device 5. The display control unit 123 further supplies a sound specification signal (a signal that specifies the sound to be output) to the sound control board 13 and a lamp signal (a signal that specifies the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn the game effect lamp 9 on / off. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or the drive circuit that drives the movable body 32.
[0149] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R.
[0150] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp.
[0151] Furthermore, the control of audio output, the on / off status of lamps (supply of sound specification signals and lamp signals, etc.), and the control of the movable body 32 (supply of signals to operate the movable body 32, etc.) may be performed by the performance control CPU 120.
[0152] The random number circuit 124 keeps an updatable count of numerical data representing various random values (random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0153] The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, lamp signals).
[0154] Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of machine 1 may be configured to have multiple functions.
[0155] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.
[0156] (Main operations of the main board 11) First, the main operations of the main board 11 will be explained. When power is supplied to the pachinko game machine 1, the game control microcomputer 100 starts up, and the main game control processing is executed by the CPU 103. Figure 4 is a flowchart showing the main game control processing executed by the CPU 103 on the main board 11.
[0157] In the main game control process shown in Figure 4, the CPU 103 first sets interrupts to disabled (step S1). Next, it performs the necessary initial settings (step S2). These initial settings include setting the stack pointer, setting the registers of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting RAM 102 to an accessible state.
[0158] Next, it is determined whether the recovery conditions have been met (step S3). The recovery conditions can be met if the clear signal is in the off state, backup data exists, and the backup RAM is functioning correctly. When power supply to the pachinko machine 1 is started, for example, if the clear switch 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 backup data only needs to be able to be stored in the RAM 102, which serves as the backup RAM for game control. In step S3, it is sufficient to check or inspect whether there is backup data and whether there are any data errors, and then determine whether the recovery conditions can be met.
[0159] If the recovery conditions are met (Step S3; Yes), the recovery process (Step S4) is executed, followed by the setting confirmation process (Step S5). The recovery process in Step S4 sets the working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state is restored to what it was when the power supply was interrupted. For example, if the special symbols were changing, it is sufficient that the special symbols can be resumed from the state before the interruption.
[0160] If the recovery conditions are not met (Step S3; No), the initialization process (Step S6) is performed, followed by the configuration change process (Step S7). The initialization process in Step S6 includes a clear process that clears the flags, counters, and buffers stored in RAM 102, and the execution of the clear process sets initial values in the work area.
[0161] In step S5, the setting confirmation process determines whether a predetermined setting confirmation condition has been met. The setting confirmation condition is met, for example, when the power supply is started, the detection signal from the door open sensor 90 is ON and the setting key 51 is ON. The setting confirmation process in step S5 is executed if the recovery conditions, including the clear signal being OFF, are met in step S3. Therefore, the setting confirmation condition can only be met when the clear signal is OFF, so the clear signal being OFF can also be included as a setting confirmation condition.
[0162] If the setting confirmation conditions are met during the setting confirmation process in step S5, the pachinko machine 1 enters a setting confirmation state where the set values can be checked, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, the set values set in the pachinko machine 1 can be checked by the display on the display monitor 29. When ending the setting confirmation state, a setting confirmation end command is sent from the main board 11 to the performance control board 12.
[0163] When the pachinko machine 1 is in the setting confirmation state, it may be set to a game stop state, which stops the progress of the game on the pachinko machine 1. When the game stop state is in place, the launching of game balls by operating the ball-shooting handle and the detection of game balls by various switches are stopped. In addition, the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to stop displaying losing symbols or to display symbols corresponding to a different game stop state than losing symbols. When the setting confirmation state ends, the associated game stop state should also end.
[0164] In the setting change process of step S7, it is determined whether or not a predetermined setting change condition has been met. The setting change condition is met, for example, when the power supply is started, the detection signal from the door open sensor 90 is ON and the setting key 51 is turned ON. The setting change condition may also include the clear signal being ON.
[0165] If the setting change conditions are met during the setting change process in step S7, the pachinko game machine 1 enters a setting change state where the set value can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the set value is displayed on the display monitor 29, and each time the setting switch 52 is operated, the value displayed on the display monitor 29 is sequentially updated and displayed. Subsequently, based on the setting key 51 being turned off by an employee of the game hall or the like, the set value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. When the setting change state is to end, a setting change end command is sent from the main board 11 to the performance control board 12.
[0166] When pachinko machine 1 is in the setting change state, it may be put into the game stop state, just as it is in the setting confirmation state. When the setting change state ends, the associated game stop state should also end.
[0167] On the performance control board 12 side, upon receiving a setting confirmation start command or a setting change start command, control may be performed to notify that the setting is being confirmed or changed. For example, the image display device 5 may display a predetermined image, the speakers 8L and 8R may output a predetermined sound, or light-emitting elements such as the game effect lamp 9 may be illuminated in a predetermined manner.
[0168] The clear signal is turned ON, for example, by pressing the clear switch provided on the power supply board 17. Therefore, when power supply is started, if the detection signal from the door open sensor 90 is ON and the setting key 51 is ON, if the clear switch is ON, the initialization process in step S6 and the setting change process in step S7 are executed, and the system can be controlled to the setting change state. If the clear switch is OFF, the recovery process in step S4 and the setting confirmation process in step S5 are executed, and the system can be controlled to the setting confirmation state. When power supply is started, if the detection signal from the door open sensor 90 is OFF, or if the setting key 51 is OFF, if the clear switch is ON, the initialization process in step S6 is executed, but the system is not controlled to the setting change state. If the clear switch is OFF, the recovery process in step S4 is executed, but the system is not controlled to the setting confirmation state.
[0169] After performing a setting confirmation process or a setting change process, the CPU 103 performs a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, it sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt is triggered periodically at predetermined intervals (e.g., 2ms) (step S9), and enables the interrupt (step S10). After that, it enters a loop process. From then on, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2ms), and the CPU 103 can periodically execute timer interrupt processing.
[0170] The CPU 103, which has executed the main game control processing, receives an interrupt request signal from the CTC and accepts the interrupt request, then executes the game control timer interrupt processing shown in the flowchart of Figure 5. When the game control timer interrupt processing shown in Figure 5 is started, the CPU 103 first executes a predetermined switch processing to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start switch 22A, the second start switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, it performs a predetermined main-side error processing to diagnose an abnormality in the pachinko game machine 1, and if necessary, makes it possible to generate a warning based on the diagnosis result (step S22). After this, it executes a predetermined information output processing to output data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start information (information indicating the number of start wins, etc.), and probability variation information (information indicating the number of times the game entered a probability variation state, etc.) which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0171] Following the information output processing, the main board 11 performs a game random number update process to update at least a portion of the random numbers used for gameplay via software (step S24). After this, the CPU 103 performs a special symbol process (step S25). By the CPU 103 performing the special symbol process for each timer interrupt, the execution and holding of special symbol games, control of the jackpot game state, and control of the game state are realized.
[0172] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process each time a timer interrupt occurs, enabling the execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), as well as the opening control of the variable prize ball device 6B based on a "normal symbol win". The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting up the normal symbol hold display 25C.
[0173] After the normal pattern processing is executed, the following may be performed as part of the game control timer interrupt processing: processing when a power outage occurs, processing to pay out prize balls, etc. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set to send performance control commands in each of the above processes. In the command control processing of step S27, the process of transmitting the set performance control commands to a sub-control board such as the performance control board 12 is performed. After executing the command control processing, interrupts are enabled and then the game control timer interrupt processing is terminated.
[0174] Figure 6 is a flowchart showing an example of the process performed in step S25 shown in Figure 5 as part of the special symbol process. In this special symbol process, the CPU 103 first performs the start prize determination process (step S101).
[0175] In the start-up prize determination process, the occurrence of a start-up prize is detected, and a process is executed to store the reserved information in a predetermined area of RAM 102 and update the number of reserved items. When a start-up prize occurs, a random value is extracted to determine the display result (including the type of jackpot) and the variation pattern, and this is stored as reserved information. Alternatively, a process may be executed to predict the display result and variation pattern based on the extracted random value. After storing the reserved information and the number of reserved items, a transmission setting is made to send a performance control command to the performance control board 12 to specify the occurrence of a start-up prize, the number of reserved items, the number of reserved items, and the prediction judgment. The performance control command for a start-up prize, which has been set for transmission, is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process in step S27 shown in Figure 5.
[0176] After executing the start-up prize determination process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special symbol process flag set in RAM 102. In each of the special symbol process processes (steps S110 to S120), transmission settings are made to send the corresponding performance control command to the performance control board 12.
[0177] The special symbol normal processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game, based on the presence or absence of pending information. In addition, in the special symbol normal processing, based on a random value for determining the display result, it is determined (pre-determined) whether or not the display result of the special symbol or decorative symbol will be a "jackpot," and if so, the type of jackpot, before the display result is derived and displayed. Furthermore, in the special symbol normal processing, a confirmed special symbol (either a jackpot symbol or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1," and the special symbol normal processing ends. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority play). Alternatively, the system may store the order in which the game balls enter the first and second starting prize slots, and set the conditions for starting the special feature game to be met in that order (also known as "sequential execution").
[0178] When making various decisions based on random values, the various tables stored in ROM 101 (tables in which the decision values compared with the random values are assigned to the decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. On the performance control board 12, the various tables are stored in ROM 121.
[0179] The variable pattern setting process in step S111 is executed when the value of the special feature process flag is "1". This variable pattern setting process includes determining one of several types of variable patterns using random values for variable pattern determination, based on a prior decision result such as whether or not the display result should be "jackpot". When a variable pattern is determined in the variable pattern setting process, the value of the special feature process flag is updated to "2", and the variable pattern setting process ends.
[0180] The variation pattern specifies the execution time of the special feature game (special feature variation time) (which is also the execution time of the variable display of decorative symbols), the manner of the variable display of decorative symbols (whether or not there is a reach, etc.), and the content of the performance during the variable display of decorative symbols (type of reach performance, etc.), and is also called the variation display pattern.
[0181] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbols, and measuring the elapsed time since the special symbols started to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbols started to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.
[0182] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes stopping the movement of the special symbols on the first special symbol display device 4A and the second special symbol display device 4B, and setting up the display (derivation) of the confirmed special symbol that will be the display result of the special symbols. If the display result is "Big Win", the value of the special symbol process flag is updated to "4". If the display result is "Miss", and the game is controlled to be in a time-saving state or a probability change state, and the end of the number of spins is established, the game state is also updated. Once the value of the special symbol process flag is updated, the special symbol stop process ends.
[0183] Step S114, the pre-jackpot opening process, is executed when the value of the special feature process flag is "4". This pre-jackpot opening process includes settings to start the round execution and open the jackpot opening in the jackpot game state, based on the display result being "jackpot". When opening the jackpot opening, a solenoid drive signal is supplied to the solenoid 82 for the jackpot opening door. At this time, for example, the maximum period for keeping the jackpot opening open and the maximum number of rounds to be executed are set, corresponding to the type of jackpot. Once these settings are completed, the value of the special feature process flag is updated to "5", and the pre-jackpot opening process ends.
[0184] Step S115, the jackpot opening process, is executed when the value of the special feature process flag is "5". This jackpot opening process includes measuring the elapsed time since the jackpot opening was opened, and determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When returning the jackpot opening to the closed state, the process includes stopping the supply of a solenoid drive signal to the solenoid 82 for the jackpot opening door, then updating the value of the special feature process flag to "6", and ending the jackpot opening process.
[0185] Step S116, the post-jackpot opening processing, is executed when the value of the special symbol process flag is "6". This post-jackpot opening processing includes processes to determine whether the number of rounds in which the jackpot opening is kept open has reached the set upper limit, and processes to set the jackpot game state to end if the upper limit has been reached. If the number of rounds has not reached the upper limit, the value of the special symbol process flag is updated to "5", while if the number of rounds has reached the upper limit, the value of the special symbol process flag is updated to "7". Once the value of the special symbol process flag is updated, the post-jackpot opening processing ends.
[0186] The jackpot termination process in step S117 is executed when the value of the special feature process flag is "7". This jackpot termination process includes waiting until a waiting period corresponding to the duration of the ending sequence, which is a performance action that signals the end of the jackpot game state, has elapsed, and various settings to start probability variation control or time reduction control in response to the end of the jackpot game state. When these settings are made, the value of the special feature process flag is updated to "0", and the jackpot termination process ends.
[0187] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the main performance control process as shown in the flowchart of Figure 9. When the main performance control process shown in Figure 9 starts, the performance control CPU 120 first performs a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, controls are executed to perform the initial operations of the movable body 32, such as controls to drive the movable body 32 back to the origin position and controls to perform predetermined operation checks.
[0188] Next, it is determined whether the timer interrupt flag is on or off (step S73). The timer interrupt flag is set to the on state every predetermined time (e.g., 2 milliseconds) based on the register settings of the CTC, for example. If the timer interrupt flag is off at this time (step S73; No), the process in step S73 is repeated and the system waits.
[0189] Furthermore, on the performance control board 12, in addition to the timer interrupt that occurs at predetermined intervals, an interrupt occurs to receive performance control commands from the main board 11. This interrupt occurs, for example, when the performance control INT signal from the main board 11 turns ON. When an interrupt occurs due to the performance control INT signal turning ON, the performance control CPU 120 automatically sets the interrupt to disabled. However, if a CPU that does not automatically set the interrupt to disabled is used, it is desirable to issue an interrupt disable instruction (DI instruction). In response to the interrupt caused by the performance control INT signal turning ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is received from a predetermined input port among the input ports included in I / O 125 that receives control signals transmitted from the main board 11 via the relay board 15. The performance control command received at this time is stored, for example, in a performance control command reception buffer provided in RAM 122. After that, the performance control CPU 120 sets the interrupt to enabled and then terminates the command reception interrupt process.
[0190] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and the command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command reception buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, to allow the performance control process to confirm which performance control command was received and what the performance control command identifies, the read performance control command is stored in a predetermined area of RAM 122, or a reception flag provided in RAM 122 is turned on. Also, if the performance control command identifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0191] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, various performance devices are controlled, such as the display operation of performance images in the display area of the image display device 5, the sound output operation from speakers 8L and 8R, the lighting operation of decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the driving operation of the movable body 32. In addition, judgments, decisions, and settings are made regarding the control content of performance operations using various performance devices, according to performance control commands transmitted from the main board 11.
[0192] Following the performance control process in step S76, the random number update process for performances is executed (step S77), and at least a portion of the random numbers used for performances on the performance control board 12 are updated by software. Then, the process returns to step S73. Other processes may be executed before returning to step S73.
[0193] Figure 10 is a flowchart showing an example of the process executed in step S76 of Figure 9 as part of the performance control process. In the performance control process shown in Figure 10, the performance control CPU 120 first executes a pre-announcement setting process (step S161). In the pre-announcement setting process, for example, judgments, decisions, and settings are made to execute a pre-announcement performance based on the performance control command transmitted from the main board 11 at the time of starting and winning. In addition, a process is executed to display the hold display based on the number of hold memories identified from the performance control command.
[0194] After executing the process in step S161, the CPU 120 for performance control selects and executes one of the following processes in steps S170 to S175, depending on the value of the performance process flag provided in, for example, RAM 122.
[0195] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process is terminated.
[0196] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various preview productions, the mode, and the execution start timing are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 by instructing the start of the execution of the variable display of the decorative pattern.
[0197] The variable display effect process in step S172 is a process executed when the value of the effect process flag is "2". In this variable display effect process, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output a command (sound effect signal) to the audio control board 13 to output sound and sound effects from the speakers 8L and 8R, and output a command (decoration signal) to the lamp control board 14 to light / extinguish / blink the game effect lamp 9 and the decorative LED, and execute various effect controls during the variable display of the decorative symbol. After performing such effect control, for example, when an end code indicating the end of the variable display of the decorative symbol is read from the effect control pattern, or when a command specifying to stop displaying the determined decorative symbol is received from the main board 十一, the determined decorative symbol, which is the display result of the decorative symbol, is stopped from being displayed. When the determined decorative symbol is stopped from being displayed, the value of the effect process flag is updated to "3", and the variable display effect process ends.
[0198] The special symbol hit wait process in step S173 is a process executed when the value of the effect process flag is "3". In this special symbol hit wait process, the effect control CPU 120 determines whether an effect control command specifying to start the big win game state is received from the main board 十一. When an effect control command specifying to start the big win game state is received, the value of the effect process flag is updated to "4". Also, when the reception waiting time for the command specifying to start the big win game state has elapsed without receiving the command, it is determined that the display result in the special symbol game is "miss", and the value of the effect process flag is updated to the initial value "0". When the value of the effect process flag is updated, the special symbol hit wait process ends.
[0199] It should be noted that the "十一" in the original text seems to be an incorrect or incomplete expression. It might need to be further clarified or corrected in the original context for a more accurate translation. Here, it is directly translated as "十一" for the sake of maintaining the original content.The jackpot in-play production process in step S174 is a process executed when the value of the production process flag is "6". In this jackpot in-play production process, the production control CPU 120 sets, for example, a production control pattern corresponding to the production content in the jackpot gaming state, and executes various production controls in the jackpot gaming state based on the set content. Also, in the jackpot in-play production process, for example, when receiving a command specifying to end the jackpot gaming state from the main board 11, the value of the production process flag is updated to "5", which is a value corresponding to the ending production process, and the jackpot in-play production process is ended.
[0200] The ending production process in step S175 is a process executed when the value of the production process flag is "7". In this ending production process, the production control CPU 120 sets, for example, a production control pattern corresponding to the end of the jackpot gaming state, and executes various production controls of the ending production at the end of the jackpot gaming state based on the set content. Then, the value of the production process flag is updated to the initial value "0", and the ending production process is ended.
[0201] (Modification example of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the above basic explanation, and various modifications and applications are possible without departing from the gist of the present invention.
[0202] The pachinko gaming machine 1 in the above basic explanation was a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning, but it may also be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.
[0203] During the variable display of the special symbol, only one type of symbol (for example, a symbol indicating "-") may be displayed, and the variable display may be performed by repeating the display and turning off of the symbol. Further, even when the variable display stops, the symbol may not be displayed (the symbol indicating "-" may not be displayed as the display result).
[0204] In the basic description above, a pachinko game machine 1 was shown as the game machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of the following: Big Bonus, Regular Bonus, RT, AT, ART, CZ (hereinafter referred to as Bonus, etc.)) that can execute a game in which a medal is inserted, a predetermined number of bets is set, multiple types of symbols are rotated in response to the operation of the lever by the player, and when the symbols are stopped in response to the operation of the stop button by the player, a predetermined number of medals are paid out to the player if the combination of stopped symbols is a specific combination of symbols.
[0205] The program and data for realizing the present invention are not limited to being distributed and provided to a computer device included in the pachinko game machine 1 via a removable recording medium, but may also be distributed by being pre-installed on a storage device of the computer device. Furthermore, the program and data for realizing the present invention may also be distributed by being downloaded from other devices on a network connected via a communication line, etc., by providing a communication processing unit.
[0206] Furthermore, the execution method of the game is not limited to execution by attaching a removable recording medium. It may also be a form in which programs and data downloaded via a communication line are temporarily stored in internal memory and then made executable, or a form in which the game is executed directly using the hardware resources of other devices on a network connected via a communication line. Moreover, it is also possible to execute the game by exchanging data with other computer devices via a network.
[0207] Furthermore, in this specification, expressions comparing various percentages, such as the percentage of performance execution (expressions such as "high," "low," and "different") may include cases where one of the percentages is "0%." For example, this includes cases where one is "0%" and the other is "100%" or less than "100%."
[0208] This gaming machine may be controlled to one of several types of time-saving states, specifically time-saving state B (also called rescue time-saving state or rescue time-saving state), if, after power is turned on (when a RAM clear process is performed) or after a jackpot occurs, the variable display is executed a predetermined number of times (900 times in this example) in a low probability state but no further jackpots occur. This rescue time-saving state is provided to rescue players who have played for a long period of time but have not yet won a jackpot (for example, to reduce the amount of money invested in the game), and in this example, it is called "Playtime".
[0209] In this embodiment, if the game is controlled to win Jackpot A among the multiple types of Jackpots, 110 variable displays are performed in the time-saving state A (low probability / high base state) among the multiple types of time-saving states. As a result, the number of variable displays remaining from the end of time-saving state A until the rescue time-saving state is reached is 790. On the other hand, if the game is controlled to win Jackpot B or Jackpot C among the multiple types of Jackpots, 110 variable displays are performed in the probability variation state (high probability / high base state). As a result, the number of variable displays remaining from the end of the probability variation state until the rescue time-saving state is reached is 900. In addition, in this embodiment, the number of variable displays in time-saving state B (low probability / high base state) based on the rescue time-saving counter value becoming "0" is 1100.
[0210] In this embodiment, in the variable display when the relief time reduction is reached, a shutter image is displayed across the entire screen of the image display device 5. This reduces the visibility of the first background image, which corresponds to the normal state and was displayed as a background image in the variable display before the relief time reduction is reached, and then a third background image corresponding to the relief time reduction is displayed as the background image.
[0211] In this embodiment, the left side of the image display device 5 on the game board 2 of the pachinko game machine 1 is formed as a left game area through which game balls can flow, and the right side of the image display device 5 on the game board 2 is formed as a right game area through which game balls can flow. Game balls launched weakly by the launching device flow down a first path in the left game area, and game balls launched strongly by the launching device flow down a second path in the right game area.
[0212] In this embodiment, the special variable prize ball device 7 has a first large prize opening and a second large prize opening formed along the direction of the flow of the game balls. The first large prize opening can be changed between an open state in which game balls can enter and a closed state in which game balls cannot enter by driving a large prize opening door (not shown) by a solenoid. The second large prize opening can be changed between an open state in which game balls can enter and a closed state in which game balls cannot enter by driving a large prize opening door (not shown) by a solenoid.
[0213] Furthermore, a first count switch 069SG023A capable of detecting game balls is provided inside the first major prize slot, and a second count switch 069SG023B capable of detecting game balls is provided inside the second major prize slot.
[0214] In other words, game balls flowing down the left game area (first path) can enter the general prize entry point 10 and the first starting prize entry point formed by the prize ball entry device 6A, while game balls flowing down the right game area (second path) can enter the second starting prize entry point formed by the variable prize ball entry device 6B, the general prize entry point 10, and the first or second large prize entry point formed by the special variable prize ball entry device 7, and can also pass through the passage gate 41.
[0215] In this embodiment, the switch circuit 110 is connected to the first count switch 069SG023A, the second count switch 069SG023B, and the jackpot start switch 069SG024 which is built into the jackpot start gate 069SG042.
[0216] Multiple obstructing pins are placed between the prize ball entry device 6A, the variable prize ball entry device 6B, and the special variable prize ball entry device 7. As a result, game balls flowing down the left game area cannot enter the second starting prize entry point or the large prize entry point, and game balls flowing down the right game area cannot enter the first starting prize entry point.
[0217] As shown in Figure 9, in this embodiment, a first special symbol display device 069SG004A capable of variable display of the first special symbol, a second special symbol display device 069SG004B capable of variable display of the second special symbol, a first reserve indicator 069SG025A capable of displaying the first reserve memory count, a second reserve indicator 069SG025B capable of displaying the second reserve memory count, a normal symbol indicator 069SG020 capable of variable display of normal symbols, a normal symbol reserve indicator 069SG025C capable of displaying the normal symbol reserve memory count, and a jackpot A game information display unit is provided, which includes a round indicator 069SG131 capable of displaying the number of rounds (type of jackpot) of the jackpot game during gameplay, a right-shooting lamp 069SG132 that lights up when the game ball is shot towards the right game area, such as a jackpot game state, a high probability / high base state (probability variation state), or a low probability / high base state (time reduction state), a probability variation lamp 069SG133 that lights up when in a high probability / high base state (probability variation state), and a time reduction lamp 069SG134 that lights up in both the high probability / high base state (probability variation state) and the low probability / high base state (time reduction state). In addition, the right-shooting lamp 069SG132 will exceptionally light up from the moment the variable display stops if the variable display result is a jackpot when the game state is in the normal state.
[0218] As shown in Figure 9, the main board 11 is equipped with an information output circuit that outputs game information (signals) to an external device such as a management computer in the amusement facility where the pachinko game machine 1 is installed, via a terminal board (not shown).
[0219] In this embodiment, a V winning port and a discharge port located downstream of the V winning port are provided in the second largest winning port. Further, a variable V winning ball device (V lid) is provided upstream of the V winning port. The variable V winning ball device changes between a closed state and an open state by a solenoid. That is, the game balls flowing down in the second largest winning port can pass through the V winning port when the variable V winning ball device is in the open state, and cannot pass through the V winning port and flow down to the discharge port when the variable V winning ball device is in the closed state.
[0220] As shown in FIG. 9, on the main board 11, via a switch circuit 110, there are provided a V switch 069SG023B1 capable of detecting that a game ball has passed through the V winning port provided downstream of the second largest winning port, and a discharge switch 069SG023B2 capable of detecting that a game ball has passed through the discharge port.
[0221] Further, on the effect control board 12, a vibration motor 61 built in the push button 31B and a movable body motor 207 for operating the movable body 32 are connected. Further, on the lamp control board 14, a right hit LED 069SG031 for prompting a right hit operation, a first special symbol variable display LED 069SG032 that lights up during the variable display of the first special symbol, a second special symbol variable display LED 069SG033 that lights up during the variable display of the second special symbol, a first hold LED 069SG034A that lights up when the first hold memory number is 1 to 2, a first hold LED 069SG034B that lights up when the first hold memory number is 3 to 4, a second hold LED 069SG035A that lights up when the second hold memory number is 1 to 2, a second hold LED 069SG035B that lights up when the second hold memory number is 3 to 4, a button LED 62 built in the push button 31B, a movable body LED 208 built in the movable body 32, and frame LEDs 9L1 to 9L12, 9R1 to 9R12 provided on the game machine frame 3 are connected.
[0222] Figure 10(A) is an explanatory diagram illustrating the random values counted on the main board 11. As shown in Figure 10(A), in this embodiment, on the main board 11, numerical data representing the random values MR1 for determining the special display result, MR2 for determining the type of jackpot, MR3 for determining the variation pattern, MR4 for determining the normal display result, and MR5 for determining the initial value of MR4 are controlled to be countable. In addition, other random values may be used to enhance the game effect. These random values MR1 to MR5 may be counted by the CPU 103 using different random counters and updated by software, or they may be updated by the random number circuit 104. The random number circuit 104 may be built into the game control microcomputer 100, or it may be configured as a random number circuit chip separate from the game control microcomputer 100. Random numbers used to control the progress of the game are also called game random numbers.
[0223] In this embodiment, the random values MR1 to MR5 are exemplified as being within the range shown in Figure 10(A). However, the present invention is not limited to this, and the ranges of these random values MR1 to MR5 may differ depending on the setting value set in the pachinko game machine 1.
[0224] In the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101 and uses the RAM 102 as a work area to perform various processes for controlling the progress of the game in the pachinko game machine 1. In addition, the CPU 103 is capable of generating all types of random numbers used on the main board 11 by executing a random number generation program.
[0225] The ROM 101 of the game control microcomputer 100 stores not only game control programs but also various table data used to control the progress of the game. For example, the ROM 101 stores table data that constitutes multiple judgment tables prepared for the CPU 103 to make various judgments and decisions. The ROM 101 also stores table data that constitutes multiple control pattern tables used by the CPU 103 to output various control signals from the main board 11, and a variable pattern judgment table that stores multiple types of variable patterns that represent the variable display modes of each symbol in variable displays such as special symbols and normal symbols.
[0226] Figure 10(B) shows an example of the configuration of the special drawing display result determination table stored in ROM 101. In this example, a common special drawing display result determination table is used for both the first and second special drawings, but the present invention is not limited to this, and separate special drawing display result determination tables may be used for the first and second special drawings.
[0227] The special symbol display result determination table is a table referenced in special symbol games using the first special symbol by the first special symbol display device 4A and special symbol games using the second special symbol by the second special symbol display device 4B to determine, based on the random value MR1 for special symbol display result determination, whether or not to control the game state as a "jackpot" with the variable display result before the confirmed special symbol that will be a variable display result is derived and displayed.
[0228] In the special symbol display result determination table, a numerical value (determination value) is compared with the random value MR1 used for determining the special symbol display result, depending on whether the game state of the pachinko game machine 1 is the normal state, the time-saving state (low probability state), or the probability variation state (high probability state), and is assigned to the special symbol display result of "jackpot" or "miss".
[0229] In the special symbol display result determination table, the table data showing the determination value compared with the random value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the game state to a jackpot as a "jackpot" when the special symbol display result is determined to be a "jackpot". In the special symbol display result determination table, when the game state is a probability variation state (high probability state), more determination values are assigned to the special symbol display result of "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, in the probability variation state (high probability state) in which probability variation control is performed in the pachinko game machine 1, the probability of determining to control the game state to a jackpot as a "jackpot" when the special symbol display result is a "jackpot" is higher (approximately 1 / 80.02) compared to the probability of determining to control the game state to a jackpot as a "jackpot" when the game state is a normal state or a time-saving state (low probability state) (approximately 1 / 319.68). In other words, in the special display result determination table, the determination data is assigned to the decision result of whether or not to control to a jackpot game state, such that when the game state of the pachinko game machine 1 is a probability variation state (high probability state), the probability of deciding to control to a jackpot game state is higher compared to when it is in a normal state or a time-saving state.
[0230] The judgment tables stored in ROM101 include, in addition to the first special symbol display result judgment table and the second special symbol display result judgment table shown in Figure 7, the jackpot type judgment table (for the first special symbol) shown in Figure 10(C1), the jackpot type judgment table (for the second special symbol) shown in Figure 10(C2), as well as a variation pattern judgment table, a normal symbol display result judgment table (not shown), a normal symbol variation pattern determination table (not shown), and so on.
[0231] In this embodiment, the pachinko game machine 1 is configured such that the probability of winning a jackpot (payout rate) does not change according to the setting value, but it may also be configured such that the probability of winning a jackpot (payout rate) changes according to the setting value.
[0232] (Big Win Type Determination Table) Figures 10(C1) and 10(C2) are explanatory diagrams showing the jackpot type determination table (for the first special symbol) and the jackpot type determination table (for the second special symbol) stored in ROM 101. Of these, Figure 10(C1) is the table used when determining the jackpot type using the reserve memory based on the game ball entering the first starting prize slot (i.e., when the variable display of the first special symbol is performed). Also, Figure 10(C2) is the table used when determining the jackpot type using the reserve memory based on the game ball entering the second starting prize slot (i.e., when the variable display of the second special symbol is performed).
[0233] The jackpot type determination table is a table that is referenced to determine the type of jackpot (from jackpot A to jackpot C) based on a random number (MR2) for determining the type of jackpot when a determination is made to make the variable display result a jackpot symbol.
[0234] Here, the types of jackpots in this embodiment will be explained using Figure 10(D). In this embodiment, the types of jackpots provided are Jackpot A, Jackpot B, and Jackpot C, in which time-saving control is performed for up to 110 variable displays after the end of the jackpot game state. Furthermore, Jackpots A, Jackpot B, and Jackpot C are also jackpots in which, after the first round of the jackpot game state the game ball enters the second jackpot entry point and then enters the V entry point, and a probability change control is performed for up to 110 variable displays after the end of the jackpot game.
[0235] In this embodiment, the variable V-prize ball device (V-lid) has two open states: a short open state (e.g., 0.1 seconds) and a long open state (e.g., 15 seconds). In jackpot A, the variable V-prize ball device is in a short open state during the first round of the jackpot game state, while in jackpots B and C, the variable V-prize ball device is in a long open state during the first round of the jackpot game state.
[0236] The jackpot game state resulting from "Jackpot A" is a normal opening jackpot where the second large prize slot is opened to a player-favorable state in the first round, and the first large prize slot is opened to a player-favorable state from the second to the sixth round. Furthermore, in "Jackpot A," the variable V prize ball device is in a short-open state in the first round, making it extremely difficult to get the game ball into the V prize slot, and thus the probability variation control cannot be expected to be executed, making it effectively a normal jackpot.
[0237] The "Big Win B" jackpot state is a normal opening jackpot where the second large prize slot is opened to a player-favorable state in the first round, and the first large prize slot is opened to a player-favorable state from the second to the sixth round. In addition, with "Big Win B", the variable V prize ball device is in a long-open state in the first round, making it extremely easy to get the game ball into the V prize slot, and it can be expected that the probability change control will be executed, so it is effectively a probability change jackpot.
[0238] The "Big Win C" jackpot state is a normal opening jackpot where the second large prize slot is opened to a player-favorable state in the first round, and the first large prize slot is opened to a player-favorable state from the second to the tenth round. In addition, with "Big Win C", the variable V prize ball device is in a long-open state in the first round, making it extremely easy to get the game ball into the V prize slot, and it can be expected that the probability variation control will be executed, so it is effectively a probability variation jackpot.
[0239] In this embodiment, an example is shown in which there are three types of jackpots, A to C. However, the present invention is not limited to this, and there may be two or fewer types of jackpots, or four or more types.
[0240] Furthermore, as shown in Figure 10(C1), in the jackpot type determination table (for the first special symbol), of the MR2 determination value range of 0 to 299, values from 0 to 149 are assigned to jackpot A, and values from 150 to 299 are assigned to jackpot B. On the other hand, as shown in Figure 10(C2), in the jackpot type determination table (for the second special symbol), of the MR2 determination value range of 0 to 299, values from 0 to 99 are assigned to jackpot B, and values from 100 to 299 are assigned to jackpot C.
[0241] In other words, in this embodiment, if the variable special symbol is the first special symbol, there is a 50% chance that the game ball will be in a state where it is easy to enter the V-entry slot in the first round of the jackpot game state, and both probability variation control and time reduction control will be implemented after the jackpot game ends. Furthermore, if the variable special symbol is the second special symbol, there is a 100% chance that the game ball will be in a state where it is easy to enter the V-entry slot in the first round of the jackpot game state, and both probability variation control and time reduction control will be implemented after the jackpot game ends.
[0242] In this example, even if a jackpot A occurs, it is extremely rare for the ball to enter the V-zone when the V-lid is in a short-open state. Therefore, in the case of jackpot A, it is explained that the ball will not enter the V-zone and the probability variation control will not be executed. Similarly, even if a jackpot B or jackpot C occurs, it is extremely rare for the ball to not enter the V-zone when the V-lid is in a long-open state. Therefore, in the case of jackpot B or jackpot C, it is explained that the ball will enter the V-zone and the probability variation control will be executed.
[0243] In this embodiment, the type of jackpot is determined using MR2, a random value used for determining the type of jackpot. However, the present invention is not limited to this, and the type of jackpot may also be determined using MR1, a random value used for determining the result of the special display.
[0244] Furthermore, in this embodiment, for example, a configuration is given in which there are jackpot types B and C for the second special symbol, in which 110 rounds of probability variation control and time reduction control can be performed after the jackpot game state ends. However, the present invention is not limited thereto. For example, a jackpot D may be provided in which time reduction control is performed 1009 times (probability variation state: 110 times + time reduction state A: 899 times) after the jackpot game state ends. This enhances the excitement as it makes the next jackpot almost certain. In addition, even if the probability variation control ends without a jackpot occurring during the 110 rounds of probability variation state after the jackpot ends, the game will perform 899 variable displays in time reduction state A (low probability / high base state) without a jackpot occurring, and then after performing one variable display in the normal state, it will be controlled to time reduction state B (rescue time reduction state) described later, further enhancing the excitement.
[0245] (Number of time-saving sessions) Figure 11 is an explanatory diagram for explaining the number of time-saving rounds for each transition trigger. As shown in Figure 11, in this example, if a jackpot A occurs and the game ball does not enter the probability variation area, (1) time-saving control is performed 110 times, and (2) low probability control is performed 110 times, resulting in time-saving state A (in this example, a Battle Rush with 110 time-saving rounds). Also, if either jackpot B or jackpot C occurs and the game ball enters the probability variation area, (1) time-saving control is performed 110 times, and (2) probability variation control is performed 110 times, resulting in a probability variation state (in this example, an Extreme Battle Rush with 110 time-saving rounds). It is controlled to RUSH). Also, if the variable display is performed 900 times in a low probability state without being controlled to a jackpot, it is controlled to a time-saving state B (in this example, the time-saving number of times is 1100, which is the Play-1100 Battle Rush (Play-1100 BATTLE RUSH)) in which (1) time-saving control is performed 1100 times and (2) low probability control is performed 1100 times. However, even if the variable display is performed again 900 times in a low probability state without being controlled to a jackpot after the end of time-saving state B, it will not be controlled to time-saving state B again based on this.
[0246] Furthermore, if a losing symbol with a time-saving feature stops and is displayed in the normal state, the game may be controlled to a time-saving state B (in this example, a 1100-time time-saving "1100 Battle Rush") in which (1) time-saving control is performed 1100 times and (2) low probability control is performed 1100 times. In this case, even if a losing symbol with a time-saving feature stops and is displayed in a high base state (probability state, time-saving state), the game state transition control will not be performed (the game will not be controlled to a time-saving state with 1100 time-saving rounds). This is to avoid reducing the degree of relief for the player. For example, if the game were configured to re-control to a time-saving state with 1100 time-saving rounds based on the display of a losing symbol with a time-saving feature when the game is controlled to a probability state where big wins are more likely, it would be undesirable as it would control the game from an advantageous state to an unfavorable state for the player. Therefore, the system should be configured to control the game to a time-saving state of 1100 spins only when the game state being controlled is the normal state when a losing symbol with time-saving features is displayed as the stop.
[0247] Furthermore, the rescue time reduction rate is the percentage of times the game is controlled to a time reduction state via the rescue time reduction. Since the time reduction state via the rescue time reduction is controlled by performing a variable display n times (900 times in this example) without being controlled to a jackpot game state, the rescue time reduction rate K can be calculated as follows.
[0248] K = {(1-ML)^n} × 100
[0249] (K = probability of reaching the relief time reduction, ML = probability of winning the jackpot, n = number of variable display counts) Specifically, for example, if the jackpot probability ML in this embodiment is approximately 1 / 319, the rescue time reduction rate K will be 5.9%. Furthermore, in the case of a gaming machine where the setting value can be adjusted, if the rescue time reduction rate is set to be higher for lower jackpot probability settings, players can be rescued even with low jackpot probability settings.
[0250] (Variation pattern) Figures 12 to 15 are explanatory diagrams showing specific examples of the variation pattern determination table in this embodiment.
[0251] FIG. 12 shows: (A) a specific example of a deviation variation pattern determination table when the number of stored memories in the normal state is 0 to 2; (B) a specific example of a deviation variation pattern determination table when the number of stored memories is 3; and (C) a specific example of a jackpot variation pattern determination table when the number of stored memories is 0 to 3.
[0252] As shown in FIG. 12(A), in the deviation variation pattern determination table when the number of stored memories is 0 to 2, 9,850 determination values are assigned to non-reach B, 50 determination values are assigned to SP reach A, 50 determination values are assigned to SP reach B, and 50 determination values are assigned to SP reach C. Also, as shown in FIG. 12(B), in the deviation variation pattern determination table when the number of stored memories is 3, 9,850 determination values are assigned to shortened non-reach B, 50 determination values are assigned to SP reach A, 50 determination values are assigned to SP reach B, and 50 determination values are assigned to SP reach C.
[0253] On the other hand, as shown in FIG. 12(C), in the jackpot variation pattern determination table when the number of stored memories is 0 to 3, 100 determination values are assigned to SP non-pass B, 2,000 determination values are assigned to SP reach A, 3,600 determination values are assigned to SP reach B, and 4,300 determination values are assigned to SP reach C. In this way, the jackpot expectation degree increases in the order of SP reach A (battle reach) < SP reach B (story reach A) < SP reach C (story reach B). By doing so, it is possible to pay attention to the reach effect of the development destination.
[0254] Further, FIG. 13 shows: (A) a specific example of a deviation variation pattern determination table when the number of stored memories in the probability variation state is 0; (B) a specific example of a deviation variation pattern determination table when the number of stored memories is 1 to 3; and (C) a specific example of a jackpot variation pattern determination table when the number of stored memories is 0 to 3. As shown in Figure 13(A), in the variable pattern determination table for losses when the number of reserved memories is 0, 9500 determination values are assigned to non-reach A, 200 determination values are assigned to SP reach C, and 300 determination values are assigned to SP reach D. Also, as shown in Figure 13(B), in the variable pattern determination table for losses when the number of reserved memories is 1 to 3, 8500 determination values are assigned to shortened non-reach A, 1000 determination values are assigned to non-reach A, 200 determination values are assigned to SP reach C, and 300 determination values are assigned to SP reach D.
[0256] On the other hand, as shown in Figure 13(C), in the variable pattern determination table for big wins when the number of reserved memories is 0, 500 determination values are assigned to SP non-transit A, 8000 determination values are assigned to SP reach C, and 1500 determination values are assigned to SP reach D.
[0257] Furthermore, Figure 14 shows (A) a specific example of a variable pattern determination table for a losing outcome when the number of reserved memories in time-saving state A is 0, (B) a specific example of a variable pattern determination table for a losing outcome when the number of reserved memories is 1 to 3, and (C) a specific example of a variable pattern determination table for a big win when the number of reserved memories is 0 to 3.
[0258] As shown in Figure 14(A), in the variable pattern determination table for losses when the number of reserved memories is 0, 9500 determination values are assigned to non-reach A and 500 determination values are assigned to SP reach E. Also, as shown in Figure 14(B), in the variable pattern determination table for losses when the number of reserved memories is 1 to 3, 9000 determination values are assigned to shortened non-reach A, 500 determination values are assigned to non-reach A and 500 determination values are assigned to SP reach E.
[0259] On the other hand, as shown in Figure 14(C), in the variable pattern determination table for big wins when the number of reserved memories is 0 to 3, 500 determination values are assigned to SP non-transit A, and 9500 determination values are assigned to SP reach E.
[0260] Furthermore, Figure 15 shows (A) a specific example of a variable pattern determination table for a loss when the number of reserved memories in time-saving state B (rescue time-saving state) is 0, (B) a specific example of a variable pattern determination table for a loss when the number of reserved memories is 1 to 3, and (C) a specific example of a variable pattern determination table for a jackpot when the number of reserved memories is 0 to 3.
[0261] As shown in Figure 15(A), in the variable pattern determination table for losses when the number of reserved memories is 0, 9700 determination values are assigned to non-reach A and 300 determination values are assigned to SP reach D. Also, as shown in Figure 15(B), in the variable pattern determination table for losses when the number of reserved memories is 1 to 3, 9700 determination values are assigned to ultra-shortened non-reach and 300 determination values are assigned to SP reach D.
[0262] On the other hand, as shown in Figure 15(C), in the variable pattern determination table for big wins when the number of reserved memories is 0 to 3, 10,000 determination values are assigned to SP Reach D.
[0263] As shown in Figures 13(A) and 13(B), the average variable display time for the losing variation patterns that can be determined when the number of reserved memories is 0 in the probability variation state is approximately 8.2 seconds {((7s × 95) + (40s × 2) + (25s × 3)) ÷ 100 = 8.2}, and the average variable display time for the losing variation patterns that can be determined when the number of reserved memories is 1 to 3 is approximately 4.8 seconds {((3s × 85) + (7s × 10) + (40s × 2) + (25s × 3)) ÷ 100 = 4.8}.
[0264] Here, assuming that the first variable display after the start of the probability variation state has a reserve memory count of 0, and the variable displays from the 2nd to the 110th have a reserve memory count of 1 to 3, the average time of variable display for the losing variation patterns that can be determined in the probability variation state is approximately 4.83 seconds {(8.2 + (4.8 × 10⁹)) ÷ 110 = 4.83}.
[0265] Furthermore, as shown in Figure 13(C), the average time for the variable display of the winning variation patterns that can be determined when the number of reserved memories is 0 to 3 in the probability variation state is approximately 51.1 seconds {((22s × 5) + (55s × 80) + (40s × 15)) ÷ 100 = 51.1}. Therefore, the average time for the variable display of the winning variation patterns that can be determined in the probability variation state is approximately 51.1 seconds.
[0266] As shown in Figures 14(A) and 14(B), in time-saving state A, the average variable display time for the losing variation patterns that can be determined when the number of reserved memories is 0 is approximately 9.15 seconds {((7s × 95) + (50s × 5)) ÷ 100 = 9.15}, and the average variable display time for the losing variation patterns that can be determined when the number of reserved memories is 1 to 3 is approximately 5.55 seconds {((3s × 90) + (7s × 5) + (50s × 5)) ÷ 100 = 5.55}.
[0267] Here, assuming that when the time-saving state A starts, the first variable display has a reserved memory count of 0, and the 2nd to 110th variable displays have a reserved memory count of 1 to 3, the average time of variable display for the losing variation patterns that can be determined in time-saving state A is approximately 5.58 seconds {(9.15 + (5.55 × 10⁹)) ÷ 110 = 5.58}.
[0268] Furthermore, as shown in Figure 14(C), the average variable display time for the jackpot variation patterns that can be determined when the number of reserved memories is 0 to 3 in time-saving state A is approximately 62.8 seconds {((22s × 5) + (55s × 95)) ÷ 100 = 62.85}.
[0269] As shown in Figures 15(A) and 15(B), in time-saving state B, the average variable display time for the losing variation patterns that can be determined when the number of reserved memories is 0 is approximately 7.54 seconds {((7s × 97) + (25s × 3)) ÷ 100 = 7.54}, and the average variable display time for the losing variation patterns that can be determined when the number of reserved memories is 1 to 3 is approximately 2.205 seconds {((1.5s × 97) + (25s × 3)) ÷ 100 = 2.205}.
[0270] Here, assuming that when the time-saving state B starts, the first variable display has a reserved memory count of 0, and the variable displays from 2 to 1100 times have a reserved memory count of 1 to 3, the average time of variable display for the losing variation patterns that can be determined in time-saving state B is approximately 2.2 seconds {(7.54 + (2.205 × 1099)) ÷ 1100 = 2.20985}.
[0271] Furthermore, as shown in Figure 15(C), the average time for the variable display of the winning variation patterns that can be determined when the number of reserved memories is 0 to 3 in time-saving state B is approximately 40 seconds.
[0272] Thus, when the number of reserved memories is 0, the number of possible losing variation patterns is 3 for the probability variation state, 2 for the time reduction state A, and 2 for the time reduction state B. When the number of reserved memories is 1 to 3, the number of possible losing variation patterns is 4 for the probability variation state, 3 for the time reduction state A, and 2 for the time reduction state B.
[0273] Furthermore, the average display time for the determinable losing variation patterns is 4.83 seconds in the probability variation state, 5.58 seconds in the time-saving state A, and 2.2 seconds in the time-saving state B.
[0274] Furthermore, when the number of reserved memories is between 0 and 3, the number of possible winning spin patterns is 3 for the probability variation state, 2 for the time reduction state A, and 1 for the time reduction state B. Furthermore, the average display time for the variable patterns for determining the winning combination is 51.1 seconds in the probability variation state, 62.8 seconds in the time reduction state A, and 40 seconds in the time reduction state B.
[0275] In other words, the number of determinable losing variation patterns decreases in the order of probability variation state, time reduction state A, and time reduction state B (probability variation state > time reduction state A > time reduction state B), and the average time of variable display for determinable losing variation patterns decreases in the order of probability variation state, time reduction state A, and time reduction state B (probability variation state > time reduction state A > time reduction state B).
[0276] Furthermore, the number of selectable jackpot variation patterns decreases in the order of probability variation state, time reduction state A, and time reduction state B (probability variation state > time reduction state A > time reduction state B), and the average duration of variable display time for selectable jackpot variation patterns decreases in the order of probability variation state, time reduction state A, and time reduction state B (probability variation state > time reduction state A > time reduction state B). Thus, time reduction state B has fewer variation pattern types and a shorter variable display period compared to probability variation state and time reduction state A. In other words, a monotonous and efficient variable display is performed.
[0277] Furthermore, while the examples given show that the number of possible losing and winning patterns is greater in the probability variation state than in the time-saving state A, the number of time-saving state A patterns may be greater than in the probability variation state, or they may be the same for both the probability variation state and time-saving state A.
[0278] Furthermore, the various variation pattern determination tables shown in Figures 12 to 15 are used in common for both the first and second special symbols. In particular, in time-saving state B, the variation pattern determination table shown in Figure 15 is used in common for both the first and second special symbols. As a result, even if a first start win occurs in time-saving state B, the number of possible variation pattern types is smaller compared to the probability variation state and time-saving state A, and the average time of variable display is shorter, resulting in a monotonous and efficient variable display.
[0279] Furthermore, different variation pattern determination tables may be used for the first special symbol and the second special symbol. Furthermore, if a V-entry occurs during a jackpot game state triggered by "Jackpot A," the game is controlled to a probability variation state where probability variation control and time reduction control are executed after the jackpot game state ends, similar to "Jackpot B" and "Jackpot C." Therefore, the variation pattern is determined using the variation pattern determination table shown in Figure 13. Also, if a V-entry does not occur during a jackpot game state triggered by "Jackpot B" or "Jackpot C," the game is controlled to a time reduction state A where only time reduction control is executed after the jackpot game state ends, similar to "Jackpot A." Therefore, the variation pattern is determined using the variation pattern determination table shown in Figure 14. In other words, the variation pattern determination table is not a table corresponding to the type of jackpot, but rather a variation pattern determination table linked to the state after the jackpot game state ends is used because irregular states can occur during a jackpot game state.
[0280] In other words, in a gaming machine that can be controlled to a probability variation state after the end of a jackpot game state based on the fact that a game ball has passed through a specific area (e.g., a V-entry slot) in an advantageous state (e.g., a jackpot game state), if a V-entry occurs in a jackpot game state in which a V-entry is possible, the machine is controlled to a probability variation state after the end of the jackpot game state. On the other hand, if a V-entry does not occur in a jackpot game state in which a V-entry is possible, the machine is controlled to a first time-saving state after the end of the jackpot game state. On the other hand, if a V-entry does not occur in a jackpot game state in which a V-entry is difficult, the machine is controlled to a second time-saving state after the end of the jackpot game state. In this invention, the first time-saving state and the second time-saving state are common time-saving states, and it is preferable that the variable display period in the first time-saving state and the second time-saving state is shorter than the variable display period in time-saving state B of this embodiment.
[0281] (Fluctuating patterns without a reach) In this embodiment, the variation patterns that do not involve a reach ("Shortened Non-Reach A, Shortened Non-Reach B", "Ultra-Shortened Non-Reach", "Non-Reach A, Non-Reach B", "SP Non-Via A, SP Non-Via B") are variation patterns in which a combination of decorative symbols indicating that a reach is not established after the variable display starts and the variable display result is either a "miss" or a "jackpot" is displayed as the stop display. "Shortened Non-Reach A, Shortened Non-Reach B", "Ultra-Shortened Non-Reach", "Non-Reach A, Non-Reach B", and "SP Non-Via A, SP Non-Via B" are collectively referred to simply as "Non-Reach" or "Non-Reach Variation Pattern". Note that "SP Non-Via A, SP Non-Via B" are non-reach variation patterns for jackpots in which a jackpot is achieved without a reach or SP reach being established.
[0282] In this embodiment, among the fluctuation patterns that do not involve reaching, the variable display period when the fluctuation pattern is determined to be "Non-Reach A" is 7000ms, the variable display period when the fluctuation pattern is determined to be "SP Non-Via A" is 7000+15000ms, the variable display period when the fluctuation pattern is determined to be "Non-Reach B" is 12000ms, the variable display period when the fluctuation pattern is determined to be "SP Non-Via B" is 12000+15000ms, the variable display period when the fluctuation pattern is determined to be "Shortened Non-Reach A" is 3000ms, the variable display period when the fluctuation pattern is determined to be "Shortened Non-Reach B" is 5000ms, and the variable display period when the fluctuation pattern is determined to be "Ultra-Shortened Non-Reach" is 1500ms. Of these, the "ultra-shortened non-reach" variation pattern is a variation pattern that can only be determined in time-saving state B, and its variable display period is shorter than any of the variation patterns that are determined when the game is controlled in other game states where time-saving control is performed (time-saving state A, probability change state).
[0283] (Variation pattern accompanied by SP reach) In this embodiment, in the variation patterns accompanied by SP Reach ("SP Reach A", "SP Reach B", "SP Reach C", "SP Reach D", "SP Reach E"), after the reach state is established, an SP Reach performance is executed, which is either a rock-paper-scissors performance (SP Reach A) in which the ally character and the enemy character play rock-paper-scissors to announce whether or not a jackpot has been won, or a battle performance (SP Reach B~E) in which the ally character and the enemy character battle to announce whether or not a jackpot has been won. After the rock-paper-scissors performance or the battle performance ends, the final display result is confirmed and stopped. If the final display result is "miss", a performance in which the ally character is defeated by the enemy character (defeat performance) is executed. On the other hand, if the final display result is "jackpot", a performance in which the ally character is defeated by the enemy character (victory performance) is executed, or after a performance in which the ally character is defeated by the enemy character (defeat performance) is executed, a performance in which the ally character is revived and wins against the enemy character (revival performance) is executed.
[0284] Furthermore, a "variation pattern without a reach" refers to a variation pattern in which the variable display of decorative symbols does not result in a predetermined reach pattern, and the result of the variable display is shown. This also includes variation patterns in which, even if there is a reach prompt such as the "reach announcement" described later, the result of the variable display is shown without ultimately resulting in a reach pattern. In addition, a "variation pattern with an SP reach" refers to a variation pattern in which, after the variable display of decorative symbols results in a predetermined reach pattern, the reach performance develops and the SP reach performance is executed before the display result is shown.
[0285] Furthermore, the SP Reach Big Win Variation Patterns (SP Reach A to E) include a variable display part in which the decorative symbols are displayed in a variable manner, and a post-event performance part that, after the victory and revival performances of the variable display part have finished, specifically informs the number of balls that are expected to be awarded in the big win game state.
[0286] The variable display period for the variable display part is 45,000 ms for SP Reach A, 80,000 ms for SP Reach B, 40,000 ms for SP Reach C, 25,000 ms for SP Reach D, and 50,000 ms for SP Reach E, differing for each type of SP Reach from A to E. On the other hand, the execution period for the post-event performance part is a common 15,000 ms for SP Reach A to E. In this embodiment, the post-event performance part is allocated a predetermined period (for example, 15,000 ms) within the variable display period, but the predetermined period may differ depending on the type of SP Reach. Alternatively, the fanfare period during a jackpot game state may be allocated to the post-event performance part.
[0287] In this embodiment, all fluctuation patterns involving a reach are SP reach fluctuation patterns, and an example is given in which no normal reach fluctuation pattern is set. However, the present invention is not limited to this, and a normal reach fluctuation pattern may also be set.
[0288] (Main control command) Figure 16(A) is an explanatory diagram showing an example of the contents of the main control command in this embodiment. The main control command is, for example, a 2-byte structure, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always "1", and the first bit of the EXT data is "0". Note that the command form shown in Figure 16(A) is just an example, and other command forms may be used. In this example, the control command consists of two control signals, but the number of control signals constituting the control command may be one or three or more.
[0289] In the example shown in Figure 16(A), command 8001H is a first variable display start command that specifies the start of variable display in a special game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variation pattern specification command that specifies the variation pattern (variation time) of decorative symbols, etc., that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5, corresponding to the variable display of special symbols in a special game. Here, XXH indicates an unspecified hexadecimal number, and it can be any value that is set arbitrarily according to the instructions given by the performance control command. Note that different EXT data is set depending on the variation pattern specified in the variation pattern specification command.
[0290] Command 8C00H is a variable display result specification command, and is a performance control command that specifies variable display results such as special symbols and decorative symbols. With the variable display result specification command, for example as shown in Figure 16(B), different EXT data is set depending on the determination result (pre-determined result) of whether the variable display result is a "miss" or a "jackpot" ("miss with time reduction"), and the determination result (jackpot type determination result) of which of several types of jackpots to be used if the variable display result is a "jackpot".
[0291] In the variable display result specification command, for example, as shown in Figure 16(B), command 8C00H is the first variable display result specification command, which results in a "miss" variable display result. Command 8C01H is the second variable display result specification command, which notifies the pre-determined result and jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "jackpot A". Command 8C02H is the third variable display result specification command, which notifies the pre-determined result and jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "jackpot B". Command 8C03H is the fourth variable display result specification command, which notifies the pre-determined result and jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "jackpot C". Command 8FXXH is a pattern confirmation command that specifies the period for stopping (confirming) the variable display of decorative patterns in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R of the image display device 5, and for starting the next variable display.
[0292] In the symbol confirmation command, for example, as shown in Figure 16(C), command 8F00H is a symbol confirmation A specification command that ends the variation of the special symbol and sets the symbol confirmation period to 0.5 seconds. Command 8F01H is a symbol confirmation B specification command that ends the variation of the special symbol and sets the symbol confirmation period to 20 seconds.
[0293] In this embodiment, different EXT data are set in the symbol confirmation command during the rescue time reduction arrival variation depending on whether (i) the rescue time reduction is reached after the RAM clear process is performed, or (ii) the rescue time reduction is reached after 900 variable displays following a big win. Specifically, (i) if the rescue time reduction is reached after the RAM clear process is performed, a symbol confirmation A specification command is sent during the rescue time reduction arrival variation, which sets the symbol confirmation period to 0.5 seconds. Also, (ii) if the rescue time reduction is reached after 900 variable displays following a big win, a symbol confirmation B specification command is sent during the rescue time reduction arrival variation, which sets the symbol confirmation period to 20 seconds.
[0294] Command 95XXH is a game state specification command that specifies the current game state in the pachinko game machine 1. Depending on the current game state in the pachinko game machine 1, different EXT data is set using the game state specification command. For example, command 9500H is set as the first game state specification command corresponding to a game state in which time-saving control is not performed (low base state, normal state), and command 9501H is set as the second game state specification command corresponding to a game state in which time-saving control is performed (high base state, time-saving state).
[0295] Command E1XXH is a command that notifies the remaining number of time-saving control attempts in the time-saving state (time-saving state A), excluding the rescue time-saving. Command E2XXH is a command that notifies the remaining number of probability-changing control attempts in the probability-changing state.
[0296] Command F100H is a right-hand LED illumination notification command that signals the illumination of the right-hand LED 069SG031. Command F101H is a right-hand LED deactivation notification command that signals the deactivation of the right-hand LED 069SG031.
[0297] Command 91XXH is a command for specifying the number of recovery time reductions, and is a performance control command that specifies the value of the recovery time reduction counter converted to hexadecimal when power is restored. In the recovery time reduction number specification command, for example, as shown in Figure 16(D), different EXT data is set according to each digit (1st digit, 2nd digit, 3rd digit, 4th digit) of the recovery time reduction counter value (4-digit value) when power is restored. In the recovery time reduction count specification command, for example, as shown in Figure 16(D), commands 9100H to 910FH are recovery time reduction count specification 1 commands that specify the first digit of the recovery time reduction count value. Commands 9110H to 911FH are recovery time reduction count specification 2 commands that specify the second digit of the recovery time reduction count value. Commands 9130H to 913FH are recovery time reduction count specification 3 commands that specify the third digit of the recovery time reduction count value. Commands 9140H to 914FH are recovery time reduction count specification 4 commands that specify the fourth digit of the recovery time reduction count value.
[0298] Command 94XXH is a command to specify the number of rescue time reductions, and is a performance control command that specifies the remaining variable number of displays (126 or less) until rescue time reduction is triggered. With the rescue time reduction number specification command, different EXT data is set depending on the remaining variable number of displays (126 or less) until rescue time reduction is triggered, for example, as shown in Figure 16(E). In the commands for specifying the number of rescue time reductions, for example, as shown in Figure 16(E), command 9400H is a rescue time reduction count A command, which specifies that the rescue time reduction has been reached. Command 9401H is a rescue time reduction count B command, which specifies that there are 1 to 125 times remaining until the rescue time reduction is reached. Command 947EH is a rescue time reduction count C command, which specifies that there are 126 times remaining until the rescue time reduction is reached. Command 947FH is a rescue time reduction count D command, which specifies that there are 127 or more times remaining until the rescue time reduction is reached.
[0299] Command 96XXH is a command to specify 2 rescue time reductions, and is a performance control command that specifies the number of variable displays (in units of 100) remaining until rescue time reductions are triggered. With the command to specify 2 rescue time reductions, for example, a value corresponding to the number of variable displays (in units of 100) remaining until rescue time reductions are triggered is set in the EXT data of the command to specify 2 rescue time reductions. For example, if the number of variable displays remaining until rescue time reductions are triggered is 100, command 9601H is sent as the command to specify 2 rescue time reductions, and if the number of variable displays remaining is 700, command 9607H is sent as the command to specify 1 rescue time reduction. Command 9F00(H) is a command to specify a customer waiting demonstration display.
[0300] (Game control main processing) Figure 17 is a flowchart of the main game control process in this embodiment. In this example, the processes in steps S1 to S7, S8 to S9, and S10 to S12 are the same as those shown in Figure 4.
[0301] In this example, when a performance control command instructing recovery from a power outage is sent in step S7, the CPU 103 checks the value of the rescue time reduction counter, which counts the remaining variable number of display times until the rescue time reduction occurs, converts the current value of the rescue time reduction counter to hexadecimal, sets the value, and sends a command to the performance control CPU 120 specifying the number of rescue time reductions at recovery (step 069SGS0013).
[0302] Next, CPU 103 sets a value corresponding to the current value of the relief time reduction counter and sends a relief time reduction count specification command to the performance control CPU 120 (step 069SGS0014). For example, if the current value of the relief time reduction counter is between 1 and 125, CPU 103 sends command 9401H as the relief time reduction count specification command. Therefore, in this example, if the RAM clear process is not executed when the gaming machine is powered on and the recovery process is executed, the relief time reduction count specification command is sent and the remaining variable display count until the current relief time reduction is notified.
[0303] In this example, we show a case where, when power is restored after an outage, a command specifying the number of times the rescue time is reduced is sent separately from the command sent during restoration, but the system is not limited to this configuration. For example, the EXT data of the command sent during restoration in step S7 (e.g., the power-on command) may be configured to include a value corresponding to the remaining number of times the rescue time is reduced before transmission.
[0304] Furthermore, when a RAM clear is requested in step S3, when there is no backup data in step S4, or when there is an abnormality in the backup RAM in step S5, the initialization process in step S8 performs a clear operation on the area including the area of the rescue time reduction count counter.
[0305] Furthermore, when a performance control command instructing initialization is sent in step S9, the CPU 103 sets the relief time reduction count counter to "900" (step 069SGS0015). Therefore, in this example, if the RAM clear process is performed when the gaming machine is powered on, the relief time reduction count counter will be set to "900". In other words, in this example, if a jackpot does not occur after the RAM clear process is performed when the gaming machine is powered on and 900 variable displays have been executed, the machine will enter relief time reduction mode and be controlled to time reduction state B. In addition, in this example, since the performance control command instructing initialization sent in step S9 corresponds to the initial value ("900") set in the relief time reduction count counter, the CPU 103 can also determine the initial value to set in the relief time reduction count counter based on the transmission of the performance control command instructing initialization.
[0306] Next, CPU 103 checks the value of the rescue time reduction counter (which is "900" in this example), converts the current value of the rescue time reduction counter to hexadecimal, sets the value, and sends a command to the CPU 120 for performance control to specify the number of rescue time reductions during recovery (step 069SGS0016).
[0307] Thus, the setting of the relief time reduction counter is performed before the timer interrupt processing, which is part of the game progression process, is executed. As a result, the variable display does not start before the relief time reduction counter is set, ensuring reliable management of the number of rounds until the relief time reduction is reached.
[0308] In this example, the initial setting is shown when the RAM clear process is executed when the gaming machine is powered on, and the relief time reduction count counter is set to "900". However, the system is not limited to this configuration, and it may be configured so that the relief time reduction count counter is not initialized when the RAM clear process is executed. If configured in this way, the game can start from the state where the relief time reduction count counter value from the previous day continued, which reduces the amount of investment required to trigger the relief time reduction, and thus ensures that the system is not disadvantageous to the player.
[0309] Furthermore, when configured as described above, the system may be configured so that the initial setting of the relief time reduction count is not performed only when the clear switch is detected as ON (step S3; Yes) and the RAM clear process is executed, and so that the initial setting of the relief time reduction count is performed when a RAM abnormality is detected (steps S4, S5; No) and the RAM clear process is executed.
[0310] (Time reduction flag, probability change flag) In this embodiment, a time-saving flag can be set when any of the conditions for controlling the system to a time-saving state are met. There are two time-saving flags: time-saving flag A and time-saving flag B. In the following description, clearing (erasing) a flag may be referred to as resetting the flag. The time-saving flag A is set when the game is controlled to time-saving state A via jackpot A. This time-saving flag A is set when the jackpot game state of jackpot A ends and is cleared when time-saving state A ends (when a jackpot occurs during time-saving state A, or when the 110 time-saving control ends and the game is controlled to the normal state).
[0311] The time-saving flag B is set when the game is controlled in time-saving state B, which is controlled via the rescue time-saving mode. This time-saving flag B is set when 900 variable displays are performed after a RAM clear and the display result is not a jackpot symbol, or when 900 variable displays are performed in a low probability state after the jackpot game state has ended and the display result is not a jackpot symbol. It is cleared when time-saving state B ends (when a jackpot occurs during time-saving state B, when 1100 time-saving controls end and the game is controlled to the normal state, etc.). The probability variation flag is set when the game is controlled to be in a probability variation state. In this embodiment, when a V-win occurs in the first round of a jackpot game, the probability variation flag is set when the game state is controlled to a probability variation state at the end of the jackpot game. This probability variation flag is cleared when the probability variation state ends (e.g., when a jackpot occurs during the probability variation state, or when the 110th probability variation control is executed and the game is controlled to the normal state). For example, if the probability variation flag is determined to be YES in step 069SGS69A of Figure 19, which will be described later, it is cleared based on the fact that the variable display has been controlled to be in a probability variation state for 110 times.
[0312] (Special pattern processing as usual) Figures 18 and 19 are flowcharts showing the normal special symbol processing (step S110) in the special symbol processing. In the normal special symbol processing, the CPU 103 checks the value of the combined reserved memory count (step 069SGS51). Specifically, it checks the count value of the combined reserved memory count counter, which counts the sum of the first reserved memory count and the second reserved memory count. If the combined reserved memory count is not 0, the CPU 103 checks whether the second reserved memory count is 0 or not (step 069SGS52). Specifically, it checks whether the value of the second reserved memory count counter, which counts the second reserved memory count, is 0 or not. If the second reserved memory count is not 0, the CPU 103 sets the data indicating "second" to the special symbol pointer (a flag indicating whether the special symbol processing is being performed on the first special symbol or the second special symbol) (step 069SGS53). If the second reserved memory count is 0 (i.e., only the first reserved memory count is accumulated), the CPU 103 sets the special symbol pointer to data indicating "1st" (step 069SGS54).
[0313] In this embodiment, the processing in steps 069SGS52 to S54 is executed so that the variable display of the second special symbol takes precedence over the variable display of the first special symbol. In other words, the second start condition for starting the variable display of the second special symbol is controlled to take precedence over the first start condition for starting the variable display of the first special symbol.
[0314] Furthermore, the system is not limited to the configuration shown in this example. For example, it may be configured to perform variable display of the first special symbol and variable display of the second special symbol in the order in which the game balls enter the first starting prize slot and the second starting prize slot.
[0315] Next, the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 indicated by the special symbol pointer in RAM 102 and stores it in the random number buffer area of RAM 102 (step 069SGS55). Specifically, if the special symbol pointer indicates "1st", the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 in the 1st reserved memory buffer and stores it in the random number buffer area of RAM 102. Also, if the special symbol pointer indicates "2nd", the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 in the 2nd reserved memory buffer and stores it in the random number buffer area of RAM 102.
[0316] Then, CPU 103 decrements the count value of the reserved memory counter indicated by the special symbol pointer by 1 and shifts the contents of each storage area (step 069SGS56). Specifically, if the special symbol pointer indicates "1st", CPU 103 decrements the count value of the 1st reserved memory counter by 1 and shifts the contents of each storage area in the 1st reserved memory buffer. Also, if the special symbol pointer indicates "2nd", CPU 103 decrements the count value of the 2nd reserved memory counter by 1 and shifts the contents of each storage area in the 2nd reserved memory buffer. In other words, when the special symbol pointer indicates "1st", the CPU 103 stores each random value stored in the storage area corresponding to the 1st reserved memory number = n (n=2,3,4) in the 1st reserved memory number buffer of RAM 102 into the storage area corresponding to the 1st reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random value stored in the storage area corresponding to the 2nd reserved memory number = n (n=2,3,4) in the 2nd reserved memory number buffer of RAM 102 into the storage area corresponding to the 2nd reserved memory number = n-1.
[0317] Therefore, the order in which each random number stored in the respective storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted always matches the order of first reserved memory number (or second reserved memory number) = 1, 2, 3, 4.
[0318] Then, the CPU 103 decrements the value of the total reserved memory count by 1. That is, it subtracts 1 from the count value of the total reserved memory count counter (step 069SGS57). The CPU 103 also saves the value of the total reserved memory count counter before the count value was subtracted by 1 to a predetermined area of the RAM 102.
[0319] Next, the CPU 103 reads a random number for determining a win from the random number buffer area (step 069SGS61) and executes the jackpot determination module (step 069SGS62). In this case, the CPU 103 reads a random number for determining a win that was extracted in the start-up prize determination process (step S101) and stored in the first and second reserve memory buffers, and performs a jackpot determination. The jackpot determination module is a program that compares a predetermined jackpot determination value with a random number for determining a win, and if they match, it is determined to be a jackpot. In other words, it is a program that performs the jackpot determination process. In this case, if the probability variation flag indicating a probability variation state is not set (i.e., it is in a low probability state), the CPU 103 uses the low probability jackpot determination value to determine a jackpot. Also, if the probability variation flag is set (i.e., it is in a high probability state), the CPU 103 uses the high probability jackpot determination value to determine a jackpot. CPU 103 determines that a special symbol will result in a jackpot if the value of the random number used for determining a win matches any of the jackpot determination values.
[0320] If it is decided that it is a jackpot (Step 069SGS63; Yes), the CPU 103 sets a jackpot flag to indicate that it is a jackpot (Step 069SGS64). The CPU 103 then determines the type of jackpot (jackpot A, jackpot B, or jackpot C) to be the type of jackpot, which corresponds to the value of the random number used for type determination stored in the random number buffer area (Step 069SGS65). In this case, the CPU 103 reads the random number used for type determination that was extracted in the start-up prize determination process (Step S101) and stored in the first and second reserve memory buffers, and determines the type of jackpot. Then, it proceeds to Step 069SGS70. On the other hand, if it is not decided that it is a jackpot (Step 069SGS63; No), it proceeds to Step 069SGS66. In this example, by performing the normal processing for special symbols, a rescue time-saving condition (the value of the rescue time-saving count counter being subtracted to "0") can be generated regardless of the variable display result (jackpot or miss). In this example, the game is controlled to time-saving state A based on a jackpot A, and to time-saving state B based on the fact that no further jackpots occur even after a predetermined number of variable displays (900 times in this example) have ended. However, it is conceivable that the variable display result of a variable display in which the rescue time-saving condition has been met will be a jackpot. Therefore, if the variable display result of a variable display in which the rescue time-saving condition has been met is a jackpot, the game is configured to control the game to time-saving state A based on the jackpot.
[0321] Next, the CPU 103 checks whether the value of the time-saving counter, which counts the number of times the variable display is executed during the time-saving state, is 0 (step 069SGS66). If the value of the time-saving counter is not 0, the CPU 103 deducts 1 from the value of the time-saving counter (step 069SGS67) and checks whether the value of the time-saving counter after the deduction is 0 (step 069SGS68). If the value of the time-saving counter after the deduction is 0, the CPU 103 sets a time-saving termination flag to indicate that the time-saving state will end when the variable display ends (step 069SGS69).
[0322] In this example, steps 069SGS66 to 069SGSS69 are executed to subtract from the time-saving counter before the counting process of the variable display count up to the relief time-saving from step 069SGS71 onwards, but the processing is not limited to this configuration. For example, the system may be configured to perform the subtraction process for the time-saving counter after the counting process of the variable display count up to the relief time-saving from step 069SGS71 onwards. In this case, for example, if the variable display is a relief time-saving, setting the time-saving counter to "110" (see step 069SGS172) and then performing the subtraction process would result in the time-saving counter being subtracted by an extra 1. Therefore, for variable displays that result in a relief time-saving, the system may be configured to add 1 to the time-saving counter again after the subtraction process. Alternatively, the system may be configured to set the time-saving counter to "111" in advance, which is one more than the default value.
[0323] Next, CPU 103 checks whether the probability variation flag is set (step 069SGS69A). If the probability variation flag is set (i.e., the game is in a probability variation state), the process proceeds to step 069SGS84. In this example, because the process in step 069SGS69A is executed, if the game is in a probability variation state, the processes from step 069SGS70 onwards (especially the process in step 069SGSS71) are not performed. Therefore, even if the variable display is executed when the game state is in a probability variation state (in this example, during Extreme Battle Rush), the value of the relief time reduction counter is not reduced. If the probability variation flag is not set (i.e., the game is not in a probability variation state), the process proceeds to step 069SGSS70.
[0324] In this embodiment, if the probability variation flag is set, the process from step 069SGSS70 onwards is not executed, and the system proceeds to step 069SGS84. However, the system is not limited to this configuration. If the probability variation flag is set, the system may proceed to step 069SGSS70, but the process in step 069SGSS71 may not be executed. In other words, although the value of the relief time reduction counter is not updated, a relief time reduction count specification command or a relief time reduction count 2 specification command corresponding to the unupdated value of the relief time reduction counter may be sent.
[0325] Next, CPU 103 determines whether the value of the rescue time reduction counter is 0 (step 069SGS70; Yes). If the value of the rescue time reduction counter is 0 (step 069SGS70; Yes), the process proceeds to step 069SGS84. At this point, if the value of the rescue time reduction counter is 0, it means that the game has already been controlled to a time reduction state via rescue time reduction (time reduction state B) (either controlled to time reduction state B, or controlled to the normal state after 1100 spins in time reduction state B), and a jackpot, which would trigger the setting of 900 in the rescue time reduction counter, has not yet occurred. If the value of the rescue time reduction counter is not 0 (step 069SGS70; No), the value of the rescue time reduction counter is deducted by 1 (step 069SGS71). Furthermore, in this example, the execution of step 069SGS71 updates the value of the relief time reduction counter uniformly, regardless of whether the variable display of the first special symbol or the variable display of the second special symbol is performed.
[0326] Next, CPU 103 checks whether the value of the reduced rescue time counter is 127 or greater (step 069SGS72). If the value of the reduced rescue time counter is 126 or less (step 069SGS72; No), CPU 103 sets a value corresponding to the value of the reduced rescue time counter in the EXT data and performs control to send a command to specify the number of reduced rescue times to the CPU 120 for performance control (step 069SGS73). For example, if the value of the reduced rescue time counter is 1, CPU 103 performs control to send command 9401H as the command to specify the number of reduced rescue times. Also, if the value of the reduced rescue time counter is 126, CPU 103 performs control to send command 947EH as the command to specify the number of reduced rescue times.
[0327] Next, CPU 103 checks whether the value of the relief time reduction count counter after subtraction is 0 (step 069SGS74). If the value of the relief time reduction count counter after subtraction is not 0, the process proceeds to step 069SGS84. If the value of the relief time reduction count counter after subtraction is 0, CPU 103 sets a relief time reduction decision flag indicating that the system will be controlled to time reduction state B at the end of the variation based on the occurrence of relief time reduction (step 069SGS75). Then, the process proceeds to step 069SGS84.
[0328] On the other hand, if the value of the relief time reduction counter after subtraction is 127 or more (Step 069SGS72; Yes), the CPU 103 uniformly sets 7FH as EXT data and sends command 957FH to the performance control CPU 120 as a command to specify the number of relief time reductions (Step 069SGS76). Next, the CPU 103 checks whether the remaining variable display count until the relief time reduction is in units of 100 (in this example, 100, 200, 300, 400, 500, 600, 700, or 800) (Step 069SGS77). Note that whether the remaining variable display count until the relief time reduction is in units of 100 can be determined by checking the value of the relief time reduction counter. If the remaining variable display count until the relief time reduction is in units of 100, CPU 103 sets a value corresponding to the value of the relief time reduction count counter in the EXT data and performs control to send a command to specify relief time reduction count 2 to the performance control CPU 120 (step 069SGS78). For example, if the value of the relief time reduction count counter is 100, CPU 103 performs control to send command 9601H as the command to specify relief time reduction count 2. Also, if the value of the relief time reduction count counter is 800, CPU 103 performs control to send command 9608H as the command to specify relief time reduction count 2. Then, the process proceeds to step 069SGS84. In this example, the game control microcomputer 100 (specifically, the CPU 103) counts the remaining variable number of displays until the rescue time-saving feature is activated and sends commands to specify the number of rescue time-saving features and commands to specify two rescue time-saving features. However, the system is not limited to this configuration. For example, the performance control CPU 120 may be configured to count the remaining variable number of displays until the rescue time-saving feature is activated and execute the teasing and countdown effects described later. Furthermore, for example, if you configure the system to allow for consecutive relief time reductions by setting the relief time reduction count counter (to "900") at the time a relief time reduction occurs, you can configure the system to send the relief time reduction count specification command or the relief time reduction count 2 specification command only when a relief time reduction occurs for the first time, and not send the relief time reduction count specification command or the relief time reduction count 2 specification command when a relief time reduction occurs for the second time or later.
[0329] Next, the CPU 103 determines the stopping symbol for the special symbols according to the result of determining the type of jackpot (step 069SGS84). In this case, for example, if it is determined to be jackpot A, the stopping symbol for the special symbols is determined to be "2", if it is determined to be jackpot B, the stopping symbol for the special symbols is determined to be "3", if it is determined to be jackpot C, the stopping symbol for the special symbols is determined to be "7", and if it is determined to be a miss, the stopping symbol for the special symbols is determined to be "-". The CPU 103 also stores the determined stopping symbol for the special symbols in the stopping symbol memory area provided in the RAM 102 (step 069SGS85).
[0330] Then, CPU 103 updates the value of the special pattern process flag to a value corresponding to the variable pattern setting process (step S111) (step 069SGS86).
[0331] (Special symbol stop processing) Figure 20 is a flowchart of the special symbol stop process (step S113) in the special symbol process processing. In the special symbol stop process, the CPU 103 first subtracts 1 from the value of the symbol confirmation period timer (step 069SGS131), and then checks whether the value of the symbol confirmation period timer after the subtraction is 0 (step 069SGS132).
[0332] If the value of the symbol confirmation period timer after subtraction is not 0 (i.e., the confirmation display period for the first and second special symbols has not yet ended), the special symbol stop process ends. If the value of the symbol confirmation period timer after subtraction is 0 (i.e., the confirmation display period for the first and second special symbols has ended), CPU 103 checks whether the jackpot flag is set (step 069SGS133). If the jackpot flag is set, CPU 103 clears the probability variation flag, time reduction flag A, time reduction flag B, rescue time reduction decision flag, and the time reduction count counter for counting the number of times the variable display during the time reduction state is executed (step 069SGS134). Next, CPU 103 sets the relief time reduction counter to "900" (step 069SGS135). Therefore, in this example, the relief time reduction counter is set to "900" when a jackpot is hit, and if no further jackpot occurs after 900 variable displays are performed in a low probability state after the jackpot game ends, the game enters relief time reduction mode and is controlled to time reduction state B.
[0333] In this example, step 069SGS135 is executed to show the initial setting of the relief time reduction counter to "900" at the start of the fanfare period for the jackpot when a jackpot is achieved. However, the system is not limited to this configuration. For example, the relief time reduction counter may be set to "900" during the rounds of the jackpot game, or it may be configured to be set to "900" at the start or end of the ending period of the jackpot game.
[0334] Next, CPU 103 controls the activation of the right-side lamp 069SG132 (step 069SGS136). CPU 103 also controls the activation of the right-side LED 069SG031 by sending a right-side LED activation notification command to the performance control CPU 120 (step 069SGS137).
[0335] Next, CPU 103 sends a command to specify the start of a jackpot to the CPU 120 for performance control (step 069SGS138). Next, CPU 103 sets a timer to measure the time before the jackpots are opened (fanfare time) until the first jackpot opening 069SG007A and the second jackpot opening 069SG007B are opened (step 069SGS139). Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the jackpot opening pre-processing (step S144) (step 069SGS140).
[0336] If the jackpot flag is not set (Step 069SGS133; No), CPU 103 checks whether the rescue time-saving decision flag is set (Step 069SGS170). If the rescue time-saving decision flag is set, CPU 103 resets the rescue time-saving decision flag (Step 069SGS171), and if it is set, sets time-saving flag B to control the time-saving state (Step 069SGS171A). Then, it sets the time-saving count counter to "1100" (Step 069SGS172).
[0337] Furthermore, CPU 103 performs control to send a time-saving state B designation command to the performance control CPU 120 (step 069SGS174). Also, CPU 103 performs control to start lighting the right-side lamp 069SG132 (step 069SGS174A) and performs control to send a right-side LED lighting notification command to the performance control CPU 120 to notify that the right-side LED 069SG031 has lit up (step 069SGS174B). After that, the process proceeds to step 069SGS175.
[0338] In this example, the system only controls to time-saving state B when a rescue time-saving state occurs, and does not set the rescue time-saving count counter. However, the system is not limited to this configuration. For example, the system may be configured to control to time-saving state B when a rescue time-saving state occurs, and at the same time, set the rescue time-saving count counter (to "900"). Such a configuration makes it possible to generate rescue time-saving states continuously, and once a rescue time-saving state occurs, the system can be configured to continue the time-saving state until a jackpot occurs. Furthermore, this example shows a case where the rescue time reduction count counter is set to "900" and the value of the rescue time reduction count counter is deducted by 1 each time the variable display is executed, and a rescue time reduction is triggered when the value of the rescue time reduction count counter becomes "0". However, the system is not limited to this configuration. For example, the rescue time reduction count counter may be set to "0" and the value of the rescue time reduction count counter may be increased by 1 each time the variable display is executed, and a rescue time reduction may be triggered when the value of the rescue time reduction count counter becomes "900".
[0339] Furthermore, this example shows a case where the execution of step 069SGS172 sets the number of time reductions to 1100, which is a value greater than the variable number of displays (900) until a relief time reduction occurs. However, the example is not limited to this configuration. For example, in step 069SGS172, the time reduction counter may be set to the same value as "900" or a smaller value.
[0340] Furthermore, in step 069SGS172, the time-saving counter may be configured to set values corresponding to multiple types of time-saving rounds. For example, if a rescue time-saving round occurs the first time, the time-saving counter may be set to "110", and if a rescue time-saving round occurs the second time, the time-saving counter may be set to "1100".
[0341] Alternatively, for example, the system may be configured to determine the number of time-saving rounds by performing a lottery process based on random numbers, and in step 069SGS172, a value corresponding to the number of time-saving rounds determined by the lottery process may be set in the time-saving round counter. In this case, for example, the system may be configured to determine the number of time-saving rounds as 110 times with a 10% probability and as 1100 times with a 90% probability. Furthermore, when determining the number of time-saving rounds by a lottery process, the random numbers used for determining the type of jackpot and the type of time-saving round may be used in conjunction with the random numbers used for type determination to determine the number of time-saving rounds, or dedicated random numbers may be used to determine the number of time-saving rounds.
[0342] Furthermore, if the relief time reduction decision flag is not set in step 069SGS170, the CPU 103 checks whether the time reduction end flag is set (step 069SGS141). If the time reduction end flag is set, the CPU 103 resets the time reduction end flag (step 069SGS142).
[0343] Next, CPU 103 resets one of the set time-saving flags (either time-saving flag A or B) and ends the time-saving state (step 069SGS145). Then, CPU 103 controls the right-side shooting lamp 069SG132 to turn off (step 069SGS150). Also, CPU 103 controls the right-side shooting LED off notification command to the performance control CPU 120 to notify that the right-side shooting LED 069SG031 has turned off (step 069SGS151). Also, CPU 103 controls the performance control CPU 120 to send a normal state specification command (a type of game state specification command) (step 069SGS152). Then, the process proceeds to step 069SGS175.
[0344] In this example, the process in steps 069SGS141 to S152 is executed to show a transition to the normal state and termination of the right-hand shooting notification at the end of the symbol confirmation period in the final spin of the time-saving mode, but the system is not limited to this configuration. For example, the system may be configured to transition to the normal state and terminate the right-hand shooting notification at the start of the spin or at the start of the symbol confirmation period in the final spin of the time-saving mode.
[0345] Furthermore, if the time-saving termination flag is not set in step 069SGS141 (step 069SGS141; No), the process proceeds to step 069SGS175.
[0346] In step 069SGS175, CPU 103 updates the value of the special symbol process flag to a value corresponding to the normal processing of special symbols (step S110) (step 069SGS175).
[0347] Figure 22 is a flowchart of the variable display start setting process (step S171) in the performance control process shown in Figure 8. In the variable display start setting process, the performance control CPU 120 first determines whether the first variable display start command reception flag is in the ON state (step 213SGS271). If the first variable display start command reception flag is in the ON state (step 213SGS271; Y), the various command data and various flags stored in the buffer numbers "1-0" to "1-4" of the first special symbol hold memory in the start-up winning received command buffer are shifted one buffer number higher at a time (step 213SGS272). Note that the contents of buffer number "1-0" cannot be shifted because there is no destination to shift to, so it is erased.
[0348] Specifically, the various command data and flags stored in the buffer number "1-1" of the first special feature hold memory are shifted to be stored in the buffer number "1-0", the various command data and flags stored in the buffer number "1-2" of the first special feature hold memory are shifted to be stored in the buffer number "1-1", the various command data and flags stored in the buffer number "1-3" of the first special feature hold memory are shifted to be stored in the buffer number "1-2", and the various command data and flags stored in the buffer number "1-4" of the first special feature hold memory are shifted to be stored in the buffer number "1-3".
[0349] Furthermore, if the first variable display start command reception flag is off in step 213SGS271 (step 213SGS271; N), it is determined whether the second variable display start command reception flag is on (step 213SGS273). If the second variable display start command reception flag is off (step 213SGS273; N), the variable display start setting process is terminated. If the second variable display start command reception flag is on (step 213SGS273; Y), the various command data and flags stored in the buffer numbers "2-0" to "2-4" of the second special symbol hold memory in the start prize reception command buffer are shifted one buffer number higher (step 213SGS274). Note that the contents of buffer number "2-0" cannot be shifted because there is no destination to shift to, so it is erased.
[0350] Specifically, the various command data and flags stored in the buffer number "2-1" of the second special feature hold memory are shifted to be stored in the buffer number "2-0", the various command data and flags stored in the buffer number "2-2" of the second special feature hold memory are shifted to be stored in the buffer number "2-1", the various command data and flags stored in the buffer number "2-3" of the second special feature hold memory are shifted to be stored in the buffer number "2-2", and the various command data and flags stored in the buffer number "2-4" of the second special feature hold memory are shifted to be stored in the buffer number "2-3".
[0351] After step 213SGS272 or step 213SGS274 is executed, the performance control CPU 120 reads the variable pattern specification command from the variable pattern specification command storage area (step 213SGS275).
[0352] Next, the display result (stopping pattern) of the decorative pattern is determined according to the data stored in the display result specification command storage area (i.e., the received display result specification command) and the variation pattern (step 213SGS276). In this case, the performance control CPU 120 determines the stopping pattern of the decorative pattern according to the display result specified by the display result specification command, and stores the data indicating the determined stopping pattern of the decorative pattern in the decorative pattern display result storage area.
[0353] Next, the CPU 120 for controlling the performance executes a pre-announcement performance determination process (step 213SGS277) which determines whether or not to execute a pre-announcement performance in the variable display and the performance pattern of the pre-announcement performance to be executed, and a chance-up performance determination process (step 213SG278) which determines whether or not to execute a chance-up performance in the variable display. Then, it selects a process table according to whether or not to execute a chance-up performance and the variation pattern (step 213SGS286) and starts the process timer (step 213SGS287).
[0354] Furthermore, the process table contains display control execution data for controlling the display of the image display device 5, lamp control execution data for controlling the lighting of each LED, sound control execution data for controlling the sound output from speakers 8L and 8R, and operation unit control execution data for controlling the operation of push buttons 31B and stick controllers 31A, all arranged sequentially in chronological order and associated with each process data n (from 1 to N).
[0355] Next, the CPU 120 for performance control executes control of the performance device (image display device 5 as a performance component, various lamps as performance components, speakers 8L, 8R as performance components, and the operation unit (push button 31B, stick controller 31A, etc.)) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound control execution data 1) (step 213SGS288). For example, in order to display an image corresponding to a variation pattern on the image display device 5, it outputs a command to the display control unit 123. In addition, in order to control the on / off operation of the various lamps, it outputs a control signal (lamp control execution data) to the lamp control board 14. In addition, in order to output sound from speakers 8L, 8R, it outputs a control signal (sound number data) to the sound control board 13.
[0356] Then, a value corresponding to the variable display time specified by the variable pattern specification command is set in the variable display time timer (step 213SGS289). Also, a predetermined time is set in the variable display control timer (step 213SGS290). The predetermined time is, for example, 30ms. The performance control CPU 120 writes image data indicating the display state of the left, center, and right decorative patterns to VRAM every predetermined time, the display control unit 123 outputs a signal corresponding to the image data written to VRAM to the image display device 5, and the image display device 5 displays an image corresponding to the signal, thereby realizing variable display (variation) of the decorative patterns. Next, the value of the performance control process flag is updated to a value corresponding to the performance processing during variable display (step S172), and the variable display start setting process is terminated (step 213SGS291).
[0357] Figure 23 is a flowchart of the preview animation determination process shown in Figure 22. In the preview animation determination process, the animation control CPU 120 first identifies the variable display result and the variation pattern (step 213SG301). Then, it determines whether the identified variation pattern is one of the shortened non-reach variation patterns (PA1-2, PA1-3, or PA1-4) (step 213SGS302). If the identified variation pattern is one of the shortened non-reach variation patterns (PA1-2, PA1-3, or PA1-4) (step 213SGS302; Y), the preview animation determination process ends. If the identified variation pattern is not one of the shortened non-reach variation patterns (step 213SGS302; N), the CPU determines whether or not to execute the preview animation and the animation pattern based on the identified variable display result and variation pattern (step 213SGS303).
[0358] The CPU 120 for controlling the performance determines in step 213SGS303 whether or not it has decided to execute the preview performance (step 213SGS304). If it has decided not to execute the preview performance in step 213SGS303 (step 213SGS304; N), the preview performance decision process ends. If it has decided to execute the preview performance in step 213SGS303 (step 213SGS304; Y), the CPU 120 stores the decided performance pattern (step 213SGS305), sets a timer for waiting for the preview performance to start, and ends the preview performance decision process (step 213SGS306).
[0359] Figure 24 is a flowchart of the process for determining the chance-up effect shown in Figure 22. In this case, the chance-up effect refers to an effect in which the display of lines S and L shown during the reach effect of a story reach or battle reach changes to red and the corresponding color.
[0360] In this embodiment, dialogue S refers to text displayed at the bottom of the screen, such as SKY001 in Figure 28(1-11) or SKY006 in Figure 34(2-11). Dialogue L refers to text displayed in the center of the screen, which is larger than dialogue S, such as SKY007 in Figure 34(2-15).
[0361] In the process of determining the chance-up effect, the CPU 120 for controlling the effect first determines whether the variation pattern of the variable display is the variation pattern of an SP reach (step 213SGS311). If the variation pattern of the variable display is the variation pattern of a non-reach or a normal reach (step 213SGS311; N), the process of determining the chance-up effect ends, and if the variation pattern of the variable display is the variation pattern of an SP reach (step 213SGS311; Y), it determines whether the variation pattern of the variable display is the variation pattern of SP reach A (step 213SGS312).
[0362] If the variable display's variation pattern is the variation pattern of SP Reach A (step 213SGS312; Y), the performance control CPU 120 determines whether or not to execute a chance-up performance based on the variation pattern of SP Reach A and the variable display result. If the chance-up performance is not executed in SP Reach A (step 213SGS313; N), the chance-up performance determination process ends.
[0363] If a chance-up effect is to be executed in SP Reach A (Step 213SGS313;Y), the execution of the chance-up effect for dialogue S is decided (Step 213SGS314). Then, based on the variation pattern and variable display results of SP Reach A, the display mode of the chance-up effect for dialogue S is decided (Step 213SGS315). The display modes are white and red, and the percentage of times the chance-up effect is executed is shown in Figures 25 and 26. After that, the chance-up effect determination process is terminated.
[0364] Next, if the variation pattern of the variable display is not the variation pattern of SP Reach A (Step 213SGS312; N), it is determined whether or not the variation pattern of the variable display is the variation pattern of SP Reach B (Step 213SGS316).
[0365] If the variable display's variation pattern is the variation pattern for SP Reach B (step 213SGS316; Y), the performance control CPU 120 decides whether or not to execute a chance-up performance based on the variation pattern of SP Reach B and the variable display result. If the chance-up performance is not executed in SP Reach B (step 213SGS317; N), the chance-up performance determination process ends.
[0366] If a chance-up effect is to be executed in SP Reach B (Step 213SGS317; Y), first, it is determined whether or not to execute the chance-up effect for line S (Step 213SGS318). If the chance-up effect for line S is not to be executed in SP Reach B (Step 213SGS318; N), it is determined whether or not to execute the chance-up effect for line L (Step 213SGS320). If the chance-up effect for line S is to be executed in SP Reach B (Step 213SGS318; Y), the display mode of the chance-up effect for line S is determined based on the variation pattern and variable display results of SP Reach B (Step 213SGS319). The display modes are white and red, and the percentage of times the chance-up effect is executed is shown in Figures 25 and 26.
[0367] If the dialogue S chance-up effect is not executed in SP Reach B (step 213SGS317;N), or if the display method of the dialogue S chance-up effect is determined based on the variation pattern and variable display results of SP Reach B (step 213SGS319), then the execution of the dialogue L chance-up effect is determined based on the variation pattern and variable display results of SP Reach B. If the dialogue L chance-up effect is not executed in SP Reach B (step 213SGS320;N), the chance-up effect determination process is terminated.
[0368] When the chance-up effect for dialogue L is executed in SP Reach B (step 213SGS320;Y), the display mode of the chance-up effect for dialogue L is determined based on the variation pattern and variable display results of SP Reach B (step 213SGS321). The display modes are white and red, and the percentage of times the chance-up effect is executed is shown in Figures 25 and 26. After that, the chance-up effect determination process is terminated.
[0369] Next, if the variable display pattern is not the pattern for SP Reach B (Step 213SGS316; N), it is determined whether the variable display pattern is the pattern for SP Reach C (Step 213SGS322). If the variable display pattern is the pattern for SP Reach C (Step 213SGS322; Y), the performance control CPU 120 decides whether or not to execute a chance-up performance based on the SP Reach C pattern and the variable display result. If no chance-up performance is executed for SP Reach C (Step 213SGS322; N), the chance-up performance determination process ends.
[0370] If a chance-up animation is to be performed in SP Reach C (Step 213SGS322; Y), first, it is determined whether or not to perform the chance-up animation for line S (Step 213SGS323). If the chance-up animation for line S is not to be performed in SP Reach B (Step 213SGS323; N), it is determined whether or not to perform the chance-up animation for line L (Step 213SGS324). When the chance-up effect for dialogue S is executed in SP Reach C (Step 213SGS323;Y), the display mode of the chance-up effect for dialogue S is determined based on the variation pattern and variable display results of SP Reach C (Step 213SGS324). The display modes are white and red, and the percentage of times the chance-up effect is executed is shown in Figures 25 and 26.
[0371] If the dialogue S chance-up effect is not executed in SP Reach C (Step 213SGS323;N), and after determining the display mode of the dialogue S chance-up effect based on the variation pattern and variable display results of SP Reach B (Step 213SGS324), the decision is made whether or not to execute the dialogue L chance-up effect based on the variation pattern and variable display results of SP Reach B. If the dialogue L chance-up effect is not executed in SP Reach C (Step 213SGS325;N), the chance-up effect determination process is terminated.
[0372] When the chance-up effect for dialogue L is executed in SP Reach C (Step 213SGS325;Y), the display mode of the chance-up effect for dialogue L is determined based on the variation pattern and variable display results of SP Reach C (Step 213SGS326). The display modes are white and red, and the percentage of times the chance-up effect is executed is shown in Figures 25 and 26. After that, the chance-up effect determination process ends.
[0373] Next, we will explain the timing and proportion of the chance-up effects in Figures 25 and 26. The display patterns for the chance-up effects are common to both dialogue S and dialogue L, using white and red, and there are corresponding colors that can only be displayed for dialogue L. By using a common display pattern for the chance-up effects, it is easy to convey that a chance-up effect has been performed, and by having a display pattern that can only be displayed for dialogue L, attention can be drawn to the chance-up effect of dialogue L.
[0374] Figure 25 illustrates the execution rate of chance-up effects in each reach. In this embodiment, the execution rate of the chance-up effect for the line S displayed in the battle reach is as follows: If it is a big win, line S is displayed in white 20% of the time and in red 80% of the time. If it is a miss, line S is displayed in white 80% of the time and in red 20% of the time.
[0375] In this embodiment, the probability of executing the chance-up effect for the dialogue S displayed in Story Reach A and Story Reach B is the same for both. When a jackpot is achieved, dialogue S is displayed in white 60% of the time and in red 40% of the time. When a loss occurs, dialogue S is displayed in white 80% of the time and in red 20% of the time.
[0376] In this embodiment, the probability of executing the chance-up effect for the dialogue L displayed in Story Reach A and Story Reach B is the same for both. When a jackpot is achieved, there is a 5% chance that dialogue L will be displayed in white, a 45% chance that dialogue L will be displayed in red, and a 50% chance that dialogue L will be displayed in the corresponding color. When a loss occurs, there is an 80% chance that dialogue L will be displayed in white, a 15% chance that dialogue L will be displayed in red, and a 5% chance that dialogue L will be displayed in the corresponding color.
[0377] The probability of winning a jackpot based on the display of dialogue is designed to increase in the order of corresponding color > red > white. Furthermore, the probability of winning a jackpot when the chance-up effects for dialogue S and dialogue L are executed is designed to increase in the order of dialogue L > dialogue S. As a result, the probability of winning a jackpot when dialogue L is displayed in red is higher than when dialogue S is displayed in red.
[0378] As will be explained later, the display areas for dialogue S and dialogue L are different, and by making the size of the displayed characters and the rate of change in the display pattern different, attention can be drawn to the characters displayed in each display area. Also, as will be explained later, the corresponding color is the color corresponding to the character, and as shown in Figure 49, the corresponding color for Mumu (second ally character) is green, the corresponding color for Jam (first ally character) is purple, and the corresponding color for Nana (third ally character) is blue, and the color with the highest probability of winning among the dialogue display patterns is the corresponding color. By designing it in this way, it is possible not only to overturn the concept of expectation levels of colors in gaming machines, such as red > purple > green > blue > white, but also to expect that the dialogue will be displayed in the corresponding color corresponding to the character rather than red, and to draw attention to the character's color and the character. Furthermore, even with the same display pattern, by making dialogue L have a higher probability of winning than dialogue S, attention can be drawn to dialogue S and dialogue L.
[0379] Next, the timing of the chance-up effect in Figure 26 will be explained. The chance-up effect for dialogue S can be performed during a battle reach or a story reach. In this embodiment, there are three timings for the execution of the chance-up effect for dialogue S: the first timing, the second timing, and the third timing. When dialogue S is displayed in white (the dialogue (white) in Figure 25 is determined), the display pattern does not change at any of the timings, and dialogue S is displayed in the first pattern (white), which remains in the white display pattern. When dialogue S is displayed in red (the dialogue (red) in Figure 25 is determined), there is a 50% chance of changing at the first timing, and there is a 100% chance of changing at the second timing, and dialogue S is displayed in the second pattern (red). In this way, when the display pattern of the text changes, it is designed to always change at the timing where the change occurs last (the second timing).
[0380] The chance-up effect for dialogue L can be performed during story reach A or story reach B. In this embodiment, there are three timings for executing the chance-up effect for dialogue L: the first timing, the second timing, and the third timing. When dialogue L is displayed in white (dialogue L (white) in Figure 25 is determined), the display pattern does not change at any of the timings, and dialogue L is displayed in the first pattern (white), remaining in the white display pattern. When dialogue L is displayed in red (dialogue (red) in Figure 25 is determined), there is a 20% chance of it changing to red at the first timing, and a 30% chance at the second timing. The second pattern (red), in which there is a 100% probability of changing to red at the third timing, displays dialogue L. If dialogue L is displayed in the corresponding color (the dialogue (corresponding color) in Figure 25 is determined), the third pattern (corresponding color), in which there is a 30% probability of changing to red at the first timing, a 10% probability of changing to the corresponding color, a 60% probability of changing to red at the second timing, a 10% probability of changing to the corresponding color, and a 100% probability of changing to the corresponding color at the third timing, displays dialogue L.
[0381] In this way, the display mode of the dialogue is designed to always change to a predetermined display mode at the final timing (second or third timing). Furthermore, the rate of change is varied depending on the timing of the change. This allows players to pay even more attention to the timing of the chance-up. In addition, the third pattern (corresponding color), in which dialogue L changes to a corresponding color display mode due to a chance-up effect, is designed to have a higher probability of changing to a red display mode at the first and second timings than the second pattern (red), in which dialogue L changes to a red display mode due to a chance-up effect. This design increases the likelihood of the display mode changing to the corresponding color, allowing players to expect it to change to the corresponding color.
[0382] (Details of Battle Reach: Figures 27-32) Figs. 27 to 32 are explanatory diagrams showing specific examples of the development preview effect and the battle reach. In the example shown in Figs. 27 to 32, after a deviation symbol ("327") is displayed as the display result of the previous variable display in the image display device 5 (Fig. 27(1-1)), the variable display is started (Fig. 27(1-2)).
[0383] Next, when the left and right decorative symbols become "2" and reach the reach state (1-3), after a normal reach effect in which the middle decorative symbol scrolls at a low speed is executed, the image display device 5 goes white out and the development preview effect is started (1-4). In the development preview effect, first, the first ally character 004IWC01 appears (1-4), and then an effect display in which the second ally character 004IWC02 appears is performed (1-5). Next, an effect display in which character display of "development" is displayed superimposed on the first ally character 004IWC01 and the second ally character 004IWC02 is performed (1-6). Next, the first mini character 004IWC03 is displayed so as to grow superimposed on the first ally character 004IWC01, the second ally character 004IWC02, and the character display of "development" (1-7), and eventually an effect display in which the grown first mini character 004IWC03 fills the screen is performed (1-8). After that, when the battle reach is started, the grown first mini character 004IWC03 gradually disappears (Fig. 28(1-9)), and eventually an effect display in which all of the first mini characters 004IWC03 disappear is performed (1-10). With such a configuration, it is possible to suppress a sense of discomfort when switching from the video of the development preview effect to the video of the battle reach, and to make a series of flows from the development preview effect to the battle reach look natural.
[0384] Next, an animation is shown of the second ally character 004IWC02 landing on the ground, and at the same time as this animation, the dialogue S (SKY001) is displayed in white (1-11). The upper body of the second ally character 004IWC02 is enlarged and a background image containing multiple star shapes corresponding to the second ally character 004IWC02 is displayed, with the dialogue S (SKY001) superimposed on it (1-12). Next, the letters "VS" are displayed, suggesting that the second ally character 004IWC02 and the second enemy character 004IWC11 are facing each other and a battle is about to begin (1-13). Next, an animation is shown of the second enemy character 004IWC11 attacking the second ally character 004IWC02 (specifically, emitting a beam of light from its fingertips), and the dialogue S (SKY001) is displayed (1-14). At this time, the second ally character 004IWC02 appears to be using the central decorative symbol "9" (or the symbol image corresponding to the central decorative symbol "9") as a shield to block the attack (1-14). Furthermore, the central decorative symbol "9" displayed at this time is shown larger than the dialogue S (SKY001). This allows the player to pay more attention to the animation. Next, an animation is displayed showing the second enemy character 004IWC11 attacking the second ally character 004IWC02 (specifically, a beam of light emitted from its fingertip), destroying the central decorative symbol "9" that was acting as a shield. At this time, the central decorative symbol "9" is shown in a destroyed state (1-15). Then, the second ally character 004IWC02 is displayed in a larger size, and a background image containing multiple star shapes corresponding to the second ally character 004IWC02 is displayed (1-16). Next, a visual effect is displayed showing the second ally character 004IWC02 beginning an attack on the second enemy character 004IWC11 (specifically, punching it) (Figure 29 (1-17)). Then, the opposing second enemy character 004IWC11 is displayed from the front (1-18), and a visual effect is displayed showing the central decorative symbol "1" and the dialogue S (SKY001) appearing in front of the second enemy character 004IWC11 (1-19). At this time, the central decorative symbol "1" is displayed larger than the dialogue S (SKY001). This allows the visual effect to be viewed with greater attention.Then, this central decorative symbol "1" acts as a shield, blocking attacks from the second ally character 004IWC02 against the second enemy character 004IWC11. In other words, an animation is displayed showing the second ally character 004IWC02 attacking (specifically, punching) this central decorative symbol "1" (1-20). When the attack by the second ally character 004IWC02 reaches the central decorative symbol "1" (specifically, when the fist hits it), the central decorative symbol "1" takes on a cracked appearance (1-20), and then becomes further cracked (1-21). The dialogue S (SKY001) displayed at this time is spoken by the second ally character 004IWC02, and the dialogue S (SKY001) displayed at the end is a line spoken by the character associated with the jackpot (second ally character 004IWC02). This enhances the enjoyment of the game, as players can watch the animations while anticipating the appearance of characters associated with a jackpot. As shown in (1-21), when the central decorative symbol "1" appears cracked, the animation image that was displayed immediately before is then displayed with reduced brightness and saturation, and a cut-in animation SKY002 is displayed, superimposed with an image of the second ally character 004IWC02 and multiple star shapes (with normal or high brightness and saturation), and a text display SKY003 is displayed along with the cut-in animation (1-22). The text display SKY003 has larger text than the dialogue S and uses a different font, and by making it larger than the dialogue S, players can draw attention to the cut-in animation SKY002 and the text display SKY003. When the image displayed by the cut-in animation is erased, the same animation display as immediately before the cut-in animation (1-21) is performed again (1-23). At this time, a slow-motion animation is performed, where the speed of the animation progresses from normal speed to a speed slower than normal speed. Specifically, the fragmented images 004IWG01a of the central decorative pattern displayed in stereoscopic view, as well as the movement speed of the characters, are slowed down. However, while the fragmented images 004IWG01a of the central decorative pattern and the movement speed of the characters are slowed down by the slow-motion effect, the shaking movement speed of the decorative pattern in the reach mode displayed in the upper right corner of the screen, and the movement speed (rotation, etc.) of the active display are not slowed down (i.e., they are not affected by the slow-motion effect).This slow-motion sequence corresponds to the final build-up to the battle reach, and by slowing down the pace of the sequence, it draws attention to how the sequence will progress, that is, whether or not it will progress to the sequence announcing a jackpot. After that, the enlarged button display SKY009 is displayed in the screen area, and as the enlarged button display SKY009 shrinks down to the specified size as shown in (1-23), a gauge indicating the validity period of the button display SKY009 is displayed, and the win / loss sequence is executed when the push button 31B is pressed or when a certain period (for example, 5 seconds) has elapsed since the validity period of the button display SKY009 was executed. In this way, the timing of when the win / loss sequence will be executed will be easier to understand, and the button prompt sequence will enhance the enjoyment of the game.
[0385] If the battle reach results in a jackpot, after (1-23), the movable body SKY004 moves to notify the player that it is a jackpot, and a radial pattern background image is displayed on the screen (Figure 30 (1-24)). In this embodiment, from the scenes shown in Figures 8-30 (1-24) to (1-26), the light emission control in which the decorative light emits rainbow colors is started.
[0386] Subsequently, an attack from the second ally character 004IWC02 on the second enemy character 004IWC11 becomes effective, and a visual effect is displayed showing the destruction of the central decorative pattern "1" that was acting as a shield (1-27). The second enemy character 004IWC11, having been attacked, is then blown away, and a visual effect is displayed showing the line S (SKY001) in a rainbow color. In this example, the lighting control of the decorative light source to emit rainbow colors begins from the scene shown in (1-24). For example, in the scenes shown in (1-24) and (1-30), the decorative light source flashes rapidly in rainbow colors, and in the scenes shown in (1-25) to (1-29), (1-31) to (1-34), the decorative light source is controlled to emit rainbow colors slowly. Next, the joyous second ally character 004IWC02 is displayed (1-28). Next, a light effect image is displayed (1-29) superimposed on the preceding visual display (1-28) which includes the second ally character 004IWC02 and the second enemy character 004IWC11. The light effect image is then enlarged, creating a visual effect that obscures the second ally character 004IWC02 and the second enemy character 004IWC11 (1-30). At this time, the light effect image is opaque, so the obscured second ally character 004IWC02 and the second enemy character 004IWC11 become invisible.
[0387] Next, after a light effect image covers the entire screen, a special effect is displayed in which the winning symbol "222," including the decorative symbol "2" displayed in its normal form, appears (1-31). The winning symbol "222" is then gradually enlarged (Figure 8-31 (1-32)), until it covers the entire screen (1-33). After that, the winning symbol "222" is displayed at the same size as when the normal spin was taking place before the reach was established (1-34). Next, the winning symbol "222" disappears temporarily and a special effect is displayed in which the words "Complete Conclusion" appear (1-35). Then, the image display device 5 whites out and the battle reach ends, and the same background image as when the normal spin was taking place before the reach was established is displayed, along with the winning symbol "222" being temporarily stopped (1-36). After that, the winning symbol "222" is stopped (1-37).
[0388] When the battle reach fails, after (1-23), the attack from the second ally character 004IWC02 to the second enemy character 004IWC11 becomes invalid, and the middle decoration pattern "1" that was acting as a shield changes back to the normal state from the cracked state without being destroyed, The dialogue S (SKY001) is displayed in the white display mode (1-38). In this example, from the scene shown in (1-38), the light emission control for the decorative light emitter to emit light in low-luminance white is started. Next, the second enemy character 004IWC11 in the pose of raising both hands diagonally upward and the dialogue S (SKY001) are displayed (1-39), and further, the middle decoration pattern "3" is superimposed and displayed on the second enemy character 004IWC11 (1-40). Then, after the middle decoration pattern "3" that forms a failed combination is displayed so as to shake, the image display device 5 goes into blackout (1-41), and the battle reach ends. When the battle reach ends, the same background image as when the normal variation before the reach was established is displayed, and the failed pattern "232" is temporarily stopped and displayed (1-42). After that, the failed pattern "232" is stopped and displayed (1-43).
[0389] (Details of Story Reach A, Figures 33 to 40) Figures 33 to 40 are explanatory diagrams showing specific examples of the development preview performance and Story Reach A. From Figure 33 (2-1) to (2-8), the same performance as in Figure 27 (1-1) to (1-8) is shown.
[0390] (2-9), the first mini character 004IWC03 that grew in (2-8) gradually disappears (2-9), and eventually, an effect display showing all the first mini characters 004IWC03 disappearing is performed and the title of Story Reach A is displayed (2-10). With such a configuration, it is possible to suppress the sense of discomfort when switching from the video of the development preview performance to the video of Story Reach A, and to make the series of flows from the development preview performance to Story Reach A look natural.
[0391] As shown in (2-10), the title of Story Reach A is displayed, and then the Story Reach A sequence begins. From (2-9) to (2-36) and (2-49) to (2-52), the Story Reach A sequence displays a black display area image SKY005 at the edge of the screen, and as shown in (2-11), the display area image SKY005 is superimposed with the dialogue S (SKY006). The display area image SKY005 does not display anything other than the image before the display area image SKY005 is displayed (e.g., 004IWC03), the dialogue S (SKY006), the always-present small symbols (e.g., ↓↓↓ in (2-9)), and the reach symbols (e.g., 2↓2 in (2-9)). The shape of the display area image SKY005 is a black rectangle, and it can perform cinematic sequences. This presentation method allows for the emphasis of dialogue S (SKY006) on the display area image SKY005, while also making dialogue S (SKY006) easier to see than in battle reaches, clearly distinguishing it from battle reaches, and providing a gaming machine that keeps players engaged. Furthermore, because the presentation differs from battle reaches and other previews, it is immediately recognizable as a performance that can lead to a big win. After the title of Story Reach A is displayed, a performance of the second ally character 004IWC02 walking down a road is displayed in the center of the screen, and the dialogue S (SKY006) of the second ally character 004IWC02 is displayed in conjunction with the performance (2-11)~(2-14). Next, a larger dialogue L (SKY007) than dialogue S (SKY006), an effect image SKY008 that emphasizes dialogue L (SKY007), and a white background are displayed in the center of the screen (2-15). At this time, the decorative light-emitting element also emits light in a white color. The content of dialogue L (SKY007) is displayed in relation to dialogue S (SKY006), and a portion of the dialogue from story reach A is displayed as dialogue L (SKY007). In this way, by displaying a portion of the dialogue in a larger size, the larger dialogue can be emphasized, improving the enjoyment of the game. Furthermore, by displaying related text, the presentation can be executed smoothly while making dialogue L (SKY007) memorable.Furthermore, the font size of each character in dialogue S (SKY006) is unified, and the display position and orientation of the characters are also unified. However, the font size of dialogue L (SKY007) is not unified, and key characters (for example, "lunch") are displayed larger. In addition, there are instances of dialogue L (SKY007) where the orientation of the characters is different, as in (2-17). This allows players to focus more on dialogue L (SKY007) than on dialogue S (SKY006). Also, dialogue L (SKY007) is displayed while moving. This moving display is at a speed that allows the player to recognize dialogue L (SKY007), and although dialogue L (SKY007) moves outside the screen area as a result of the display, only a part of it moves outside the screen area, and the next scene (2-16) switches before dialogue L (SKY007) is completely out of view. This allows players to focus on the visuals more than a still image. The display of dialogue L (SKY007) is predetermined, and in this embodiment, dialogue L (SKY007) is displayed only during the dialogues (2-15), (2-17), and (2-19). After (2-15), the first ally character 004IWC01 and dialogue S (SKY006) are displayed in the center of the screen (2-16). After the first ally character 004IWC01 finishes speaking dialogue S (SKY006) in the center of the screen, dialogue L (SKY007), an effect image SKY008 that emphasizes dialogue L (SKY007), and the background in the center of the screen are displayed in red (2-17). At this time, the decorative light-emitting element also emits light in red. When the display is in red, a specific sound 1 is output to let the player know that a chance-up has occurred. In (2-17), the dialogue L (SKY007), the effect image SKY008 which emphasizes the dialogue L (SKY007), and the background in the center of the screen were displayed in red. This is the chance-up effect described above, and it means that the chance has increased from white to red. However, because it is displayed in red from the beginning, it is not possible to recognize that it has changed from white to red.After that, the second ally character 004IWC02 and line S (SKY006) are displayed in the center of the screen (2-18). After the second ally character 004IWC02 finishes saying line S (SKY006), line L (SKY007) and an effect image SKY008 that emphasizes line L (SKY007) are displayed, and the background in the center of the screen is displayed in red (2-19). After that, the second ally character 004IWC02 and line S (SKY006) are displayed in the center of the screen (2-20)(2-21), and from (2-22) to (2-34), images of the second ally character 004IWC02 and the previously displayed line L (SKY007) ((2-15), (2-17), (2-19)) are displayed alternately. By designing it in this way, the connection between the second ally character 004IWC02 and the dialogue L (SKY007) is not only strengthened but also made more memorable, improving the enjoyment of the game. At this time, the image of dialogue L (SKY007) that is displayed again is displayed while rapidly shaking up and down and left and right. Furthermore, the image of dialogue L (SKY007) that is displayed again is displayed in the same display manner as when it was displayed the first time. In this way, the re-displayed dialogue L (SKY007) is made more memorable while also making it clear that it is a re-display. At this time, the decorative light-emitting element does not emit light in a manner (color) related to the display manner (color) of the dialogue L (SKY007) that was displayed the first time, the effect image SKY008 that emphasizes dialogue L (SKY007), and the background in the center of the screen, but the effect is performed with a white lamp flashing rapidly. Furthermore, the sound that was output during the chance-up is not output, and instead, a short specific sound 2 is output each time the screen changes. Subsequently, the button display SKY009 is enlarged and displayed within the screen area (2-35). At this time, the display area image SKY005 is hidden. This allows the focus to be drawn to the button display.Then, as the enlarged button display SKY009 shrinks down to the specified size (as shown in (2-36)), a gauge indicating the validity period of the button display SKY009 and the display area image SKY005 are displayed. The win / loss animation is executed when the push button 31B is pressed or when a certain period (for example, 5 seconds) has elapsed since the validity period of the button display SKY009 was completed. This not only makes it easier to understand when the win / loss animation will be executed, but also enhances the enjoyment of the game through the button prompt animation.
[0392] If Story Reach A results in a jackpot, after (2-36), the movable body SKY004 drops, and a radial pattern background image is displayed on the screen (2-37). In this embodiment, from the scenes shown in (2-37) to (2-39), the movable body SKY004 moves while the light control that causes the decorative light-emitting body to emit rainbow colors is initiated. The epilogue sequence in (2-37) to (2-39) is the same as the epilogue sequence for Battle Reach and Story Reach B, which will be described later. From this point onward, the display area image SKY005 is designed to be erased. In this way, the jackpot can be celebrated in full screen.
[0393] Subsequently, a scene is shown in which the first ally character 004IWC01 speaks to the second ally character 004IWC02, while the dialogue S (SKY006) is displayed in a rainbow-colored display (2-40)~(2-42). In this example, the lighting control of the decorative light-emitting element to emit rainbow colors begins from the scene shown in 2-37). For example, in the scenes shown in (2-37) and (2-43), the decorative light-emitting element flashes rapidly in rainbow colors, and in the scenes shown in (2-38)~(1-42) and (2-44)~(2-46), the decorative light-emitting element is controlled to emit rainbow colors slowly. When the dialogue S (SKY006) disappears from the screen in (2-42), the background image becomes difficult to recognize as in (2-43), and a scene is shown in which the jackpot symbol "222" appears from the center of the screen (2-43). Then the winning symbol "222" is gradually enlarged (2-44), until it covers the entire screen (2-45). After that, the winning symbol "222" is displayed at the same size as when the normal spin was taking place before the reach was established (2-46). Then the image display device 5 whites out, ending story reach A, and the same background image as when the normal spin was taking place before the reach was established is displayed, along with the winning symbol "222" being temporarily stopped (2-47). After that, the winning symbol "222" is stopped (2-48).
[0394] If Story Reach A is a miss, after (2-36), an animation is displayed in which the first ally character 004IWC01 speaks to the second ally character 004IWC02, and the dialogue S (SKY006) is displayed in white, superimposed on the display area image SKY005 (2-49)~(2-50). In this example, from the scene shown in (2-49), the lighting control starts in which the decorative light-emitting element emits light in low brightness white. Next, when the dialogue S (SKY006) disappears from the screen in (2-50), the background image becomes difficult to recognize as in (2-43), and an animation is displayed in a transparent state in which the miss symbol "212" appears from the center of the screen (2-51). The transparency decreases from the transparent state, and the miss symbol becomes clearly recognizable (2-52). After that, the screen blacks out, and Story Reach A ends. When Story Reach A ends, the same background image as when the normal spin was taking place before the reach was established is displayed, and the losing symbol "212" is temporarily stopped (2-53). After that, the losing symbol "212" is stopped (2-54).
[0395] In this embodiment, the shape of the display area image SKY005 is rectangular, but it may be jagged or free like a circle regardless of this, and the color may not be black either. Also, regarding the way of showing the chance-up effect, since it is displayed in red from the beginning, it is assumed that the state of changing from white to red cannot be recognized. However, an effect image SKY008 that emphasizes the dialogue L (SKY007) and the dialogue L (SKY007) while showing the state of changing from white to red to the player and the background at the center of the screen may be displayed. Also, when the result is notified, the background image is displayed in a state where it is difficult to recognize (3-43). By doing so, the pattern is emphasized, and it is possible to make it easier for the player to recognize whether it is a big win or a loss. Also, the display area image SKY005 is not displayed other than the image before the display area image SKY005 is displayed (for example, 004IWC03), the dialogue S (SKY006), the always-small symbol (for example, ↓↓↓ in (2-9)), and the reach symbol (for example, 2↓2 in (2-9)). However, it is not limited to this, and an active display may be displayed. By doing so, it is possible to view the story reach effect while looking at the display mode of the active display, and it is possible to sense whether it is controlled to a big win. Furthermore, the active display may change the display mode during the story reach effect. When changing the display mode, the display mode may be changed from outside the display area image SKY005 or from inside the display area image SKY005. By doing so, it is possible to focus on the display mode of the active display and the image of the display area image SKY005, and the gaming interest is improved.
[0396] (Details of Story Reach B Figures 41 to 48) Figures 41 to 48 are explanatory diagrams showing specific examples of the development notice effect and Story Reach A. From Figure 41 (3-1) to (3-8), the same effect as Figure 27 (1-1) to (1-8) is shown.
[0397] In (3-9), the first mini character 004IWC03 that has grown in (3-8) gradually disappears (3-9), and eventually, a production display in which all of the first mini characters 004IWC03 disappear is executed, and the title of Story Reach B is displayed (3-10). With such a configuration, it is possible to suppress the sense of discomfort when switching from the video of the development preview production to the video of Story Reach B, and to make a series of flows from the development preview production to Story Reach B look natural.
[0398] As shown in (3-10), the title of Story Reach B is displayed, and then the Story Reach B sequence begins. From (3-9) to (3-35) and (3-49) to (3-52), the Story Reach B sequence displays the display area image SKY005 at the edge of the screen, and as shown in (3-11), it is superimposed on the area where the dialogue S (SKY006) is displayed. The display area image SKY005 does not display anything other than the dialogue S (SKY006). The display of the display area image SKY005 emphasizes the dialogue S (SKY006), makes it easier to see than the dialogue S (SKY006) in the battle reach, draws attention to the dialogue S (SKY006), and gives the feeling of watching a movie. After the title of Story Reach B is displayed, the third ally character SKY010 and many other characters are displayed in the center of the screen, and the third ally character SKY010's line S (SKY006) is displayed in accordance with the animation (3-11)~(3-13). Next, a line L (SKY007) larger than line S (SKY006) and an effect image SKY008 that emphasizes line L (SKY007) are displayed in the center of the screen, and the background in the center of the screen is displayed in white (3-14). At this time, the decorative light-emitting elements also emit white light. The content of line L (SKY007) is related to line S (SKY006), and part of the line from Story Reach B is displayed as line L (SKY007). Furthermore, the font size of each character in dialogue S (SKY006) is consistent, and the direction in which the characters are written is also consistent. However, the font size of dialogue L (SKY007) is not consistent, and the keyword characters are displayed larger. In addition, there are instances of dialogue L (SKY007) where the direction of the characters is different, as in (3-16). This allows viewers to focus more on dialogue L (SKY007) than on dialogue S (SKY006). Also, dialogue L (SKY007) is displayed while moving.This moving display moves at a speed that allows the player to recognize the dialogue L (SKY007). Although the movement causes the dialogue L (SKY007) to move outside the screen area, only a portion of it moves outside the screen area, and the next scene (3-15) switches before the dialogue L (SKY007) is completely out of view. In this way, the player can pay more attention to it than a still image. In addition, the display of some dialogue L (SKY007) is predetermined, and in this embodiment, dialogue L (SKY007) is displayed only during the dialogue in (3-14), (3-16), and (3-18). After (3-14), the fourth ally character SKY011 and line S (SKY006) are displayed in the center of the screen (3-15). After the fourth ally character SKY011 finishes saying line S (SKY006), line L (SKY007), an effect image SKY008 that emphasizes line L (SKY007), and the background in the center of the screen are displayed in red (3-16). At this time, the decorative light-emitting elements also emit red light. When the display is in red, a specific sound 1 is output to let the player know that a chance-up has occurred. In (3-16), line L (SKY007), the effect image SKY008 that emphasizes line L (SKY007), and the background in the center of the screen are displayed in red. This is the chance-up effect described above, and it means that the chance has increased from white to red. The display is initially in red, so it is not possible to perceive the change from white to red. Subsequently, the third ally character SKY010 and line S (SKY006) are displayed in the center of the screen (2-18). After the third ally character SKY010 finishes saying line S (SKY006), line L (SKY007), an effect image SKY008 that emphasizes line L (SKY007), and the background in the center of the screen are displayed in the corresponding color (3-18). At this time, the decorative light-emitting elements also emit light in the corresponding color. When the display is in the corresponding color, a specific sound 3 different from when the red display is displayed is output to make the player aware that a chance-up has occurred.(3-18) uses a color corresponding to the third ally character SKY010, whose corresponding color is blue. Furthermore, when dialogue L (SKY007) is displayed in the corresponding color, the image of the third ally character SKY010 is also displayed. This makes it easier to understand that it is a corresponding color, and it is more visually appealing than other display modes, improving the enjoyment of the game. In (3-18), dialogue L (SKY007), the effect image SKY008 that emphasizes dialogue L (SKY007), and the background in the center of the screen are displayed in the corresponding color. This is the chance-up effect described above, meaning that the chance has increased from red to the corresponding color. However, because it is displayed in the corresponding color from the beginning, it is not possible to recognize that it has changed from red to the corresponding color. Subsequently, the third ally character SKY010 and dialogue S (SKY006) are displayed in the center of the screen (3-19), (3-20), and from (3-21) to (3-33), images of the third ally character SKY010 and previously displayed dialogue L (SKY007) ((3-14), (3-16), (3-18)) are displayed alternately. By designing it this way, the relationship between the third ally character SKY010 and dialogue L (SKY007) is not only strengthened but also made more memorable, improving the enjoyment of the game. At this time, the image of dialogue L (SKY007) that is displayed again is displayed while rapidly shaking up and down and left and right. Furthermore, the image of dialogue L (SKY007) that is displayed again is displayed in the same display manner as when it was displayed the first time. In this way, the re-display of dialogue L (SKY007) is made more memorable, and the player is made to recognize that it is a re-display. At this time, the decorative light-emitting elements do not light up in a manner (color) related to the display manner of the dialogue L (SKY007) that was displayed the first time, the effect image SKY008 that emphasizes dialogue L (SKY007), and the background in the center of the screen. Instead, the effect is performed with a white lamp flashing rapidly. Furthermore, the sound that was output during the chance-up is not output, and instead, a short specific sound 2 is output each time the screen changes. After that, the button display SKY009 is enlarged and displayed in the screen area (3-34).The moment the enlarged button display SKY009 shrinks to the specified size (as shown in (3-35)), a gauge indicating the validity period of the button display SKY009 and the display area image SKY005 are displayed. The win / loss animation is executed when the push button 31B is pressed or when a certain period (for example, 5 seconds) has elapsed since the validity period of the button display SKY009 was completed. This not only makes it easier to understand when the win / loss animation will be executed, but also enhances the enjoyment of the game through the button prompt animation.
[0399] If Story Reach B results in a jackpot, after (3-35), the movable body SKY004 drops, and a radial pattern background image is displayed on the screen (3-36). In this embodiment, from the scenes shown in (3-36) to (3-38), the lighting control of the decorative light-emitting body starts, causing it to emit rainbow colors. The epilogue sequence in (3-36) to (3-38) is the same as the epilogue sequence for Battle Reach and Story Reach A. From this point onward, the display area image SKY005 is designed to be erased. In this way, the jackpot can be celebrated in full screen.
[0400] Subsequently, an animation is displayed in which the third ally character SKY010 speaks to the characters displayed around it, and the dialogue S (SKY006) is displayed in a rainbow-colored pattern (3-39)~(3-42). In this example, the lighting control of the decorative light-emitting element to emit rainbow colors begins from the scene shown in (3-36). For example, in the scenes shown in (3-36) and (3-42), the decorative light-emitting element flashes rapidly in rainbow colors, and in the scenes shown in (3-37)~(3-42) and (3-44)~(3-46), the decorative light-emitting element is controlled to emit rainbow colors slowly. When the dialogue S (SKY006) disappears from the screen in (3-42), the background image becomes difficult to recognize as in (3-43), and an animation is displayed in which the jackpot symbol "222" appears from the center of the screen (3-43). Then the winning symbol "222" is gradually enlarged (3-44), until it covers the entire screen (3-45). After that, the winning symbol "222" is displayed at the same size as when the normal spin was running before the reach was established (3-46). Then the image display device 5 whites out, ending story reach B, and the same background image as when the normal spin was running before the reach was established is displayed, along with the winning symbol "222" being temporarily stopped (3-47). After that, the winning symbol "222" is stopped (3-48).
[0401] If Story Reach B is a miss, after (3-36), an animation is shown in which the third ally character SKY010 speaks to the characters displayed around it, and the dialogue S (SKY006) is displayed in white, superimposed on the display area image SKY005 (3-49)~(3-50). In this example, from the scene shown in (3-49), the lighting control starts in which the decorative light-emitting element emits light in low brightness white. Next, when the dialogue S (SKY006) disappears from the screen in (3-50), the background image becomes difficult to recognize as in (3-43), and an animation is performed in a transparent state in which the miss symbol "212" appears from the center of the screen (3-51). The transparency decreases, and the miss symbol becomes clearly recognizable (3-52). After that, the screen blacks out, and Story Reach B ends. When Story Reach B ends, the same background image as when the normal spin was running before the reach was established is displayed, and the losing symbol "212" is temporarily stopped (3-53). After that, the losing symbol "212" is stopped and displayed (3-54).
[0402] In this embodiment, the shape of the display area image SKY005 is rectangular, but it can be any shape, such as jagged or circular, and the color does not have to be black. Also, in the presentation of the chance-up effect, it is stated that the change from white to red cannot be recognized because it is displayed in red from the beginning, but the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen may be displayed while showing the change from white to red to the player. Furthermore, when the result is announced, the background image is displayed in a state that is difficult to recognize (3-43), but by doing so the symbols are emphasized, making it easier for the player to recognize whether it is a jackpot or a miss. Furthermore, while it is stated that the display area image SKY005 only displays the image before the display area image SKY005 is displayed (e.g., 004IWC03), dialogue S (SKY006), always-present small symbols (e.g., (2-9) ↓↓↓), and reach symbols (e.g., (2-9) 2↓2), it is not limited to this, and an active display may also be shown. By doing so, players can watch the story reach sequence while observing the display mode of the active display, and can gauge whether or not they will be controlled to a jackpot. In addition, the display mode of the active display may change during the story reach sequence, and when changing the display mode, it may be changed from outside the display area image SKY005 or from inside the display area image SKY005. By doing so, players can focus on the display mode of the active display and the display area image SKY005, which enhances the enjoyment of the game.
[0403] In this embodiment, it is possible to perform chance-up effects as shown in Figure 35 (2-17) and Figure 43 (3-18), and Figure 49 illustrates the display when the chance-up effect for dialogue L (SKY007) is performed. First, the default display will be explained. In the default display of this embodiment, the display is set to white, and dialogue L (SKY007), the effect image SKY008 that emphasizes dialogue L (SKY007), and the background in the center of the screen are displayed in white as shown in Figure 49.
[0404] Next, when the display is shown in red as a chance-up effect, the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen will be displayed in red as shown in Figure 49.
[0405] Next, when a chance-up effect is displayed in the corresponding color, the character will be displayed. When a chance-up is performed using the corresponding color for the first ally character 004IWC01, the first ally character 004IWC01 will be displayed, and the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen will be displayed in the purple display mode corresponding to the first ally character 004IWC01. When a chance-up is performed using the corresponding color for the second ally character 004IWC02, the second ally character 004IWC02 will be displayed, and the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen will be displayed in the green display mode corresponding to the second ally character 004IWC02. When a chance-up is performed using the corresponding color for the third ally character SKY010, the third ally character SKY010 is displayed, and the dialogue L (SKY007), an effect image SKY008 that emphasizes dialogue L (SKY007), and the background in the center of the screen are displayed in a blue display pattern corresponding to the third ally character SKY010. As described in Figures 25 and 26, the probability of winning increases in the order of white → red → corresponding color. By making the character's corresponding color have a higher probability of winning than the red of other chance-ups, it is possible to make a color that is thought to have a lower probability of winning than red a color with a higher probability of winning, and also draw attention to the character's color and the character itself. Furthermore, by performing a chance-up effect with the color corresponding to the character, the relationship between the character and dialogue L (SKY007) can be increased. In addition, when the corresponding color of the first ally character 004IWC01 is performed, the lamps and chance-up effects of the corresponding color of the third ally character SKY010, which are not displayed in that effect, are not used. This prevents users from mistakenly believing that a chance-up event for the corresponding color has been triggered.
[0406] Figure 50 illustrates the events that occur when the chance-up effect is performed and when it is not. First, let's explain what happens when the chance-up effect is not performed. When the chance-up effect is not performed, no sound is output and the movable body SKY004 does not operate. Also, at this time the decorative light-emitting element emits light in a white manner (color).
[0407] Next, we will explain what happens when a chance-up effect is performed. When the chance-up effect for dialogue L (SKY007) is performed, sound is output according to the type of chance-up. In the case of a red chance-up, specific sound 1 is output. The movable body SKY004 activates at the time the chance-up effect is performed and falls by 25% of its movable range (the central part of the image display device 5 is 50% of the movable range of the movable body SKY004). At this time, the decorative light-emitting element also emits light in a red form (color), and its brightness is higher than that of the decorative light-emitting element that emits light when a chance-up effect is not performed. In the case of a chance-up of the corresponding color for dialogue L (SKY007), specific sound 3 is output. The movable body SKY004 activates at the time the chance-up effect is performed and falls by 50% of its movable range (the central part of the image display device 5 is 50% of the movable range of the movable body SKY004). Furthermore, at this time, the decorative light-emitting elements also emit light in the corresponding color mode (color), and their brightness is higher than that of the decorative light-emitting elements that emit light when the chance-up effect is executed in red display mode. In this way, when the chance-up effect is executed, sound is output, movable parts are activated, and decorative light-emitting elements light up, not only is it made clear to the player that the chance-up effect has been executed, but the association between the character and the light color of the decorative light-emitting elements can also be enhanced. When the chance-up effect for dialogue S (SKY006) is executed, sound is output in the same way as for the chance-up effect for dialogue L (SKY007), but the same specific sound as the chance-up effect for dialogue L (SKY007) is not output, and a predetermined sound for dialogue S (SKY006) is output. This predetermined sound is quieter than the specific sound and is output at a lower volume than dialogue S (SKY006). By doing this, not only is it clear that a chance-up effect has been executed, but the dialogue S (SKY006) is louder than the predetermined sound, making it easier to hear and allowing the player to focus on dialogue S.
[0408] Figures 51 and 52 illustrate the timing of the chance-up effect for the line S (SKY006). First, we will explain the timing of the chance-up effect for the line S (SKY006) that is performed during a battle reach. There are two timings for the chance-up effect that is performed during a battle reach. The first timing for the chance-up effect is when the line S (SKY006) "Stop your evil deeds! Bakuchu!" in Figure 28 (1-11) is displayed, and it turns red when displayed. At this time, just like the line L (SKY007), it is displayed in red from the beginning, so it is not possible to perceive that it has changed from white to red. The second timing for the chance-up effect is when the line S (SKY006) "I won't forgive you anymore!!!" in Figure 28 (1-16) is displayed, and it turns red when displayed. At this time, just like the line L (SKY007), it is displayed in red from the beginning, so it is not possible to perceive that it has changed from white to red.
[0409] Next, we will explain the timing of the chance-up effect for the line S (SKY006) executed in Story Reach A. There are two timings for the chance-up effect to be executed in Story Reach A. The first timing for the chance-up effect to be executed is when the line S (SKY006) "I wonder where we should go for lunch today!" in Figure 34 (2-11) is displayed, and when it is displayed, it turns red. At this time, just like the line L (SKY007), it is displayed in red from the beginning, so it is not possible to perceive that it has changed from white to red. The second timing for the chance-up effect to be executed is when the line S (SKY006) "Let's go eat together!" in Figure 35 (2-21) is displayed, and when it is displayed, it turns red. At this time, just like the line L (SKY007), it is displayed in red from the beginning, so it is not possible to perceive that it has changed from white to red.
[0410] Next, we will explain the timing of the chance-up effect for the line S (SKY006) that is executed in Story Reach B. There are two timings for the chance-up effect that is executed in Story Reach B. The first timing for the chance-up effect is when the line S (SKY006) "Why..." in Figure 42 (3-15) is displayed, and when it is displayed, it turns red. At this time, just like the line L (SKY007), it is displayed in red from the beginning, so it is not possible to perceive that it has changed from white to red. The second timing for the chance-up effect is when the line S (SKY006) "I want your support!" in Figure 43 (3-20) is displayed, and when it is displayed, it turns red. At this time, just like the line L (SKY007), it is displayed in red from the beginning, so it is not possible to perceive that it has changed from white to red.
[0411] In this embodiment, the chance-up animations are designed to be executed at different timings (in seconds from the start of the main animation) after the main animation begins. This makes it difficult to predict the timing of the chance-up animations, allowing players to anticipate them and enhancing the enjoyment of the game.
[0412] Figure 53 illustrates the timing of the chance-up effect for line L (SKY007). First, we will explain the timing of the chance-up effect for line L (SKY007) that is performed in Story Reach A. There are three timings for the chance-up effect that is performed in Story Reach A. The first timing for the chance-up effect is when line L (SKY007) "Let's have lunch together" is displayed in Figure 34 (2-15), and when it is displayed, it will be red or its corresponding color. At this time, since it is displayed in red or its corresponding color from the beginning, it is not possible to perceive that it has changed from white to red or its corresponding color. The second timing for the chance-up effect is when line L (SKY007) "Why... with me?" is displayed in Figure 35 (2-17), and when it is displayed, it will be red or its corresponding color. At this time, since it is displayed in red or its corresponding color from the beginning, it is not possible to perceive that it has changed from white to red or its corresponding color. The third timing for the chance-up effect to be executed is when the line "I want to become friends with Jam" L (SKY007) in Figure 35 (2-19) is displayed, and when it is displayed, it will be red or its corresponding color. At this time, since it is displayed in red or its corresponding color from the beginning, it is not possible to perceive the change from white to red or its corresponding color.
[0413] Next, we will explain the timing of the chance-up effect for the line L (SKY007) that is executed in Story Reach B. There are three timings for the chance-up effect that is executed in Story Reach B. The first timing for the chance-up effect is when the line L (SKY007) "I... I'm graduating" in Figure 42 (3-14) is displayed, and when it is displayed it is red or the corresponding color. At this time, since it is displayed in red or the corresponding color from the beginning, it is not possible to perceive that it has changed from white to red or the corresponding color. The second timing for the chance-up effect is when the line L (SKY007) "Why are you graduating!" in Figure 42 (3-16) is displayed, and when it is displayed it is red or the corresponding color. At this time, since it is displayed in red or the corresponding color from the beginning, it is not possible to perceive that it has changed from white to red or the corresponding color. The third timing for the chance-up effect to be executed is when the line "Because I want to be an actress!" L (SKY007) in Figure 43 (3-18) is displayed, and when it is displayed, it will be red or its corresponding color. At this time, since it is displayed in red or its corresponding color from the beginning, it is not possible to perceive the change from white to red or its corresponding color.
[0414] In this embodiment, the chance-up animations are designed to be executed at different timings (a certain number of seconds after the start of the main animation) after the start of the main animation. This makes it difficult to predict the timing of the chance-up animations, allowing players to anticipate them and enhancing the enjoyment of the game. Furthermore, in this embodiment, when the display of dialogue S (SKY006) changes due to the chance-up animation, the display of dialogue L (SKY007) does not change. Conversely, when the display of dialogue L (SKY007) changes due to the chance-up animation, the display of dialogue S (SKY006) does not change. This allows players to focus on dialogue S (SKY006) and dialogue L (SKY007) separately. For example, when dialogue S (SKY006) changes to a red display due to a chance-up effect, dialogue L (SKY007) will either be displayed in a red display due to a chance-up effect for dialogue L (SKY007) without dialogue S (SKY006) changing due to the chance-up effect, or it will remain in a white display because the chance-up effect is not performed. Conversely, when dialogue L (SKY007) changes to a red display due to a chance-up effect, dialogue S (SKY006) will either be displayed in a red display due to a chance-up effect for dialogue S (SKY006) without dialogue L (SKY007) changing due to the chance-up effect, or it will remain in a white display because the chance-up effect is not performed.
[0415] Figure 54 illustrates the display time of dialogue L (SKY007). The display time of dialogue L (SKY007) is designed to decrease with each subsequent display. This allows for a smooth execution of the presentation while emphasizing the initial display. The display time is the same for both Story Reach A and Story Reach B. First, the dialogue L (SKY007) displayed for the first time is shown for 3 seconds (for example, Figures 34 (2-15), 34 (2-17), and 34 (2-19)). Next, the dialogue L (SKY007) displayed for the second time is shown for 1 second (for example, Figures 35 (2-23), 36 (2-25), and 36 (2-27)). Next, the third instance of the dialogue L (SKY007) is displayed for 0.5 seconds (for example, Figures 36 (2-29), 34 (2-31), and 37 (2-33)). In this embodiment, the display time of the first instance of the dialogue L (SKY007) is designed to be longer than the display time of the dialogue S (SKY006). This not only draws more attention to the dialogue L (SKY007) than to the dialogue S (SKY006), but also makes it easier to recognize whether the display pattern has changed due to the chance-up effect, as the probability of a big win is higher with the dialogue L (SKY007) than with the dialogue S (SKY006). Furthermore, the second and third instances of the dialogue L (SKY007) may be displayed in a different position than the first instance of the dialogue L (SKY007). By doing this, players can naturally follow the display of dialogue L (SKY007) with their eyes.
[0416] Figures 55 and 56 compare the text used in Story Reach and Battle Reach. Both Story Reach and Battle Reach can display the dialogue S (SKY006), and both can display it at the same size and in the same display manner. Furthermore, the size of the dialogue S (SKY006) does not change depending on whether it is a jackpot or a miss in the epilogue, and it is displayed in the same position in both cases. It is designed to be displayed in a rainbow-colored manner when there is a jackpot and in a white manner when there is a miss. This makes it easier for players to see the dialogue S (SKY006). In addition, for Story Reach, the display area image SKY005 is designed to disappear when there is a jackpot. This allows the jackpot to be celebrated on the entire screen.
[0417] Figure 57 illustrates a modified example in which the chance-up effect for dialogue L (SKY007) is managed by a scenario. When it is decided that the chance-up effect will be executed, one of Scenarios 2 to 4 in Figure 57 will be executed. First, Scenario 1 is the scenario when the chance-up effect is not executed. In Scenario 1, when the chance-up effect is not executed, dialogue L (SKY007), the effect image SKY008 that emphasizes dialogue L (SKY007), and the background in the center of the screen are displayed in white at the timing when the chance-up effect is executed.
[0418] Next, Scenario 2 is the scenario when the chance-up effect is executed. In Scenario 2, when the chance-up effect is executed, at the first timing when the chance-up effect is executed, the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen are displayed in white. At the second timing, the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen are displayed in red. At the third timing, the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen are displayed in red.
[0419] Next, Scenario 3 is the scenario when the chance-up effect is executed. In Scenario 3, when the chance-up effect is executed, at the first timing when the chance-up effect is executed, the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen are displayed in white. At the second timing, the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen are displayed in red. At the third timing, the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen are displayed in the corresponding color.
[0420] Next, Scenario 4 is the scenario when the chance-up effect is executed. In Scenario 4, when the chance-up effect is executed, at the first timing when the chance-up effect is executed, the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen are displayed in red. At the second timing, the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen are displayed in the corresponding color. At the third timing, the dialogue L (SKY007), the effect image SKY008 that emphasizes the dialogue L (SKY007), and the background in the center of the screen are displayed in the corresponding color.
[0421] By managing chance-up effects within a scenario in this way, the data can be stored as a single video, thus reducing the amount of data required.
[0422] Furthermore, in the embodiment, spherical game balls (pachinko balls) were used as an example of a game medium, but the invention is not limited to spherical game media, and may also use non-spherical game media such as tokens.
[0423] Furthermore, while a pachinko machine was used as an example of a gaming machine in the embodiment, the invention can also be applied to a slot machine in which, for example, a game can be started by setting a predetermined number of bets for one game using game value, and one game ends when a variable display result is derived to a variable display device capable of displaying multiple types of symbols that are each identifiable, and a prize can be awarded according to the variable display result derived to the variable display device.
[0424] The gaming machine of the present invention can be applied to enclosed gaming machines and slot machines that enclose a gaming medium and award points based on the occurrence of winnings. Furthermore, a gaming machine that can be played only needs to be one that allows for gameplay, and is not limited to pachinko machines or slot machines; it may also be a general game machine. [Explanation of symbols]
[0425] 1: Pachinko gaming machine 4A: First Special Pattern Display Device 4B: Second Special Pattern Display Device 5: Image display device 100: Microcomputer for game control 120: CPU for performance control
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance; A display means; A light emitting means; A light emission control means capable of controlling the light emission means; A sound output means; a sound output control means capable of controlling the sound output means, The performance execution means is capable of executing a specific performance capable of informing whether or not the advantageous state is controlled, The display means includes: A character can be displayed during the execution of the specific performance, A first character display, a second character display, and a third character display related to the character can be displayed according to the progress of the specific performance; a first display area capable of displaying the character and the first character display, and a second display area different from the first display area and capable of displaying the second character display; The specific performance includes an introduction part until the result of the control of the advantageous state is notified, and a result notification part that notifies the result of the control of the advantageous state. In the introduction part, the first character display and the second character display can be displayed, In the result notification part, the third character display can be displayed, The first character representation is larger than the second character representation; the display mode of the first character display includes a basic display mode and a high expectation display mode that is selected more frequently than the basic display mode when the game is controlled to the advantageous state; The display mode of the second character display includes the basic display mode and the high expectation display mode, the display mode of the third character display is a result notification mode corresponding to the result notification part, When controlled to the advantageous state, a rate at which the first character display is displayed in the high expectation display mode is higher than a rate at which the second character display is displayed in the high expectation display mode; a display time of the first character display is longer than a display time of the second character display; The sound output control means is capable of causing the sound output means to output a specific sound indicating that the first character display is displayed in the high expectation display mode when the first character display is displayed in the high expectation display mode. A gaming machine characterized by: