Game machine
Patent Information
- Application Number
- JP2022026741
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-02-24
- Publication Date
- 2025-04-02
AI Technical Summary
Existing gaming machines lack effective music production systems that enhance player engagement through varied and engaging musical performances based on display results.
A gaming machine equipped with performance execution means that can perform multiple musical performances, including those with and without lyrics display, where performances with lyrics display have higher expectations but occur less frequently, thereby maintaining player interest and preventing annoyance.
The system enhances player engagement by providing musical performances with varying levels of expectation and frequency, ensuring that less frequent performances with lyrics display maintain high anticipation while frequent performances without lyrics prevent annoyance, thus improving overall gaming experience.
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Abstract
Description
Technical field
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state advantageous to a player based on a display result of a variable display of special identification information becoming a specific display result. [Background technology]
[0002] Conventionally, gaming machines have been disclosed that output a theme song during a preview performance and a theme song during a super reach performance. [Prior art documents] [Patent document]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2021-171280 [Summary of the invention] [Problem to be solved by the invention]
[0004] There was room for improvement in the production of the music.
[0005] The present invention was devised in view of the above circumstances, and it is an object of the present invention to provide a gaming machine that can suitably perform music production. [Means to solve the problem]
[0006] A gaming machine that can be controlled in an advantageous state advantageous to a player, Equipped with a performance execution means that can perform the performance, The performance execution means is It is possible to perform any one of a plurality of performances including a first performance and a second performance that suggest the advantageous state, The first production can be executed when a first song including a singing voice is being output, The second production can be executed when a second song including a singing voice is being output, The first production is a production in which lyrics corresponding to the first song are not displayed, The second production is a production in which a lyrics display corresponding to the second song is displayed, The second performance has higher expectations regarding the advantageous state than the first performance, The second performance is executed at a lower rate than the first performance. It is characterized by According to these characteristics, the second performance that uses lyrics display has a higher level of expectation than the first performance, and because it appears less frequently, people remember that the second performance that uses lyrics display is a highly anticipated performance. Since the first performance is frequently performed, the lyrics are displayed to prevent the lyrics from becoming more bothersome. (Corresponding drawings: Figure 12-7, Figure 12-12, Figure 12-14) [Brief explanation of the drawing]
[0007]
Figure 1
Figure 2
[0008] (Characteristic part 1851SKY) The gaming machine of form 1-1 is A gaming machine that can be controlled in an advantageous state for a player, Equipped with a production execution means capable of executing production, The performance execution means is It is possible to execute any one of a plurality of notification effects including a first notification effect and a second notification effect that notify whether or not to control to the advantageous state; In the first notification performance, after outputting a first music piece that includes a singing voice and notifying that the control will be in the advantageous state, a background display corresponding to the first notification performance is switched, and a background display after the switching is performed. outputting a second song that corresponds to and includes a singing voice, and in a state where the second song is being output, it is possible to perform a suggestive presentation regarding an advantageous state to be controlled; In the second notification effect, a third music piece including a singing voice is output, and after being notified that the advantageous state is controlled, the background display corresponding to the second notification effect is switched, and the background after switching Corresponding to the display, the second music is output, and in a state where the second music is being output, a suggestive effect regarding the advantageous state to be controlled can be executed. It is characterized by According to this feature, until the jackpot is won, the music including the song corresponding to each notification effect is played to improve interest, while the music including the song is shared in the re-lottery scene. By doing so, it is possible to stably convey the re-lottery regardless of which notification effect is passed. In addition, the correspondence of each structure demonstrated by the form for implementing invention is the following. 1st notification effect: Powerful world reach effect 2nd notification production: Explosive chew attack reach production Singing voice: Singing voice emitted by the voice actor of Character Mumu or the musician singing the song · Background display corresponding to the 1st notification effect: Background display of character mumu singing Background display after switching: The background when the re-lottery effect is executed · Background display corresponding to the second notification effect: Background display where Character Jam and Character Bakuchu are fighting 1st song: "Powerful World" 2nd song: Song "Infinite Powerful" 3rd song: "Final Battle" · Suggestion production: re-lottery production Corresponding drawings: Fig. 12-1 to Fig. 12-7
[0009] The gaming machine of form 1-2 is the gaming machine according to form 1-1, The first music containing the singing voice used in the first notification effect is a music related to the first notification effect, It is characterized by According to such features, the interest of the player can be improved.
[0010] The gaming machine of form 1-3 is the gaming machine according to form 1-1, The second song can be output in a shorter period than the first and third songs, It is possible to output from a position where the period to the chorus of the first song and the third song is short, It is characterized by According to such a feature, since the re-lottery effect is executed after the big win, by executing it without lengthening the time period, it is possible to connect to the big win round at a good tempo. Among them, you can enjoy the second song by playing from near the chorus. Corresponding drawing: Figure 12-16
[0011] The game machine of form 1-4 is a modification of form 1-1, The first music output in the first notification effect uses the music number 1, and the second music output in the second notification effect is the music number 2 of the first music, It is characterized by According to such a feature, by outputting the first music during the ready-to-win effect and playing the second music during the re-lottery effect, it is possible for the player to understand the connection between the first and second songs. can. Corresponding drawing: Figure 12-11
[0012] (Characteristic part 1852SKY) The game machine of form 2-1 is A gaming machine that can be controlled in an advantageous state advantageous to a player, Equipped with production execution means capable of executing production, The production executing means is It is possible to execute any one of a plurality of effects including a first effect and a second effect that suggest the advantageous state, The first effect can be executed when the first music piece including the singing voice is being output, The second effect can be executed when the second music including the singing voice is being output, The first effect is a effect in which lyrics display corresponding to the first music is not displayed, The second effect is a effect in which lyrics display corresponding to the second music is displayed, The second effect has a higher degree of expectation regarding the advantageous state than the first effect, The second production has a lower execution rate than the first production, It is characterized by According to such characteristics, the second effect using the lyrics display has a higher degree of expectation than the first effect, and the appearance frequency is low, so it is recalled that the lyrics display is a production with a high degree of expectation. In the first production, the frequency is high, and the lyrics are displayed, thereby preventing annoyance. In addition, the correspondence of each structure demonstrated by the form for implementing invention is the following. 1st production: Pseudo continuous production (or step-up production) 2nd production: re-lottery production · Suggestions regarding favorable conditions: symbol promotion or whether it is a hit or not, suggestions for the number of rounds, ·Expectation about favorable conditions: Expectation of big hit, expectation of variable probability, expectation of 10R, etc. 1st song: "Powerful Ondo" 2nd song: Song "Infinite Powerful" ・Lyric display corresponding to the second song: "She feels like HEAVEN is seven" etc. Corresponding drawings: Fig. 12-7, Fig. 12-12, Fig. 12-14
[0013] The gaming machine of form 2-2 is the gaming machine according to form 2-1, The first effect is characterized in that the lyrics are not displayed, but characters different from the lyrics and related to the first effect are displayed. According to such a feature, by displaying the lyrics display, it is possible to prevent the characters to be conveyed from not being conveyed, and by displaying the characters related to the first production, it is possible to improve the interest of the first production. . Corresponding drawing: Figure 12-13
[0014] The gaming machine of form 2-3 is the gaming machine according to form 2-1, The first production is a production using a character, and changes the production mode of the character according to the first music, It is characterized by According to such a feature, instead of not displaying the lyrics in the first effect, the effect can be livened up by moving the characters. Corresponding drawings: Figures 12-13 to 12-14
[0015] The gaming machine of form 2-4 is the gaming machine according to form 2-2, The second effect suggests the degree of expectation controlled to be in an advantageous state by the display mode of the lyrics display, and the first effect suggests the degree of expectation controlled to be in an advantageous state by the display mode of characters related to the first effect. do, It is characterized by According to such a feature, it is possible to improve interest by providing a chance-up in a mode corresponding to each effect. Corresponding drawing: Figure 12-9
[0016] (Characteristic part 1853SKY) The game machine of form 3-1 is A gaming machine that can be controlled in an advantageous state advantageous to a player, Equipped with production execution means capable of executing production, The production executing means is Any one of a plurality of effects including a first effect, a second effect, and a third effect that suggests the advantageous state can be executed, The first effect can be executed when the first music piece including the singing voice is being output, The second effect can be executed when the second music including the singing voice is being output, The third effect can be executed when a third music piece including a singing voice is being output, The first production is a production in which lyrics display corresponding to the first music is displayed in a normal mode, The second effect is a effect in which lyrics display corresponding to the second music is displayed in a special mode different from the normal mode, The third effect is a effect in which the lyrics display corresponding to the third music is not displayed. It is characterized by According to such a feature, it is possible to improve interest by having various effects with respect to the effects using music. In addition, the correspondence of each structure demonstrated by the form for implementing invention is the following. 1st production: Powerful world reach production 2nd production: re-lottery production 3rd production: step-up production, pseudo continuous production ·Lyrics display in normal mode: A mode in which tickers are displayed in the lower area of the liquid crystal. The character size and font are constant. ·Lyrics display is a special mode: A mode displayed using the entire liquid crystal. A mode in which the character size, font, etc. are switched according to the contents of the lyrics. Corresponding drawings: Fig. 12-1 to Fig. 12-3, Fig. 12-7, Fig. 12-12 to Fig. 12-16
[0017] The gaming machine of form 3-2 is the gaming machine according to form 3-1, In the second suggestion production, when the lyrics of the first song are displayed in a special manner, the lyrics of the second song are more likely to be controlled to an advantageous state than when the lyrics are displayed in a special manner. It is characterized by According to such a feature, it is possible to present a performance that is different from the usual one, so that it is possible to entertain the players. Corresponding drawing: Figure 12-10
[0018] The gaming machine of form 3-3 is the gaming machine according to form 3-1, In the third production, the production pattern including the first music can be executed, It is characterized by According to such features, the pseudo-sequence presentation can have various musical patterns, which can entertain the players. Corresponding drawing: Figure 12-12
[0019] (Characteristic part 1854SKY) The gaming machine of form 4-1 is A gaming machine that can be controlled in a state advantageous to a player, Equipped with a performance execution means capable of performing the performance, The production executing means is It is possible to execute a notification effect that uses a specific song that includes a singing voice to notify whether or not to control to the advantageous state; It is possible to display the lyrics display corresponding to the specific music during the notification effect, The notification performance includes an introduction part and an epilogue part, The introduction part and the epilogue part proceed in this order, In the introductory part, it is possible to display an action prompting display that prompts the player to act, Notifying whether or not the player will be controlled to the advantageous state by making an action during the period in which the action promotion display in the introduction part is displayed; In response to the display of the operation promotion display in the introduction part, lowering the volume of the specific song, and restoring the volume of the specific song in the subsequent epilogue part, An action-promoting sound continues to be output during the period in which the action-promoting display in the introductory part is displayed; It is characterized by According to this feature, in a music-based reach, where the song is stopped at the timing of the deciding button and then played again when announcing a jackpot, it is desirable to make the win / fail button stand out. It is necessary to mute the music in front of the winner, so when the jackpot is controlled and the continuation of the muted song is played, there is inevitably a time gap, so this gap time is connected with the promotion sound of the button. By doing so, it is possible to continue the song before muting without making the intervening part silent and without causing any discomfort. Note that the correspondence of each configuration described in the detailed description is as follows. ·Specific song that includes singing voices: “Powerful World” is a song that is composed of singing voices uttered by character actors and musicians. ·Hochi production: Powerful world reach production ·Introduction part: Includes a scene where the title is announced during the Powerful World Reach performance, a scene where a button is displayed for cut-in, and a scene where a button is displayed to notify whether it is a jackpot or not. This is the part until the notification is given as to whether or not the game will be successful, and the part is for inciting whether or not the game will be a big hit. ·Epilogue part: This is the next part after the introduction part, it is the part that shows whether the game is a hit or miss, and it is the part that shows the end of the story as a production. · Decrease volume: Decrease the volume of the output song "Powerful World". · Restore volume: Increase the volume of the song "Powerful World" that had been lowered. ·Operation promotion display: Button display · Action promotion sound: A sound that is output during the effective period when the button is displayed. Corresponding drawing: Figure 12-17
[0020] The gaming machine of form 4-2 is the gaming machine according to form 4-1, The movement promotion display includes a first movement promotion display and a second movement promotion display that is expected to be controlled in a more advantageous state than the first movement promotion display, and the promotion sound of the first movement promotion display and the second movement promotion display is Although different, the timing at which the action promotion display disappears is the same. According to such a feature, even if the promotion sound is different, the timing of extinguishing the display is the same, so it is possible to seamlessly connect to the scene announcing the jackpot. Corresponding drawing: Figure 12-18
[0021] The gaming machine of form 4-3 is the gaming machine according to form 4-1, When displaying the first movement promotion display in the introduction part and when displaying the first movement promotion display in the second scene, the first movement promotion display itself is the same, but the movement promotion sound is different. It is characterized by According to such a feature, it is possible to hear the motion promoting sound in the introduction part, which is directly connected to the success or failure of the game. Corresponding drawing: Figure 12-18
[0022] (Characteristic part 1855SKY) The gaming machine of form 5-1 is A gaming machine that can be controlled in a state advantageous to a player, Equipped with a performance execution means capable of performing the performance, The production executing means is It is possible to execute a notification effect that uses a specific song to notify whether or not to control to the advantageous state, The notification performance includes an introduction part and an epilogue part, The introduction part and the epilogue part proceed in this order, A movement promotion display that prompts the player to move can be displayed at a first timing of the introduction part and a second timing after the first timing, When the player makes an action during the period in which the action promotion display is displayed at the first timing of the introduction part, the degree of expectation to be controlled to the advantageous state is suggested; Notifying whether or not the player will be controlled to the advantageous state by making an action during the period in which the action promotion display is displayed at the second timing of the introduction part; In response to displaying the action promotion display at the second timing of the introduction part, lowering the volume of the specific song, and restoring the volume of the specific song in the subsequent epilogue part, The movement promotion sound corresponding to the movement promotion display at the second timing of the introduction part is output for a longer period than the movement promotion sound corresponding to the movement promotion display at the first timing of the introduction part. It is characterized by According to this feature, in the reach of a music type, when the song is stopped once at the timing of the deciding button, and the song is played again when notifying the jackpot, at the first timing, the cut-in button is pressed. By not making the promotion sound long, it is possible to listen to the music without disturbing the music with the promotion sound of the button, and at the second timing, the button to be executed is directly connected to the success or failure, so it is executed at the first timing. By making the promotion sound longer than the button, it is possible to encourage the player to the end, and by connecting the gap time until the continuation of the song before being muted with the promotion sound of the button, the part in between can be silenced. The continuation of the song can be played back without causing any discomfort. Note that the correspondence of each configuration described in the detailed description is as follows. ·Specific song: Song “Powerful World” ·Hochi production: Powerful world reach production ·First timing of the introduction part: The timing when the button is displayed before executing the mumu cut-in effect. ·Second timing of the introduction part: The timing when the button to announce the validity is displayed. ·Operation promotion sound corresponding to the operation promotion display at the first timing: V10 sound ·Operation promotion sound corresponding to the operation promotion display at the second timing: V11 sound Corresponding drawing: Figure 12-18
[0023] The gaming machine of Form 5-2 is the gaming machine described in Form 5-1, The action promotion display at the first timing of the introduction part includes the first action promotion display and the second action promotion display which is more likely to be controlled to an advantageous state than the first action promotion display. Even in the movement promotion display, the promotion display of the first movement operation promotion display and the second movement promotion display are the same, but at the second timing, even if the movement promotion display is the same, the promotion sound is long, It is characterized by According to such features, it is possible to take time to excite the players when it comes to winning or losing, and it is possible to entertain the players. Corresponding drawing: Figure 12-18
[0024] The gaming machine of Form 5-3 is the gaming machine described in Form 5-1, At the first timing of the introduction part when being controlled to an advantageous state, there is a first movement promotion display and a second movement promotion display that is easier to control into an advantageous state than the first movement promotion display, and the second movement promotion display is easier to control than the first movement promotion display. The timing makes it easier for the second movement promotion display to be displayed. It is characterized by According to such a feature, when the control is in an advantageous state, the second promotion display is more likely to be displayed at the time of winning or failing than at the time of cut-in, so that the player can be entertained by the time of winning or failing.
[0025] (Characteristic part 1856SKY) The game machine of form 6-1 is A gaming machine that can be controlled in an advantageous state for a player, Equipped with a production execution means capable of executing production, The effect execution means is capable of executing a notification effect for notifying whether or not to control to the advantageous state using a specific piece of music, The notification effect includes an introductory part and an epilogue part, progressing in the order of the introduction part and the epilogue part, It is possible to display an action prompting display prompting the player to perform an action at a first timing of the introductory part and at a second timing after the first timing; The player's action during the period in which the action prompting display at the first timing of the introductory part is displayed suggests the degree of expectation of being controlled to the advantageous state, Whether or not to be controlled to the advantageous state is notified by the player performing an action during the period in which the action prompting display at the second timing of the introductory part is displayed, In response to the display of the action prompting display at the second timing of the introductory part, the volume of the specific music is reduced, and the volume of the specific music is restored in the epilogue part after that, When the action-promoting display is displayed at the second timing of the introductory part, the action-promoting sound output by the player's action is generated when the action-promoting display is displayed at the first timing of the introductory part. Shorter than the action-responsive sound output by the player making an action while it is displayed, It is characterized by According to this feature, in the reach of the music system, the music is temporarily stopped at the timing of the decision button, and the music is played again when the big hit is announced. In order to emphasize that, the period of the sound corresponding to the action is lengthened, but by shortening the period of the sound corresponding to the action of the decision button, the continuation of the song that was muted can be played immediately. The player can immediately listen to the continuation of the muted music. In addition, the correspondence of each structure demonstrated by the form for implementing invention is the following. · Specific song: song "Powerful World" Notification production: Powerful world reach production · The first timing of the introduction part: The timing at which the button is displayed before executing the mum cut-in effect. ·Second timing of the introductory part: The timing at which the button to announce the success or failure is displayed. ·Action corresponding sound corresponding to the action prompt display at the first timing: Electronic sound output when the button is operated. ·Action corresponding sound corresponding to the action promotion display at the second timing: electronic sound output when the pass / fail button is pressed. Corresponding drawings: Fig. 12-19, Fig. 12-20
[0026] The gaming machine of form 6-2 is the gaming machine according to form 6-1, There is a first action promotion display and a second action promotion display that is more likely to be controlled to an advantageous state than the first action promotion display, and when the first action promotion display is displayed at the second timing of the introduction part, The action-corresponding sound output by performing the action is shorter than the action-corresponding sound output by the player performing the action when the first action prompting display is displayed at the first timing of the introductory part. It is characterized by According to such a feature, even if the state of the button changes, by shortening the sound corresponding to the action of the button to be pressed at the time of decision, it is possible to increase the effect pattern while not disturbing the music to be played again. can be Corresponding drawings: Fig. 12-19 to Fig. 12-20
[0027] The gaming machine of form 6-3 is the gaming machine according to form 6-1, There is a first action promotion display and a second action promotion display that is more likely to be controlled to an advantageous state than the first action promotion display, and when the second action promotion display is displayed at the second timing of the introduction part, The action-corresponding sound output by performing the action is shorter than the action-corresponding sound output by the player performing the action when the second action-promoting display is displayed at the first timing of the introductory part. It is characterized by According to such a feature, even if the state of the button changes, by shortening the sound corresponding to the action of the button to be pressed at the time of decision, it is possible to increase the effect pattern while not disturbing the music to be played again. can be Corresponding drawings: Fig. 12-19 to Fig. 12-20
[0028] (Characteristic part 1857SKY) The game machine of form 7-1 is A gaming machine that can be controlled in an advantageous state for a player, Equipped with a production execution means capable of executing production, The effect execution means is capable of executing a notification effect for notifying whether or not to control to the advantageous state using a specific song containing a singing voice, a lyric telop display corresponding to the specific song can be displayed in the notification effect; The notification effect includes an introductory part and an epilogue part, progressing in the order of the introduction part and the epilogue part, In the introductory part, it is possible to display an action prompting display that prompts the player to act, Whether or not to be controlled to the advantageous state is notified by the action by the player during the period in which the action prompting display in the introductory part is displayed, Displaying the lyric telop display corresponding to the first phrase of the song of the specific music before the display of the action prompting in the introduction part is displayed, and the output of the song corresponding to the first phrase is completed. end the lyric telop display in response to When the action prompting display in the introductory part is displayed, the lyric telop display corresponding to the second phrase of the song of the specific music is displayed, and the lingering after the output of the song corresponding to the second phrase is finished. The lyric telop display is continued to be displayed for a period of time, and the display of the lyric telop display is terminated by the action of the player during the reverberation period, and the lyrics corresponding to the third phrase of the song of the specific music. to display the telop display, It is characterized by According to such a feature, in the reach of the music system, the music is temporarily stopped at the timing of the decision button, and the music is played again when the big hit is announced. is stopped, but by giving a reverberation period after that, it is possible to provide a period for outputting the promotion sound of the action promotion display, and it is possible to display the lyrics for one phrase, so that the big hit is notified. When switching to the lyrics of the next scene, it can be connected without discomfort. In addition, the correspondence of each structure demonstrated by the form for implementing invention is the following. Specific song with singing voice: "Powerful World", a song composed of singing voices uttered by Character Mumu's voice actors and musicians. · Introductory part: Timing when the button is displayed before executing the mum cut-in effect. · Epilogue part: After the big hit is announced, the period until the decoration pattern is displayed again 1st phrase: Lyrics display "Let's start the festival Fever" 2nd phrase: Lyrics display "Echoing Tonight" ·Afterglow period: The output of the song is stopped, or the data is silent with the volume being 0, or the output is at a lower volume than during Powerful World's reach. · Keep tickers displayed: The state where the lyrics of "Reverberating Tonight" are displayed. · 3rd phrase: "HEY" lyrics display Corresponding drawing: Figure 12-21
[0029] The gaming machine of form 7-2 is the gaming machine according to form 7-1, When not controlled to an advantageous state, display an action promotion display in the lingering period of the second scene, end the display of the lyric telop display by performing an action, and then do not display the lyric telop display. It is characterized by According to such a feature, if the lyric telop is updated when the control is not in an advantageous state, the player may mistakenly think that the control is in an advantageous state, so that misunderstanding can be prevented. Corresponding drawing: Figure 12-22
[0030] The gaming machine of form 7-3 is the gaming machine according to form 7-1, In the lingering period, when the display of the lyric telop display is ended by displaying the action prompting display and the action is performed, and switching to the display of the lyric telop display corresponding to one phrase of the song, one of the songs is displayed rather than the music. The lyrics telop corresponding to the phrase is displayed first, It is characterized by According to such a feature, it is possible to make the player understand the continuation of the music by playing out the lyrics before the music is restarted. Corresponding drawing: Figure 12-21
[0031] The gaming machine of Form 7-4 is the gaming machine described in Form 7-1, If the color of the lyric telop is changed before the action prompt display is displayed It is characterized by According to such a feature, it is possible to prevent a feeling of strangeness caused by a sudden change in the lyrics telop. Corresponding drawing: Figure 12-23
[0032] (Characteristic part 1858SKY) The game machine of form 8-1 is A gaming machine that can be controlled to an advantageous state advantageous to a player, Equipped with production execution means capable of executing production, The performance execution means is capable of executing a notification performance that uses a specific song that includes a singing voice and notifies whether or not to control to the advantageous state, any one of a plurality of types of cut-in display including a predetermined cut-in display and a specific cut-in display can be displayed in the notification effect, The specific cut-in display is more likely to be controlled to the advantageous state than the predetermined cut-in display, Reproduction of the specific music piece is continued even when the predetermined cut-in display is displayed or when the specific cut-in display is displayed, and the display of the predetermined cut-in display and the specific cut-in display ends. The reproduction of the specific music is continued even after When the predetermined cut-in display is displayed, both the sound corresponding to the predetermined cut-in display and the sound of the specific music are output so as to maintain the volume, When the specific cut-in display is displayed, the sound corresponding to the specific cut-in display is output so as to take precedence over the sound of the specific song. It is characterized by According to such a feature, the specific cut-in can be emphasized and displayed. Note that the correspondence of each configuration described in the detailed description is as follows. ·Specific song that includes singing voices: “Powerful World” is a song that is composed of singing voices uttered by character actors and musicians. ·Hochi production: Powerful world reach production Predetermined cut-in effect: Mum cut-in effect Special cut-in effect: Burning Mumu & Jam cut-in effect ・Priority output: The output sound is louder when the burning mumu & jam cut-in effect is performed than the volume of the output song "Powerful World". Corresponding drawings: Figures 12-24 to 12-25
[0033] The gaming machine of form 8-2 is the gaming machine according to form 8-1, There is a specific cut-in and a special cut-in different from the predetermined cut-in, and when the special cut-in is executed, the lyrics display is hidden, It is characterized by According to such a feature, it is possible to draw attention to the cut-in effect. Corresponding drawing: Figure 12-16
[0034] The game machine of form 8-3 is the game described in form 8-1, The preceding stage effect that is performed before the specific cut-in and the predetermined cut-in is executed is common. It is characterized by According to such a feature, since a common effect is executed until before the cut-in effect, it is possible to enjoy with anticipation which cut-in effect will be executed. Corresponding drawing: Figure 12-16
[0035] The gaming machine of form 8-4 is the gaming machine according to form 8-1, The execution period of the specific cut-in is longer than the predetermined cut-in, It is characterized by According to such a feature, it is possible to draw attention to the cut-in effect, which leads to improvement of interest. Corresponding drawing: Figure 12-25
[0036] The gaming machine of form 8-5 is the gaming machine according to form 8-1, Lyrics telops are displayed both when a predetermined cut-in is displayed and when a specific cut-in is displayed, It is characterized by According to such a feature, it is possible to avoid giving the impression that the music has suddenly skipped after the specific cut-in ends. Corresponding drawing: Figure 12-26
[0037] (Characteristic part 1859SKY) The game machine of form 9-1 is A gaming machine that can be controlled in a state advantageous to a player, Equipped with a performance execution means capable of performing the performance, The production executing means is A first music piece is used, and a first notification effect can be executed to notify whether or not to control to the advantageous state. A second music piece is used, and a second notification effect can be executed to notify whether or not to control to the advantageous state. The second notification effect has a higher degree of expectation of being controlled to the advantageous state than the first notification effect, The reproduction of the first music is started at a timing associated with the display of the title corresponding to the first notification effect, The reproduction of the second music is started at a timing prior to the timing associated with the display of the title corresponding to the second notification effect. It is characterized by According to such a feature, with respect to the second notification effect, which is highly expected, the music is reproduced from the timing before the music reproduction timing before the first notification effect, so the second notification effect can be played more quickly. Since it is suggested that the information presentation will be carried out, it leads to increased interest. Note that the correspondence of each configuration described in the detailed description is as follows. ·1st song: Song “Powerful World” ·First notification performance: Powerful world reach performance ·Second song: Song “Powerful Island” ·Second notification effect: Powerful island reach effect ·Title display corresponding to the first notification effect: Title display "Powerful World" · Timing related to the title display: The timing when the title display "Powerful World" is displayed (when the title is displayed). · Timing before the timing related to the title display: The timing before the title display "Powerful Island" is displayed. Corresponding drawings: Fig. 12-27 to Fig. 12-32
[0038] The gaming machine of Form 9-2 is the gaming machine described in Form 9-1, The display mode of the title display of the second notification effect is more likely to be controlled to an advantageous state than the display mode of the title display of the first notification effect. It is characterized by According to such a feature, it is possible to make the title display of the second notification effect stand out. Corresponding drawings: Fig. 12-27 to Fig. 12-28
[0039] The gaming machine of Form 9-3 is the gaming machine described in Form 9-1, When the first music is output, there is a pattern that branches after that, but when the second music is output, only the second notification effect is executed without developing any other effects. It is characterized by According to such a feature, since the second notification effect is highly anticipated, it is possible to enjoy the second notification effect with peace of mind from the moment the music starts to play. Corresponding drawings: Fig. 12-27 to Fig. 12-30
[0040] The gaming machine of form 9-4 is the gaming machine described in form 9-1, In the second notification performance, when the title of the song is displayed, the song has already been output. According to such a feature, it is possible to heighten the interest of the player by playing the music before reaching reach. Corresponding drawings: Fig. 12-28 to Fig. 12-30
[0041] (Characteristic part 1860SKY) The game machine of form 10-1 is A gaming machine that can be controlled in a state advantageous to a player, Equipped with a performance execution means capable of performing the performance, The production executing means is A first music is used, a first notification effect and a second music are used to notify whether or not to control to the advantageous state, and a plurality of including a second notification effect to notify whether or not to control to the advantageous state It is possible to execute any one of the notification performances, Before the notification performance is executed, a first stage performance including a first stage performance and a second stage performance can be executed, The first notification effect and the second notification effect have different expectations of being controlled to the advantageous state, The first front stage production uses a music different from the music of the notification production after development, The second first stage performance is characterized in that a music piece common to the music piece of the advanced notification performance is used. According to these characteristics, the way the songs are selected is different between the first stage performance and the second stage performance, so that the first stage performance can determine which reach is reached until the first stage performance develops. By not making it clear through the music being performed, it is possible to increase expectations until it develops, and in the second first stage production, by making it clear which reach will be developed by using the common songs in the second first stage performance. , it is possible to increase the sense of elation, especially when the notification performance is highly anticipated. Note that the correspondence of each configuration described in the detailed description is as follows. ·1st song: Song “Powerful World” ·First notification performance: Powerful world reach performance ·Second song: Song “Powerful Island” ·Second notification effect: Powerful island reach effect ·First stage production: “Powerful Zone” production ·Second first stage production: “Super Powerful Zone” production ·Development: Transitioning from the "Powerful Zone" production to the Powerful World Reach. · Different music: 2nd BGM ·Common song: Song “Powerful Island” Corresponding drawings: Figures 12-31 to 12-32
[0042] The gaming machine of Form 10-2 is the gaming machine described in Form 10-1, In the middle of the first notification performance, perform the second first stage performance, and then move to the second notification performance, It is characterized by According to these characteristics, by transitioning from the first notification performance with low expectations to the second early stage performance with high expectations, it is possible to develop a performance with low expectations to a performance with high expectations. , the player can enjoy the game while maintaining a sense of anticipation. Corresponding drawing: Figure 12-33
[0043] The gaming machine of Form 10-3 is the gaming machine described in Form 10-1, The period from the execution of the second early stage performance to the execution of the second notification performance is longer than the period from the first stage performance to the execution of the first notification performance, It is characterized by According to such features, it is possible to entertain the player from the first part of the performance, which has a high degree of expectation, over time. Corresponding drawings: Figures 12-31 to 12-32
[0044] (Characteristic part 1861SKY) The game machine of form 11-1 is A gaming machine that can be controlled in an advantageous state for a player, Equipped with a production execution means capable of executing production, The performance execution means is capable of executing a notification performance that uses a specific song that includes a singing voice and notifies whether or not to control to the advantageous state, The notification performance includes an introduction part, a movable body part, and an epilogue part, The introduction part, the movable body moving part, and the epilogue part proceed in this order, In the introductory part, the specific music is played, In the movable body movable part, when the movable body moves to a movable position, the player is notified that the movable body is controlled to the advantageous state, and the specific music is played even when the movable body is in motion. , The specific music is played back even in the epilogue part, The number of phrases of the specific song played in the epilogue part is greater than the number of phrases of the specific song played in the movable body movable part. It is characterized by According to this feature, by continuing to play the music even when the movable body is moving, there is no need to use a special device when the movable body is moving, and the epilogue part can be played accordingly. By listening to the music properly, you can immerse yourself in the afterglow of the big hit. Note that the correspondence of each configuration described in the detailed description is as follows. ·Specific song that includes singing voices: “Powerful World” is a song that is composed of singing voices uttered by character actors and musicians. ·Hochi production: Powerful world reach production Number of phrases: Lyrics display displayed during reach production ·Introductory part: The period until the button that announces the success or failure of the reach effect is displayed · Movable body part: The period from when the movable body falls to when it returns to its original position · Epilogue part: The period from when the movable body returns to its original position until the decorative pattern stops ·The movable body moves to the movable position: The movable body falls to the center of the screen. ·The number of phrases of the specific song played in the epilogue part is greater than the number of phrases of the specific song played in the movable body moving part: The lyrics ``Come on,'' displayed while the movable body is falling. ", "Everyone", "Let's start dancing", and the lyrics are displayed after the movable body returns to its original position: "Body to the rhythm", "Everyone is number one", "Release now", "That urge" ”, so there are many phrases played in the epilogue part. Corresponding drawing: Figure 12-35
[0045] The gaming machine of form 11-2 is the gaming machine according to form 11-1, In the movable body movable part, when the movable body moves to a movable position, the player is notified that the movable body is controlled to the advantageous state, and the specific music is played even when the movable body is in motion. , the lyrics display corresponding to the specific song may be visible due to the movable body and may be invisible; It is characterized by According to this feature, since the music cannot be heard, the player can understand which part of the lyrics is being played before the movable body returns. Corresponding drawing: Figure 12-35
[0046] The gaming machine of Form 11-3 is the gaming machine according to Form 11-1, In the moving part of the movable body, when outputting the sound when the movable body moves to the movable position, lower the volume of the specific song, It is characterized by According to such a feature, it is possible to notify in an easy-to-understand manner that the control is in an advantageous state. Corresponding drawing: Figure 12-36
[0047] The gaming machine of Form 11-4 is the gaming machine according to Form 11-1, The timing for erasing the music is such that after the decorative pattern is displayed, the music is gradually erased before the decorative pattern stops. It is characterized by According to such a feature, it is possible to prevent the user from feeling a sense of incongruity in the way the music ends. Corresponding drawing: Figure 12-36 [Mode for carrying out the invention]
[0048] <Basic explanation> First, the basic configuration and control of the pachinko gaming machine 1 (also the configuration and control of a general pachinko gaming machine) will be explained.
[0049] [Configuration of pachinko machine 1, etc.] FIG. 1 is a front view of the pachinko game machine 1, showing the arrangement layout of the main members. A pachinko game machine (game machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes a game board surface and a game machine frame (underframe) 3 that supports and fixes the game board 2 . A game area is formed in the game board 2, and a game ball as a game medium is shot from a predetermined ball shooting device and hit into the game area.
[0050] In addition, "variable display" of special symbols means, for example, to display multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updated display of multiple designs, scroll display of multiple designs, deformation of one or more designs, enlargement / reduction of one or more designs, and the like. In the variation of special symbols and normal symbols, which will be described later, a plurality of types of special symbols or normal symbols are updated and displayed. In the variation of decorative designs described below, multiple types of decorative designs are scrolled or updated, or one or more decorative designs are deformed or enlarged / reduced. Note that the variation also includes a mode in which a certain symbol is displayed blinking. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display) as a display result (other symbol variations described below). The same applies to display). Variable display may be expressed as variable display or variation.
[0051] The special symbol variably displayed on the first special symbol display device 4A is also referred to as the "first special symbol" or "first special symbol", and the special symbol variably displayed on the second special symbol display device 4B is also referred to as the "first special symbol". It is also called 2 special design or 2nd special design. Also, the special game using the first special is called "first special game", and the special game using the second special is also called "second special game". In addition, the number of special symbol display devices that variably display the special symbols may be one.
[0052] 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 device) or organic EL (Electro Luminescence), and displays various effects images. Image display device 5 may include a projector and a screen. Various effects images are displayed on the image display device 5 .
[0053] For example, on the screen of the image display device 5, in synchronism with the first special game and the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) as decoration identification information different from the special patterns. A variable display is performed. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, up and down direction (scroll display and update display). In addition, the variable display of the special figure game and the decorative pattern which are executed synchronously is collectively referred to as simply variable display.
[0054] On the screen of the image display device 5, a display area may be provided for displaying suspended display corresponding to the variable display whose execution is suspended and active display corresponding to the variable display being executed. The pending display and the active display are collectively referred to as a variable display compatible display corresponding to the variable display.
[0055] The number of variable representations that are reserved is also referred to as the number of reserved memories. The number of reserved memories corresponding to the first special game is also called the number of first reserved memories, and the number of reserved memories corresponding to the second special game is also called the number of second reserved memories. The sum of the first number of pending memories and the second number of pending memories is also referred to as the total number of pending memories.
[0056] At predetermined positions on the game board 2, a first suspension indicator 25A and a second suspension indicator 25B each including a plurality of LEDs are provided. The first reservation display 25A displays the first reservation storage number by the number of LEDs lit. The second hold display 25B displays the second hold storage number based on the number of LEDs lit.
[0057] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided on the right side of the winning ball device 6A.
[0058] Winning ball device 6A, for example, forms a first starting winning opening that is always kept in a constant open state in which game balls can enter by a predetermined ball receiving member. When the game ball enters the first start winning hole, a predetermined number of (for example, three) prize balls are paid out, and the first special game can be started.
[0059] The variable winning ball device 6B (normal electric accessory) forms a second starting winning opening that changes between a closed state and an open state by a solenoid 81 (see FIG. 3). The variable winning ball device 6B is provided with, for example, an electric tulip-shaped accessory having a pair of movable winglets, and when the solenoid 81 is in an OFF state, the movable winglets are in a vertical position so that the tips of the movable winglets are moved. is close to the winning ball device 6A, the closed state in which the game ball does not enter the second starting winning opening (also referred to as the second starting winning opening is closed). On the other hand, the variable winning ball device 6B is in an open state in which the game ball can enter the second start winning opening (second start It is also said that the prize-winning mouth is open.). At the 2nd starting prize gate When a game ball enters, a predetermined number (for example, 3) of prize balls are paid out, and a second special game can be started. Note that the variable winning ball device 6B is not limited to one provided with an electric tulip-shaped accessory as long as it changes between a closed state and an open state.
[0060] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations on the lower left of the gaming area and one location above the variable winning ball device 6B), the game board 2 is always kept in a constant open state by a predetermined ball resting member. There will be 10 general prize openings. In this case, when entering one of the general winning openings 10, a predetermined number (for example, 10) of game balls are paid out as prize balls.
[0061] A special variable winning ball device 7 having a big winning hole is provided between the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 is equipped with a big winning hole door that is driven to open and close by a solenoid 82 (see Fig. 3), and has a big winning hole as a specific area that changes between an open state and a closed state by the big winning hole door. Form.
[0062] As an example, in the special variable winning ball device 7, when the solenoid 82 for the big winning door (for the special electric accessory) is in the OFF state, the big winning door closes the big winning door, and the game ball is pushed out. You will not be able to enter (pass through) the prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the big winning gate door is in the ON state, the big winning gate opens the big winning gate, so that the game ball can easily enter the big winning gate. Become.
[0063] When game balls enter the grand prize opening, a predetermined number (for example, 14) of game balls are paid out as prize balls. When the game ball enters the big winning hole, for example, more prize balls than when the game ball enters the first starting winning hole, the second starting winning hole and the general winning hole 10 are paid out.
[0064] Entering a game ball into each winning opening including the general winning opening 10 is also called "winning". In particular, winning in the starting opening (first starting winning opening, second starting winning opening) is also referred to as starting winning.
[0065] At a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left of the game area), a normal symbol display 20 is provided. As an example, the normal design display device 20 consists of a 7-segment LED or the like, and performs variable display of normal designs as a plurality of types of normal identification information different from the special design. Normal symbols are represented by numbers indicating "0" to "9" and lighting patterns such as "-". The normal pattern may include a pattern in which all LEDs are turned off. Such a variable display of normal patterns is also called a normal pattern game.
[0066] A passage gate 41 through which game balls can pass is provided on the right side of the image display device 5. Based on the fact that the game ball has passed through the passage gate 41, the general pattern game is executed.
[0067] Below the normal pattern display 20, a normal pattern holding display 25C is provided. The general pattern pending display 25C is configured to include, for example, four LEDs, and displays the number of general pattern pending storage, which is the number of general pattern games whose execution is pending, by the number of lit LEDs.
[0068] In addition to the above structure, the surface of the game board 2 is provided with a windmill that changes the downward direction and speed of the game ball and a large number of obstacle nails. At the bottom of the gaming area, there is provided an out opening into which game balls that have not entered any of the winning openings are taken in.
[0069] Speakers 8L and 8R are provided at the left and right upper positions of the gaming machine frame 3 for reproducing and outputting sound effects and the like. 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 so as to surround the game area. Furthermore, the vicinity position of the special variable winning ball device 7 on the game board 2 is equipped with an attacker lamp 9c.
[0070] At a predetermined position of the game board 2 (a position above the image display device 5 in FIG. 1), a movable body 32 that operates according to the performance is provided. Furthermore, the movable body 32 is provided with a movable body lamp 9d. The movable body lamp 9d, the main lamp 9a, the frame lamp 9b, and the attacker lamp 9c are collectively referred to as a game effect lamp 9 in some cases. The main lamp 9a, the frame lamp 9b, the attacker lamp 9c, and the movable body lamp 9d include LEDs.
[0071] At the lower right position of the gaming machine frame 3, there is provided a ball hitting operation handle (operation knob) 30 operated by a player or the like in order to shoot a game ball toward the game area from the ball shooting device.
[0072] At a predetermined position of the game machine frame 3 below the game area, game balls paid out as prize balls and game balls lent by a predetermined ball lending machine are held (stored) so as to be supplied to the ball launching device. ) is provided with a batted ball supply plate (upper plate). In addition to the top tray, the gaming machine frame 3 may be provided with a payout portion (hit ball supply tray) from which prize balls are paid out when the top tray is full.
[0073] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the game area. The stick controller 31A is provided with a trigger button that can be pressed by the player. An operation on stick controller 31A is detected by controller sensor unit 35A (see FIG. 3).
[0074] At a predetermined position of the gaming machine frame 3 below the game area, there is provided a push button 31B that allows the player to perform a predetermined instruction operation such as a pressing operation. An operation on push button 31B is detected by push sensor 35B (see FIG. 3).
[0075] In the pachinko game machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting actions (operations, etc.) of the player, but detection means other than these may be provided.
[0076] 2 is a rear perspective view of the pachinko gaming machine 1. FIG. A main board 11 housed in a board case 201 is mounted on the back surface of the pachinko game machine 1. - 特許庁 A setting key 51 and a setting switch 52 are provided on the main board 11 . The setting key 51 functions as a lock switch for switching to a setting change state or a setting confirmation state. The setting change-over switch 52 functions as a setting switch for changing set values such as the probability of winning a big hit and the rate of winning balls in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, such as a predetermined position on the power supply board 17, for example.
[0077] A display monitor 29 is arranged in the center of the back surface of the main substrate 11, and a display changeover switch 30 is arranged on the side of the display monitor 29. As shown in FIG. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 30 are arranged in front of the main board 11 when viewing the back side of the game board 2 with the gaming machine frame 3 opened.
[0078] The display monitor 29 can display winning information such as consecutive ratios, role ratios, and bases. Consecutive ratio is the ratio of the number of prize balls to the total number of prize balls that enter the large winning opening (attacker). The role ratio is the ratio of the number of prize balls won to the second starting prize hole (electric chew) and the number of prize balls won to the big prize hole (attacker) out of the total number of prize balls. The base is a game ball that is launched It is the ratio of the total number of prize balls to the number. The display monitor 29 can display the setting values in the pachinko gaming machine 1 when it is in the setting change state or the setting confirmation state. The display monitor 29 only needs to be able to display setting values to be changed or checked when it is in the setting change state or the setting confirmation state.
[0079] The setting key 51 and the setting switch 52 cannot be operated from the front side of the pachinko game machine 1 when the game machine frame 3 is closed. A glass door frame 3a having a glass window is rotatably provided in the game machine frame 3, and the game area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the game area can be seen through the glass window.
[0080] In the pachinko game machine 1, a security cover 50A is attached to the right end of the outer frame 1a formed in the shape of a vertically long rectangular frame. The security cover 50A covers the right side of the board case 201 including the setting keys 51 and the setting changeover switches 52 from the rear side when the gaming machine frame 3 is closed. The security cover 50A is a substantially L-shaped member including short pieces 50Aa and long pieces 50Ab, and may be made of transparent synthetic resin.
[0081] [Overview of game progress] A game ball is shot toward the game area by a player's rotation operation to the ball hitting operation handle 30 provided in the pachinko game machine 1.例文帳に追加 When the game ball passes through the passage gate 41, the normal pattern display device 20 starts the normal pattern game. In addition, when the game ball passes through the passage gate 41 during the period during the execution of the previous normal game (when the game ball passes through the passage gate 41 but the normal game based on the passage cannot be executed immediately) , The normal game based on the passage is suspended up to a predetermined upper limit number (for example, 4).
[0082] In this general pattern game, if a specific normal pattern (normal pattern per pattern) is stopped and displayed, the display result of the normal pattern becomes "normal pattern per pattern". On the other hand, if a normal pattern (normal pattern losing pattern) other than the normal pattern per pattern is stop-displayed as the determined normal pattern, the display result of the normal pattern becomes "normal pattern losing". When it becomes "per normal figure", open control is performed to make the variable winning ball device 6B open for a predetermined period (the second start winning opening becomes open).
[0083] When the game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A is started.
[0084] When the game ball enters the second starting winning hole formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B is started.
[0085] In addition, when the game ball enters (wins) the start winning opening during the period during which the special game is running, or during the period when it is controlled to the jackpot game state or the small win game state described later (although the start prize has occurred) If the special game based on the starting prize cannot be executed immediately), the execution of the special game based on the entry is suspended up to a predetermined upper limit number (for example, 4).
[0086] In the special pattern game, if a specific special pattern (a big hit pattern, for example, "7", and the actual pattern varies depending on the type of the big hit described below) is stopped and displayed as a fixed special pattern, it becomes a "big hit" and a big hit pattern. If a predetermined special symbol (a small winning symbol, for example, "2") is stopped and displayed, it becomes a "small winning". Also, if a special symbol (losing symbol, for example, "-") different from the big-hit symbol or the small-hit symbol is stopped and displayed, it becomes "losing".
[0087] An advantageous state advantageous to the player after the display result in the special game becomes a "jackpot" It is controlled to the big hit game state as. After the display result in the special game becomes "small hit", it is controlled to the small win game state.
[0088] In the jackpot game state, the jackpot opening formed by the special variable winning ball device 7 is opened in a predetermined manner. The open state is either the timing when a predetermined period of time (for example, 29 seconds or 1.8 seconds) elapses, or the timing until the number of game balls entering the big winning opening reaches a predetermined number (for example, 9). It continues until an early timing. The predetermined period is an upper limit period during which the large winning slot can be opened in one round, and is hereinafter also referred to as an upper limit opening period. A cycle of 1 in which the big winning opening is in an open state is called a round (round game). In the jackpot game state, the round can be repeatedly executed until it reaches a predetermined upper limit number of times (15 times or 2 times).
[0089] In the jackpot game state, the player can get a prize ball by entering the game ball into the big winning hole. Therefore, the jackpot gaming state is an advantageous state for the player. The larger the number of rounds in the jackpot game state and the longer the upper limit period of opening, the more advantageous the player is.
[0090] In addition, a jackpot type is set in the "jackpot". For example, prepare multiple types of opening mode (number of rounds and upper limit period of opening) of the big winning mouth, and game state after the jackpot game state (normal state, time saving state, variable probability state, etc.), and set the jackpot type accordingly It is As the jackpot types, there may be provided a jackpot type with which many prize balls can be obtained, a jackpot type with few prize balls, or a jackpot type with which few prize balls can be obtained.
[0091] In the small winning game state, the big winning opening formed by the special variable winning ball device 7 is in an open state in a predetermined open mode. For example, in the small winning game state, the same opening mode as the big winning game state when some jackpot types etc.) will open the big prize mouth. In addition, you may provide a small-hit classification also in a "small-hit" like a big-hit classification.
[0092] After the jackpot game state is finished, depending on the jackpot type, it may be controlled to a time-saving state or a variable probability state.
[0093] In the time saving state, control (time saving control) that shortens the average special figure fluctuation time (period of varying the special figure) than the normal state is executed. In the time-saving state, by shortening the average normal figure fluctuation time (the period during which the normal figure is changed) than in the normal state, or by improving the probability of becoming a "normal figure hit" in the general figure game than in the normal state, Control (high opening control, high base control) that makes it easier for the game ball to enter the second start winning opening is also executed. Since the time-saving state is a state in which the variation efficiency of special symbols (particularly the second special symbol) is improved, it is an advantageous state for the player.
[0094] In the variable probability state (probability variable state), in addition to the time saving control, the variable probability control in which the probability that the display result is "big hit" is higher than the normal state is executed. The variable probability state is a state in which the variation efficiency of the special symbols is improved, and in addition, a "big hit" is likely to occur, so it is a further advantageous state for the player.
[0095] The time saving state and the probability variable state continue until one of the end conditions, such as the execution of the special figure game of a predetermined number of times and the start of the next big hit game state, is established first. The end condition that the special figure game of a predetermined number of times has been executed is also referred to as the number of times cut (number of times cut time reduction, number of times cut probability variation, etc.).
[0096] The normal state is an advantageous state such as a jackpot game state that is advantageous for the player, a time-saving state, a probability variable It is a game state other than a special state such as a state, and the pachinko machine 1 such as the probability that the display result in the normal game is "general hit" and the display result in the special game is "jackpot". , The initial setting state of the pachinko gaming machine 1 (for example, when the predetermined return processing is not executed after the power is turned on, such as when the system is reset).
[0097] A state in which variable probability control is being executed is also referred to as a high probability state, and a state in which variable probability control is not executed is also referred to as a low probability state. A state in which time saving control is being executed is also referred to as a high base state, and a state in which time saving control is not being executed is also referred to as a low base state. Combining these, the time-saving state is also called a low-probability-high base state, a high-probability-variable state is a high-probability-high base state, and a normal state is also called a low-probability-low base state. The high certainty state and low base state is also referred to as the high certainty low base state.
[0098] After the small hit game state ends, the game state is not changed, and the display result of the special figure game continues to be controlled to the previous game state when it became a "small win" (However, when a "small win" occurs) If the special game at the time is the special game for the predetermined number of times in the above cut, the game state is naturally changed). It should be noted that the display result of the special figure game does not need to be a "small win".
[0099] In addition, the game state may change based on the fact that the game ball has passed through a specific area (for example, a specific area within the big winning opening) during the jackpot game state. For example, when the game ball passes through the specific area, it may be controlled to the probability variable state after the big hit game state.
[0100] In the pachinko gaming machine 1, various effects (effects such as notification of the progress of the game and livening up the game) are executed according to the progress of the game. The performance will be explained below. The effect is performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, sound output from the speakers 8L and 8R and the game effect lamp 9 , the movement of the movable body 32, or an effect using any effect device including part or all of these.
[0101] As an effect executed according to the progress of the game, in the "left", "middle", "right" decorative pattern display areas 5L, 5C, 5R provided in the image display device 5, the first special game or the second 2 In response to the start of the special game, the variable display of the decoration pattern is started. In the first special game and the second special game, at the timing when the display result (also called fixed special pattern) is stopped and displayed, a fixed decorative pattern (combination of three decorative patterns) that is the display result of variable display of decorative patterns ) is also stopped and displayed (derived).
[0102] During the period from the start of the variable display of the decorative design to the end thereof, the form of the variable display of the decorative design may be a predetermined ready-to-win state (ready-to-win state is established). Here, the ready-to-win mode means that when the decorative symbols stopped and displayed on the screen of the image display device 5 constitute a part of the jackpot combination described later, the decorative symbols that are not stopped and displayed are displayed variably. This refers to the manner in which the situation continues.
[0103] Furthermore, a ready-to-win effect is executed in response to the above-mentioned ready-to-win mode being set during the variable display of the decorative symbols. In the pachinko machine 1, the ratio of the display result (the display result of the special game or the display result of the variable display of the decoration pattern) to the "big win" (also called the "big win reliability" or "big win expectation") depends on the performance mode. A plurality of different types of reach effects are executed. The ready-to-win performance includes, for example, normal reach and super reach, which is more reliable than normal reach.
[0104] When the display result of the special figure game is "big hit", the display result of the variable display of the decoration pattern on the screen of the image display device 5 is a fixed decoration figure that becomes a predetermined big hit combination. A pattern is derived (the display result of the variable display of the decoration pattern becomes a "jackpot"). As an example, the same decoration symbols (for example, "7") are stopped and displayed on predetermined effective lines in the "left", "middle", and "right" decoration symbol display areas 5L, 5C, 5R. .
[0105] If it is a "variable probability big hit" that is controlled to a variable probability state after the end of the jackpot game state, odd-numbered decoration patterns (for example, "7" etc.) are stopped and displayed, and after the end of the jackpot game state, the probability change state In the case of an uncontrolled "non-probable variable jackpot (normal jackpot)", even-numbered decorative symbols (for example, "6") may be stopped and displayed together. In this case, the odd-numbered decorative designs are also referred to as variable probability patterns, and the even-numbered decorative patterns are also referred to as non-probable variable patterns (normal patterns). After reaching the reach mode with non-probability variable symbols, a promotion performance that ultimately becomes a "probability variable jackpot" may be executed.
[0106] When the display result of the special figure game is "small hit", on the screen of the image display device 5, as a display result of the variable display of decorative patterns, a fixed decorative pattern that becomes a predetermined small winning combination (for example, " 1 3 5” etc.) is derived (the display result of the variable display of the decorative pattern becomes “small hit”). As an example, decoration symbols constituting a chance eye are stopped and displayed on predetermined effective lines in the “left”, “middle” and “right” decoration symbol display areas 5L, 5C and 5R. In addition, when the display result of the special figure game becomes a "jackpot" for some jackpot types (jackpot type in a jackpot game state similar to the small win game state) and when it becomes a "small win". , a common determined decorative pattern may be derived and displayed.
[0107] If the display result of the special game is "Loss", the variable display mode of the decorative pattern does not become the ready-to-win mode, and the fixed decorative pattern of the non-reach combination (" Also referred to as "non-reach loss".) may be stopped (the display result of the variable display of the decorative pattern becomes "non-reach loss"). In addition, when the display result is "losing", after the mode of variable display of decorative patterns becomes the ready-to-win mode, a predetermined ready-to-win combination that is not a big hit combination ("reach losing") is displayed as the display result of variable display of decorative patterns. (Also called) fixed decorative pattern is displayed stopped (the display result of the variable display of the decorative pattern may be "reach lost").
[0108] The effects that can be executed by the pachinko gaming machine 1 include displaying the variable display corresponding display (suspended display or active display). Further, as other performances, for example, a preview performance that foretells the reliability of the jackpot is executed while the decorative symbols are being displayed variably. The notice effect includes a notice effect for notifying the reliability of the big hit in the variable display during execution, and a pre-reading notice effect for notifying the reliability of the big hit in the variable display before execution (variable display whose execution is suspended). As the pre-reading advance notice effect, an effect of changing the display mode of the display corresponding to variable display (suspended display or active display) to a mode different from normal may be executed.
[0109] In addition, in the image display device 5, the decoration pattern is temporarily stopped during the variable display of the decoration pattern, and then the variable display is restarted, so that one variable display can be simulated as a plurality of variable displays. A pseudo-continuous performance may also be executed.
[0110] Even during the jackpot game state, a jackpot performance for notifying the jackpot game state is executed. As the effect during the big win, the effect of notifying the number of rounds or the promotion effect indicating that the value of the big win game state is improved may be executed. Further, even during the small winning game state, a small winning performance for notifying the small winning gaming state is executed. In addition, during the small-hit game state, some of the big-hit types (jackpot types in the same mode as the small-hit game state, for example, the jackpot type with the subsequent game state as a high-certainty state) jackpot game By executing a common performance in both states, the player may not know whether the current state is a small win game state or a big win game state. In such a case, after the end of the small hit game state and after the end of the big hit game state By executing a common production with and, it may be possible to make it impossible to identify whether it is a high probability state or a low probability state.
[0111] Further, for example, when a special figure game or the like is not being executed, a demonstration image is displayed on the image display device 5 (a customer waiting demonstration effect is executed).
[0112] [Board configuration] The pachinko game machine 1 is equipped with a main board 11, an effect control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 3, for example. In addition, various other boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a firing control board, and the like. Furthermore, a power board 17 connected to a power switch 91 is also mounted. Various control boards are 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 are also configured to implement specific electrical functions by mounting electrical components on electronic circuit boards. It is a concept that includes an electronic circuit mounting board that has been manufactured.
[0113] In the pachinko game machine 1, power from an AC power supply such as AC100V in an external power supply such as a commercial power supply can be supplied to electrical components including various control boards such as the main board 11 and the effect control board 12 by the power board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) into direct current (DC), a power supply circuit for converting a predetermined direct current voltage into a specific direct current voltage (for example, 12 V DC, 5 V DC, etc.). We are prepared.
[0114] The main board 11 is a control board on the main side, and the progress of the above-mentioned games in the pachinko gaming machine 1 (execution of special game (including management of suspension), execution of general game (including management of suspension), jackpot It has a function to control the gaming state, small winning gaming state, gaming state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, an output circuit 111, and the like.
[0115] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101 and a RAM (Random Access Memory) 102 , CPU (Central Processing Unit) 103 , random number circuit 104 , I / O (Input / Output port) 105 , and RTC (Real Time Clock) 106 .
[0116] The CPU 103 executes a program stored in the ROM 101 to perform processing for controlling the progress of the game (processing for realizing the functions of the main board 11). At this time, various data stored by ROM101 (variation pattern described later, effect control command described later, data such as various tables referred to when performing various decisions described later) are used, and RAM102 is used as the main memory. . The RAM 102 is a backup RAM in which stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in its entirety. All or part of the program stored in the ROM 101 may be developed in the RAM 102 and executed on the RAM 102 .
[0117] The random number circuit 104 counts updatably numerical data representing various random numbers (game random numbers) used to control the progress of the game. The game random number may be updated by CPU 103 executing a predetermined computer program (updated by software).
[0118] I / O 105 is, for example, an input port to which various signals (detection signals described later) are input, various signals (first special symbol display device 4A, second special symbol display device 4B, normal symbol display device 20, 1st hold indicator 25A, 2nd hold indicator 25B, the signal which controls (drives) the general figure hold indicator 25C etc., the output port for transmitting the solenoid drive signal).
[0119] The switch circuit 110 receives detection signals from various switches (gate switch 21, starting switch (first starting switch 22A and second starting switch 22B), count switch 23) for detecting game balls A detection signal indicating that the switch has been turned on by entering) is captured and transmitted to the game control microcomputer 100. The transmission of the detection signal means that the passage or entry of the game ball has been detected.
[0120] The switch circuit 110, the reset signal from the power supply board 17, the power off signal, the clear signal is taken in and transmitted to the microcomputer 100 for game control. The reset signal is an operation stop signal for making the control circuit such as the game control microcomputer 100 in the operation stop state, and can be output using either the power supply monitoring circuit, the IC with built-in watchdog timer, or the system reset IC. I wish I had. The power-off signal turns off when the predetermined power supply voltage used in the pachinko machine 1 exceeds a predetermined value, and turns on when the period in which the predetermined power supply voltage is equal to or less than the predetermined value continues for the power-off reference time or longer. Become. The clear signal is turned on, for example, when a clear switch 92 provided on the power supply board 17 is pressed.
[0121] The output circuit 111 outputs a solenoid drive signal from the game control microcomputer 100 (for example, a signal to turn on the solenoid 81 or the solenoid 82) to the solenoid 81 for normal electric accessories or the solenoid 82 for the large winning entrance door. transmit.
[0122] A display monitor 29, a display changeover switch 30, a setting key 51, a setting changeover switch 52, and a door open sensor 90 are connected to the main board 11. FIG. The door open sensor 90 detects opening of the gaming machine frame 3 including the glass door frame 3a.
[0123] The main board 11 (game control microcomputer 100), as part of the control of the progress of the game, production control command (command to specify (notify) the progress of the game, etc.) production control board according to the progress of the game Supply to 12. The production control command output from the main board 11 is relayed by the relay board 15 and supplied to the production control board 12. The effect control command includes, for example, various determination results on the main board 11 (for example, the display result of the special game (including the jackpot type), the variation pattern used when executing the special game (details will be described later). )), game status (for example, the start and end of variable display, the opening status of the big winning opening, the occurrence of winning, the number of reserved memories, the game status), the command specifying the occurrence of an error, and the like.
[0124] The effect control board 12 is a sub-side control board independent of the main board 11, receives the effect control command, and produces effects based on the received effect control command (various effects according to the progress of the game, It has the function of executing various notifications (including various notifications such as driving the movable body 32, notification of errors, notification of power outage recovery, etc.).
[0125] The effect control board 12 is equipped with a effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0126] The production control CPU 120 executes the program stored in the ROM 121, thereby executing the production together with the display control unit 123. (including the determination of At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0127] Production control CPU120, the controller sensor unit 35A and the detection signal from the push sensor 35B (a signal that is output when detecting the operation by the player, a signal that appropriately indicates the operation content) to display the execution of the production based on The controller 123 may also be instructed.
[0128] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes an effect based on an effect execution instruction from the effect control CPU 120 .
[0129] The display control unit 123 causes the image display device 5 to display the effect image by supplying a video signal corresponding to the effect to be executed to the image display device 5 based on the effect execution instruction from the effect control CPU 120 . The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. or supplies a lamp signal (a signal specifying the lighting / extinguishing mode of the lamp) to the lamp control board 14. Further, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a driving circuit for driving the movable body 32 .
[0130] The audio control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and outputs the sound designated by the sound designation signal from the speakers 8L and 8R. Let
[0131] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and turns on / off the game effect lamp 9 in a manner specified by the lamp signal. do. In this manner, the display control unit 123 controls sound output and lighting / extinguishing of the lamp.
[0132] It should be noted that voice output, lamp lighting / extinguishing control (supply of sound designation signal and lamp signal, etc.), control of movable body 32 (supply of signal to operate movable body 32, etc.) is performed by the effect control CPU 120 You may do so.
[0133] The random number circuit 124 updatably counts numerical data indicating various random numbers (random numbers for effects) used for executing various effects. The effect random number may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0134] I / O 125 mounted on the production control board 12 is an input port for taking in production control commands transmitted from, for example, the main board 11, and various signals (video signal, sound designation signal, lamp signal). It consists of an output port and an output port.
[0135] A board other than the main board 11, such as the effect control board 12, the sound control board 13, and the lamp control board 14, is also called a sub board. A plurality of sub-boards may be provided for each function as in the pachinko game machine 1, or one sub-board may be configured to have a plurality of functions.
[0136] [motion] Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0137] (Main operations of main board 11) First, the main operations of the main board 11 will be explained. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is activated, and the CPU 103 executes the game control main process. FIG. 4 is a flowchart showing an example of game control main processing executed by the CPU 103 on the main board 11. As shown in FIG.
[0138] In the game control main process shown in FIG. 4, the CPU 103 first sets interrupt prohibition (step S1). Next, necessary initial settings are performed (step S2). The initial settings include stack pointer settings, internal device (CTC (counter / timer circuit), parallel input / output port, etc.) register settings, and settings to make the RAM 102 accessible.
[0139] Next, it is determined whether or not the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the OFF state, there is backup data, and the backup RAM is normal. When the power supply to the pachinko game machine 1 is started, for example, if the clear switch 92 provided on the power supply board 17 is pressed down, an on-state clear signal is input to the game control microcomputer 100. If such an on-state clear signal is input, it may be determined in step S3 that the restoration condition is not established. The backup data may be stored in the RAM 102, which serves as a backup RAM for game control. In step S3, the presence or absence of backup data, the presence or absence of data errors, etc. may be confirmed or inspected to determine whether or not the recovery condition can be established.
[0140] If the restoration condition is satisfied (step S3; Y), after executing the restoration process (step S4), the setting confirmation process (step S5) is executed. The work area is set based on the contents stored in the RAM 102 by the recovery process in step S4. By setting the work area using the backup data stored in the RAM 102, the game state when the power supply is stopped can be restored. It is sufficient if the pattern variation can be restarted.
[0141] If the recovery condition is not satisfied (step S3; N), after executing the initialization process (step S6), the setting change process (step S7) is executed. The initialization processing in step S6 includes clear processing for clearing the flags, counters, and buffers stored in the RAM 102, and initial values are set in the work area by executing the clear processing.
[0142] In the setting confirmation process of step S5, it is determined whether or not a predetermined setting confirmation condition is established. The setting confirmation condition is satisfied, for example, when the detection signal from the door opening sensor 90 is ON and the setting key 51 is ON when power supply is started. The setting confirmation process of step S5 is executed when the recovery condition including the clear signal being in the OFF state is satisfied in step S3. Therefore, since the setting confirmation condition can be satisfied only when the clear signal is in the OFF state, the fact that the clear signal is in the OFF state can also be included in the setting confirmation condition.
[0143] When the setting confirmation condition is established in the setting confirmation process of step S5, it becomes a setting confirmation state in which the setting value set in the pachinko game machine 1 can be confirmed, and from the main board 11 to the effect control board 12, setting A confirmation start command is sent. In the setting confirmation state, it is possible to confirm the setting values set in the pachinko gaming machine 1 by the display of the display monitor 29 . When ending the setting confirmation state, from the main board 11 to the effect control board 12, a setting confirmation end command is transmitted.
[0144] When the pachinko gaming machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. When the game is in the stopped state, the shooting of the game ball by operating the batted ball operation handle, the detection of the game ball by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol The display device 20 may be controlled so as to stop-display a lost symbol or the like, or to perform a display corresponding to a game stop state different from the lost symbol. When the configuration confirmation state ends, an accompanying The game stop state should also be terminated.
[0145] In the setting change process of step S7, it is determined whether or not a predetermined setting change condition is satisfied. The setting change condition is satisfied, for example, when the detection signal from the door opening sensor 90 is ON and the setting key 51 is ON when power supply is started. The setting change condition may include that the clear signal is on.
[0146] When the setting change condition is established in the setting change process of step S7, it becomes a setting change state in which the setting value set in the pachinko game machine 1 can be changed, and the main board 11 to the effect control board 12, setting A start change command is sent. In the setting change state, the setting values are displayed on the display monitor 29, and each time the operation of the setting changeover switch 52 is detected, the numerical values displayed on the display monitor 29 are sequentially updated and displayed. After that, when the setting key 51 is turned off by the operation of the staff of the game arcade, etc., the setting value displayed on the display monitor 29 is stored (updated) in the backup area of the RAM 102, and the display monitor 29 turn off the When ending the setting change state, from the main board 11 to the effect control board 12, a setting change end command is transmitted.
[0147] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put in the game stop state as in the case of the setting confirmation state. When the setting change state ends, the game stop state associated therewith should also end.
[0148] On the effect control board 12 side, upon receiving the setting confirmation start command or the setting change start command, control may be performed to notify that the setting is being checked or that the setting is being changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may emit light in a predetermined manner.
[0149] The clear signal is turned on by pressing the clear switch 92 provided on the power supply board 17, for example. Therefore, if the detection signal from the door opening sensor 90 is on and the setting key 51 is on when the power supply is started, if the clear switch 92 is on, the initialization process of step S6 The setting change process of step S7 is executed to enable control to the setting change state, and if the clear switch 92 is off, the setting confirmation process of step S5 is executed together with the recovery process of step S4 to enable control to the setting confirmation state. . If the detection signal from the door open sensor 90 is OFF when the power supply is started, or if the setting key 51 is OFF, and if the clear switch 92 is ON, the initialization process of step S6 is performed. While it is executed, it is not controlled to the setting change state, and if the clear switch 92 is off, the recovery processing of step S4 is executed, but it is not controlled to the setting confirmation state.
[0150] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process for initializing the random number circuit 104 (step S8). Then, set the register of the CTC built in the game control microcomputer 100 so that the timer interrupt is periodically applied every predetermined time (for example, 2 ms) (step S9), and allow the interrupt (step S10 ). After that, loop processing is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined time intervals (for example, 2 ms), and the CPU 103 can periodically execute timer interrupt processing.
[0151] CPU103 which has executed such game control main processing, upon receiving an interrupt request signal from CTC and accepting an interrupt request, executes the game control timer interrupt processing shown in the flowchart of FIG. When the game control timer interrupt process shown in FIG. 5 is started, the CPU 10 In step 3, first, by executing a predetermined switch process, detection signals from various switches such as the gate switch 21, the first start switch 22A, the second start switch 22B, and the count switch 23 are detected through the switch circuit 110. The presence or absence of reception is determined (step S21). Subsequently, by executing a predetermined main-side error process, an abnormality diagnosis of the pachinko gaming machine 1 is performed, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, for example, jackpot information (information indicating the number of occurrences of jackpots), start information (start Information indicating the number of wins, etc.), probability variation information (information indicating the number of times the probability variation state, etc.) and other data are output (step S23).
[0152] Following the information output process, a game random number update process for updating at least part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes a special symbol process (step S25). By executing the special symbol process processing for each timer interrupt by the CPU 103, the execution and suspension management of the special symbol game, the control of the big hit game state and the small hit game state, the control of the game state, etc. are realized.
[0153] Following the special symbol process, the normal symbol process is executed (step S26). CPU103 by executing the normal symbol process processing for each timer interrupt, based on the detection signal from the gate switch 21 (based on the game ball passed through the passage gate 41) management of execution and suspension of the normal symbol game, It is possible to control the opening of the variable winning ball device 6B based on the "normal figure hit". Execution of the general pattern game is performed by driving the normal pattern display device 20, and displays the general pattern reservation number by lighting the general pattern reservation display device 25C.
[0154] After executing the normal symbol process processing, as part of the game control timer interrupt processing, processing when power failure occurs, processing for paying out prize balls, and the like may be performed. After that, CPU 103 executes command control processing (step S27). The CPU 103 may be set to transmit an effect control command in each of the processes described above. In the command control process of step S27, a process of transmitting the effect control command set for transmission to the sub-side control board such as the effect control board 12 is performed. After executing the command control process, after permitting the interrupt, the game control timer interrupt process is terminated.
[0155] FIG. 6 is a flow chart showing an example of the process executed in step S25 shown in FIG. 5 as the special symbol process process. In this special symbol process processing, the CPU 103 first executes a start winning determination processing (step S101).
[0156] In the starting winning determination process, the process of detecting the occurrence of starting winning, storing the pending information in a predetermined area of the RAM 102, and updating the number of pending memories is executed. When the starting winning a prize occurs, a random value for determining the display result (including the jackpot type) and the variation pattern is extracted and stored as pending information. Further, based on the extracted random number value, a process of pre-reading and judging the display result and the variation pattern may be executed. After storing the pending information and the number of pending memories, the transmission setting for transmitting the effect control command for specifying the judgment result such as the occurrence of starting winning, the number of pending memories, and the prefetch judgment to the production control board 12 is performed. will be The effect control command at the time of starting winning set to be transmitted in this manner is, for example, after the special symbol process process is completed, by executing the command control process of step S27 shown in FIG. is transmitted to
[0157] After executing the start winning determination process in step S101, the CPU103 selects and executes one of the processes of steps S110 to S120 according to the value of the special figure process flag provided in the RAM102. In addition, each processing of the special symbol process processing (step S110 ~ In S120), the transmission setting for transmitting the effect control command corresponding to each process to the effect control board 12 is performed.
[0158] The special symbol normal process of step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal process, it is determined whether or not to start the first special game or the second special game based on the presence or absence of pending information. In addition, in the special symbol normal processing, based on the random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is a "big hit" or "small hit", and the type of the big hit in the case of "big hit". is determined (predetermined) before the display result is derived and displayed. Furthermore, in the special symbol normal process, a fixed special symbol (any one of a big hit symbol, a small winning symbol, and a losing symbol) to be stopped and displayed in the special symbol game is set according to the determined display result. After that, the value of the special figure process flag is updated to "1", and the special symbol normal process ends. In addition, the special figure game using the second special figure may be executed with priority over the special figure game using the first special figure (also called special figure 2 priority digestion). Also, the winning order of the game balls to the first start winning opening and the second starting winning opening may be stored, and the start condition of the special figure game may be established in the winning order (also called winning order digestion).
[0159] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values to be compared with random numbers are assigned to decision results) are referred to. Other decisions in the main board 11, various decisions in the production control board 12 are the same. In the effect control board 12, various tables are stored in the ROM121.
[0160] The variation pattern setting process of step S111 is executed when the value of the special figure process flag is "1". In this variation pattern setting process, one of a plurality of variation patterns is selected using random numbers for determining variation patterns based on the result of pre-determination as to whether the display result is a "big hit" or a "small hit." including the process of determining In the variation pattern setting process, when the variation pattern is determined, the value of the special figure process flag is updated to "2", and the variation pattern setting process ends.
[0161] The variation pattern is the execution time of the special game (special figure fluctuation time) (also the execution time of the variable display of the decorative pattern), the form of variable display of the decorative pattern (whether or not there is a reach, etc.), and the variable display of the decorative pattern. It specifies the contents of the production (such as the type of reach production), and is also called a variable display pattern.
[0162] The special symbol variation process of step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation processing includes the processing of setting for varying the special symbols in the first special symbol display device 4A and the second special symbol display device 4B, and the elapsed time after the special symbol starts to vary. It includes processing to measure Also, it is determined whether or not the measured elapsed time has reached the special figure variation time corresponding to the variation pattern. Then, when the elapsed time from the start of the special symbol variation reaches the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation processing ends.
[0163] The special symbol stop processing of step S113 is executed when the value of the special symbol process flag is "3". In this special design stop processing, the first special design display device 4A and the second special design display device 4B stop the fluctuation of the special design, and the fixed special design that is the display result of the special design is stopped and displayed (derived). It includes a process to set for And, when the display result is "big hit", the value of the special figure process flag is updated to "4". On the other hand, when the big hit flag is off and the display result is "small hit", the value of the special figure process flag is updated to "8". Also, if the display result is "losing", the value of the special process flag is updated to “0”. When the display result is "small hit" or "losing", when the time saving state or probability variable state is controlled, and when the end of the number cut is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop processing ends.
[0164] The jackpot opening preprocessing of step S114 is executed when the value of the special figure process flag is "4". This jackpot opening pre-processing includes processing for making settings for starting a round in the jackpot game state and opening the jackpot, based on the fact that the display result is a "jackpot". is When the large winning opening is opened, a process of supplying a solenoid drive signal to the solenoid 82 for the large winning opening door is executed. At this time, for example, an upper limit period for opening the big winning opening and an upper limit number of rounds to be executed are set according to the type of the jackpot. When these settings are finished, the value of the special figure process flag is updated to "5", and the big hit opening pretreatment is finished.
[0165] The process during the jackpot opening of step S115 is executed when the value of the special figure process flag is "5". In this process during the opening of the big win, there is a process of measuring the elapsed time since the big win opening is opened, and based on the measured elapsed time and the number of game balls detected by the count switch 23, etc. It includes processing for determining whether or not it is time to return from the open state to the closed state. Then, when returning the large winning opening to the closed state, after executing processing such as stopping the supply of the solenoid drive signal to the solenoid 82 for the large winning opening door, the value of the special figure process flag is updated to "6", The process during jackpot opening is terminated.
[0166] The jackpot open post-processing of step S116 is executed when the value of the special figure process flag is "6". This jackpot opening post-processing includes a process of determining whether or not the number of executions of a round in which the jackpot is opened has reached a set upper limit execution number, and a jackpot game state when the number of executions reaches the upper limit execution number. It includes processing to make settings for terminating . Then, when the number of executions of the round has not reached the upper limit of executions, the value of the special process flag is updated to "5", while when the number of executions of the round reaches the upper limit of executions, the special process flag The value is updated to "7". When the value of the special figure process flag is updated, the jackpot release post-processing ends.
[0167] The jackpot end processing of step S117 is executed when the value of the special figure process flag is "7". This jackpot end processing includes a process of waiting until the waiting time corresponding to the period in which the ending production as a production operation for informing the end of the jackpot game state has passed, and a probability change corresponding to the end of the jackpot game state. It includes processing for performing various settings for starting control and time saving control. When such setting is performed, the value of the special figure process flag is updated to "0", and the jackpot end processing ends.
[0168] The small hit opening preprocessing in step S118 is executed when the value of the special figure process flag is "8". This small win opening pre-processing includes processing for setting the large winning opening to be open in the small winning gaming state based on the display result being "small winning". At this time, the value of the special figure process flag is updated to "9", and the small hit release preprocessing ends.
[0169] The small hit opening process in step S119 is executed when the value of the special figure process flag is "9". This small win opening process includes a process that measures the elapsed time since the big winning opening was opened, and a timing that returns the big winning opening from the open state to the closed state based on the measured elapsed time. This includes processing to determine whether or not the When the big winning opening is returned to the closed state and the small winning game state ends, the value of the special figure process flag is updated to "10" and the small winning opening process ends.
[0170] The small hit end process of step S120 is executed when the value of the special figure process flag is "10". This small win ending process includes a process of waiting until a waiting time corresponding to the period in which the performance operation to notify the end of the small win game state has elapsed. Here, when the small winning gaming state ends, the gaming state in the pachinko gaming machine 1 before entering the small winning gaming state is continued. When the waiting time at the end of the small winning game state has elapsed, the value of the special figure process flag is updated to "0" and the small winning ending process ends.
[0171] The pachinko game machine 1 is configured such that the probability of winning a jackpot and the ball output rate change according to the set value. For example, in the special symbol normal processing of the special symbol process processing, by using a display result determination table (winning probability) according to the set value, the jackpot winning probability and ball payout rate are changed. For example, the setting value has six levels from 1 to 6, where 6 has the highest probability of winning the jackpot, and as the value decreases in the order of 6, 5, 4, 3, 2, and 1, the probability of winning the jackpot decreases. In this example, if 6 is set as the setting value, it is the highest advantage for the player, and as the value decreases in the order of 6, 5, 4, 3, 2, and 1, the advantage gradually decreases. . If the probability of winning the jackpot changes according to the set value, the ball payout rate may also change according to the set value. While the probability of winning a jackpot is constant regardless of the set value, the number of rounds in the jackpot game state may change depending on the set value. The pachinko gaming machine 1 may be configured so as to be able to set one of a plurality of set values with different degrees of advantage for the player. The setting values set in the pachinko gaming machine 1 are notified by transmitting a setting value designation command from the main board 11 side to the performance control board 12 side.
[0172] FIG. 7 shows a configuration example of a display result determination table. Figure 7(A) shows a configuration example of the display result determination table for the first special figure used when the variable special figure is the first special figure, and Figure 7(B) shows a configuration example of the display result determination table for the first special figure used when the variable special figure is the second special figure. It shows a configuration example of the display result determination table for the second special figure used in the case of the figure. A display result determination table is a collection of data stored in the ROM 101 . In the display result determination table, the hit determination value that is compared with the random value MR1 is assigned to the special symbol display result, which is a variable display result of the special symbol, according to the setting value. The random number MR1 is a random number for determining the display result, and the value is randomly updated within the range of 0-65535. As the display result determination table, a common display result determination table may be used for the first special figure and the second special figure.
[0173] In the display result judgment table, when the gaming state is in a variable probability state (high probability state), more judgment values are displayed as a "jackpot" special figure than when the gaming state is in the normal state or time saving state (low probability state). assigned to the result. As a result, when the pachinko game machine 1 is in a high probability state such as a variable probability state in which probability variable control is performed, the probability that control is determined to be in the jackpot gaming state is higher than when it is in a low probability state such as the normal state or time saving state. It gets expensive.
[0174] In the first special figure display result determination table, the probability that the special figure display result will be determined as a "small hit" and controlled to the small win game state is determined to be the same value, regardless of the gaming state or setting value. A value has been assigned. In the display result determination table for the second special figure, the probability that the special figure display result will be determined as a "small hit" and controlled to the small hit game state is determined by the display result for the first special figure, regardless of the gaming state or setting value. Judgment values are assigned so that they are the same value but different from those in the judgment table. In addition, the probability that the special figure display result is determined to be a "small win" and controlled to a small win gaming state may be varied depending on the set value. Regardless of the variable special figure, the probability of determining that the special figure display result will be a "small win" and control to a small win game state may be set to be the same probability.
[0175] In the display result judgment table for the first special figure and the display result judgment table for the second special figure, when the gaming state is normal or time saving, the range from 1020 to 1237 of the hit judgment values is determined regardless of the setting value. It is set to a common numerical range of jackpot determination values for determining jackpots. If the setting value is 1, 1020 to 1237 will be assigned to the "jackpot", While only the common numerical range of the jackpot judgment value for determining the jackpot is set, in the case of setting value 2 to setting value 6, each setting is set from 1238 so that it is continuous from the common numerical range of the jackpot judgment value. A numerical range corresponding to the value is set as a non-common numerical range of the jackpot determination value.
[0176] In the display result judgment table for the first special figure and the display result judgment table for the second special figure, when the gaming state is in a variable probability state, the range from 1020 to 1346 of the hit judgment values indicates that the jackpot will be won regardless of the set value. It is set to a common numerical range of jackpot judgment values for judgment. If the setting value is 1, only the common numerical range of jackpot judgment values for determining jackpots is set by assigning 1020 to 1346 to "jackpot", while setting value 2 to setting value In the case of 6, the numerical range corresponding to each set value from 1346 is set as the non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.
[0177] In the display result determination table for the first special figure, when the gaming state is normal state or time saving state, the range from 32767 to 33094 of the hit determination values is the small value for determining a small hit regardless of the setting value. It is set to a common numerical range of hit judgment values. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the jackpot determination value, regardless of the set value from 1 to 6. This prevents the numerical range of the small hit determination value from overlapping the range of the jackpot determination value, which changes according to each set value.
[0178] In the display result determination table for the first special figure, when the gaming state is in the variable probability state, the range from 32767 to 33094 of the hit judgment values is the set value, just as when the gaming state is in the normal state or time saving state. It is set to a common numerical range of the small hit determination value for determining the small hit regardless of the value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the jackpot determination value, regardless of the set value from 1 to 6. This prevents the numerical range of the small hit determination value from overlapping the range of the jackpot determination value, which changes according to each set value.
[0179] In the display result determination table for the second special figure, when the gaming state is normal state or time saving state, the range from 32767 to 33421 of the hit determination values is the small value for determining a small hit regardless of the setting value. It is set to a common numerical range of hit judgment values. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the jackpot determination value, regardless of the set value from 1 to 6. This prevents the numerical range of the small hit determination value from overlapping the range of the jackpot determination value, which changes according to each set value.
[0180] In the display result determination table for the second special figure, when the gaming state is in the variable probability state, the range from 32767 to 33421 of the hit judgment values is the set value, just as when the gaming state is in the normal state or time saving state It is set to a common numerical range of the small hit determination value for determining the small hit regardless of the value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the jackpot determination value, regardless of the set value from 1 to 6. This prevents the numerical range of the small hit determination value from overlapping the range of the jackpot determination value, which changes according to each set value.
[0181] The set values that can be set in the pachinko gaming machine 1 may be 5 or less or 7 or more. The smaller the set value set in the pachinko gaming machine 1, the more advantageous the player may be. Depending on the setting value set in the pachinko game machine 1, the game characteristics may be changed. For example, if the setting value set for pachinko game machine 1 is 1, the jackpot probability in the normal state is 1 / 320, and the gameplay is such that the probability of winning in the normal state is 65% (so-called variable probability loop type). If the setting value set in the pachinko game machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and during the jackpot game, the game ball is placed inside the special variable winning ball device 7. Based on passing the switch, the gaming state after the end of the jackpot game is controlled to a certain variable state. On the other hand, according to the variable special figure, the game ball has a different rate of passing through the predetermined switch during the big hit game (so-called V probability variable type), and the set value set in the pachinko game machine 1 is 3. In some cases, the big hit probability is 1 / 320 and the small hit probability is 1 / 50, and the game ball passes through a predetermined switch provided inside the special variable winning ball device 7 during high base (during time saving control). Based on that, it may be a game property (so-called 1 type 2 type mixed type) that controls to a big hit game state. When the set value set in the pachinko game machine 1 is any one of 1 to 3, the game performance is the same, but the probability of big wins and small wins are higher than when these set values are any of 1 to 3. A setting may be provided in which the probability is high and the number of prize balls that can be obtained during the jackpot game is small (for example, the setting value set in the pachinko gaming machine 1 is any one of 4 to 6). A common switch may be used for different purposes when game characteristics are changed according to a set value. Specifically, when the set value is 1 to 3, a predetermined switch provided in the special variable winning ball device 7 is set to a production switch (for executing a predetermined production each time a game ball passes through a prescribed area). switch), and if the set value is 4 to 6, the predetermined switch is a game switch (based on the game ball passing through the predetermined switch, to control the game state to a variable probability state or a big hit game state switch).
[0182] The jackpot type may be determined at different ratios depending on the set value based on the assignment of the determination value in the jackpot type determination table. Alternatively, the jackpot type may be determined at a common rate regardless of the set value. The variation pattern may be determined at different ratios according to the set values based on the assignment of the determination values in the variation pattern determination table. Alternatively, the variation pattern may be determined with a common ratio regardless of the set value. A set value may be suggested by the frequency with which normal reach and super reach are performed by having the execution ratio of normal reach and super reach differ according to a set value. Alternatively, regardless of the setting value, the execution ratio of normal reach and super reach may be common. In addition, it may be possible to execute arbitrary setting suggestion effects at different ratios according to the set values.
[0183] (Main operations of production control board 12) Next, main operations in the effect control board 12 will be described. In the production control board 12, when receiving the supply of power supply voltage from the power supply board or the like, the production control CPU 120 is activated, and the production control main processing as shown in the flowchart of FIG. 8 is executed. When the production control main process shown in FIG. 8 is started, the production control CPU 120 first executes a predetermined initialization process (step S71), and clears the RAM 122 and sets various initial values, and the production control board 12. Perform register settings for the on-board CTC (counter / timer circuit). Also, an initial operation control process is executed (step S72). In the initial motion control process, control for initial motion of the movable body 32, such as control for driving the movable body 32 to return it to the initial position and control for confirming a predetermined motion, is executed.
[0184] After that, it is determined whether or not the timer interrupt flag is turned on (step S73). The timer interrupt flag is set to ON every time a predetermined time (for example, 2 milliseconds) elapses based on, for example, CTC register settings. At this time, if the timer interrupt flag is off (step S73; N), the process of step S73 is repeated and waits.
[0185] In addition, on the side of the effect control board 12, an interrupt for receiving the effect control command from the main board 11 occurs separately from the timer interrupt that occurs each time a predetermined time elapses. This interrupt is an interrupt generated by, for example, the production control INT signal from the main substrate 11 is turned on. When an interrupt occurs due to the production control INT signal being turned on, the production control CPU 120 automatically sets the interrupt disabled state, but when using a CPU that does not automatically enter the interrupt disabled state, the interrupt It is desirable to emit a prohibition instruction (DI instruction). The production control CPU 120, by turning on the production control INT signal For example, a predetermined command reception interrupt process is executed in response to the interrupt. In this command reception interrupt process, among the input ports included in the I / O125, from a predetermined input port that receives the control signal transmitted from the main board 11 through the relay board 15, takes in the effect control command. The production control command taken in at this time is stored in the production control command reception buffer provided in the RAM 122, for example. After that, the effect control CPU120 is set to interrupt permission, and then ends the command reception interrupt process.
[0186] If the timer interrupt flag is ON in step S73 (step S73; Y), the timer interrupt flag is cleared to be turned off (step S74), and command analysis processing is executed (step S75). In the command analysis process, for example after reading various production control commands that are stored in the production control command receiving buffer transmitted from the game control microcomputer 100 of the main board 11, to the read production control command Corresponding settings and controls are performed. For example, in order to be able to confirm which production control command is received and the content specified by the production control command in production control process processing, etc., the read production control command is stored in a predetermined area of RAM 122, or stored in RAM 122 It turns on the provided reception flag. Further, when the effect control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0187] After executing the command analysis process in step S75, the effect control process process is executed (step S76). In the effect control process processing, for example, the display operation of the effect image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitters such as the game effect lamp 9 and the decorative LED, the movable body 32 Control to operate various production devices such as driving operation of is performed. In addition, regarding the control contents of the production operation using various production devices, determination, determination, setting, etc. according to the production control command transmitted from the main substrate 11 are performed.
[0188] Following the effect control process processing of step S76, effect random number update processing is executed (step S77), and at least part of the effect random numbers used on the effect control board 12 side is updated by software. After that, the process returns to step S73. Other processing may be performed before returning to the processing of step S73.
[0189] FIG. 9 is a flow chart showing an example of processing executed in step S76 of FIG. 8 as the effect control process processing. In the effect control process processing shown in FIG. 9, the effect control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, based on the effect control command at the time of starting winning transmitted from the main board 11, determination, determination, setting, etc. for executing the pre-reading notice effect are performed. Also, a process for displaying a pending display is executed based on the number of pending memories specified from the effect control command.
[0190] After executing the process of step S161, the effect control CPU120 selects and executes one of the processes of steps S170 to S177 as follows according to the value of the effect process flag provided in the RAM122, for example.
[0191] The variable display start waiting process in step S170 is a process executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process is a process of determining whether or not to start variable display of decorative patterns on the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. and so on. When it is determined to start the variable display of the decoration pattern in the image display device 5, the value of the effect process flag is updated to "1", and the variable display start waiting process is terminated.
[0192] The variable display start setting process in step S171 is a process executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and the variation pattern specified by the effect control command, the display result of the variable display of the decorative pattern (determined decorative pattern), the form of the variable display of the decorative pattern, the ready-to-win effect, and various other Whether or not to execute various effects such as advance notice effects, its mode, execution start timing, etc. are determined. Then, the production control pattern (collection of control data for instructing the execution of 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 execution of variable display of decorative symbols, 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 causes the image display device 5 to start variable display of decorative patterns in response to an instruction to start execution of variable display of decorative patterns.
[0193] The effect process during variable display in step S172 is a process executed when the value of the effect process flag is "2". In this variable display performance processing, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5. , driving the movable body 32 , outputting audio and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13 , and outputting a command (illumination signal) to the lamp control board 14 . Various performance controls are executed during variable display of decorative patterns, such as turning on / off / flashing the game effect lamp 9 and decorative LEDs by output. After performing such performance control, for example, a termination code indicating the end of the variable display of decorative patterns has been read from the performance control pattern, or a command has been received from the main board 11 specifying that fixed decorative patterns should be stopped and displayed. Corresponding to the fact that the player has done so, the fixed decoration pattern which becomes the display result of the decoration pattern is stopped and displayed. When the fixed decoration pattern is stopped and displayed, the value of the production process flag is updated to "3", and the production process during variable display ends.
[0194] The special figure per waiting process of step S173 is a process executed when the value of the production process flag is "3". In this special figure hit waiting process, the performance control CPU 120 determines whether or not a performance control command has been received from the main board 11 to specify starting a jackpot game state or a small win game state. Then, when receiving a production control command that specifies the start of a jackpot gaming state or a small winning gaming state, if the command specifies the start of a jackpot gaming state, the value of the production process flag is set to “6”. ”. On the other hand, if the command designates the start of the small winning game state, the value of the production process flag is updated to "4" which is the value corresponding to the small winning production process. In addition, if the waiting time for receiving the command elapses without receiving a command specifying the start of the jackpot game state or the small win game state, it is determined that the display result in the special drawing game is a "lose". Then, the value of the production process flag is updated to the initial value of "0". When the value of the production process flag is updated, the special figure per waiting process is terminated.
[0195] The effect process during a small hit in step S174 is a process executed when the value of the effect process flag is "4". In this small win performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the small win game state, and executes various performance controls in the small win game state based on the setting contents. . In addition, in the small hit production process, for example, in response to receiving a command from the main board 11 to specify ending the small win game state, the value of the production process flag is set to a value corresponding to the small win ending production. It is updated to a certain “5” and the small hit performance processing is ended.
[0196] The small hit end production process of step S175 is a process executed when the value of the production process flag is "5". In this small hit end effect processing, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the small win game state, etc., and various effect control at the end of the small win game state based on the setting contents. to run. then directing The value of the process flag is updated to the initial value "0", and the small hit end effect processing is ended.
[0197] The effect process during the big hit in step S176 is a process executed when the value of the effect process flag is "6". In this big-hit production process, the production control CPU 120 sets, for example, production control patterns corresponding to the production contents in the big-hit game state, and executes various production controls in the big-hit game state based on the set contents. In addition, in the big hit production process, for example, in response to receiving a command designating to end the big win game state from the main board 11, the value of the production process flag is changed to "7" which is a value corresponding to the ending production process. ” and ends the jackpot performance process.
[0198] The ending effect process of step S177 is a process executed when the value of the effect process flag is "7". In this ending effect processing, the effect control CPU 120 sets, for example, effect control patterns corresponding to the end of the jackpot game state, etc., and controls various effects of the ending effect at the time of the end of the jackpot game state based on the setting contents. Execute. After that, the value of the effect process flag is updated to the initial value of "0", and the ending effect process ends.
[0199] [Modified example of basic explanation] The present invention is not limited to the pachinko game machine 1 described in the basic description above, and various modifications and applications are possible without departing from the gist of the present invention.
[0200] The pachinko gaming machine 1 in the basic description above is a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of winning, but instead encloses the game media and gives points based on the occurrence of winning. It may be an enclosed game machine.
[0201] Only one type of pattern (for example, a symbol indicating "-") is displayed during the variable display of the special pattern, and the variable display may be performed by repeating the display and extinguishing of the relevant pattern. Further, even when the symbol is displayed during variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0202] In the above basic explanation, the pachinko gaming machine 1 is shown as the gaming machine. A slot machine capable of executing a game in which a predetermined number of medals are paid out to a player when the symbols are stopped in response to the operation of a stop button with a special symbol combination (for example, a big bonus game). , regular bonus, RT, AT, ART, and CZ (hereinafter referred to as a slot machine equipped with one or more bonuses, etc.).
[0203] The program and data for realizing the present invention are not limited to the form of being distributed or provided on a detachable recording medium to the computer device or the like included in the pachinko game machine 1. The software may be distributed by being installed on the storage device of the user. Further, the program and data for realizing the present invention can be distributed by being downloaded from another device on the network connected via a communication line or the like by providing a communication processing unit. I don't mind.
[0204] In addition, the game can be executed not only by loading a detachable recording medium, but also by temporarily storing programs and data downloaded via a communication line or the like in an internal memory or the like. connected via a communication line, etc. It may also be directly executed using the hardware resources of other devices on the network. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0205] In addition, in this specification, expressions that compare various proportions such as the execution rate of production (expressions such as "higher", "lower", "different", etc.) do not mean that one is a proportion of "0%". may contain. For example, it also includes cases where one of the ratios is "0%" and the other is "100%" or a ratio less than "100%."
[0206] <Explanation about characteristic part 087F> Next, the gaming machine according to the feature section 087F of this embodiment will be described with reference to FIGS. 10-1 to 10-53.
[0207] [Configuration of pachinko machine 1 related to characteristic part 087F] It is a front view of the pachinko gaming machine 1 according to the characteristic part 087F of this embodiment. As shown in FIG. 10-1, the pachinko gaming machine 1 of this feature section 087F includes a movable body 087F010. As shown in FIG. 10-2, the movable body 087F010 is connected to the output circuit 111 mounted on the main substrate 11 and is movable based on the drive signal received from the output circuit 111. FIG. Specifically, the movable body 087F010 is a plurality of (two in this example) members divided into left and right sides when the pachinko gaming machine 1 is viewed from the front on the front side (player side) of the image display device 5. have The movable body 087F010 is a part of the screen of the image display device 5, like a shutter, by moving the left and right divided members to the vicinity of the center of the image display device 5 on the front side of the image display device 5. Or it covers the whole thing. Below, the movable body 087F010 may be referred to as a "accessory object."
[0208] As shown in FIG. 10-1, most of the display area of the image display device 5 constitutes a display area for displaying effects such as variable display of decoration patterns and ready-to-win effects. In addition, the lower end of the image display device 5 displays a first reserved memory display area 087F005B that can display the first reserved memory number by the number of circular reserved displays and a second reserved memory number by the number of circular reserved displays. including a possible second reserved storage display area 087F005C.
[0209] The upper right end of the image display device 5 includes a display area 087F005D capable of displaying a fourth symbol indicating that the special symbol is being variably displayed, the first reserved memory number, and the second reserved memory number.
[0210] In the central portion of the display area of the image display device 5, "left", "middle", and "right" decorative pattern display areas 5L, 5C, and 5R are arranged, and the decorative patterns can be displayed in a variable manner. It's becoming In addition, at the right end of the display area of the image display device 5, a small pattern area 087F005E capable of displaying a small pattern smaller than each decorative pattern is displayed. The small patterns are the decorative patterns displayed in the "left" decorative design display area 5L, the decorative patterns displayed in the "middle" decorative design display area 5C, and the "right" decorative design display areas. Designs corresponding to each of the decorative designs displayed on 5R are arranged vertically.
[0211] Incidentally, as shown in FIG. 10-1, the decorative pattern is arranged in the central portion of the image display device 5, and the small pattern 087F005E is arranged in the right end portion of the image display device 5 in a smaller size than the decorative pattern. ing. Therefore, the visibility of the small pattern 087F005E is lower than the visibility of the decoration pattern.
[0212] Further, at the lower center of the image display device 5, an active display area 087F005A is provided for displaying, as an active display, pending display corresponding to the variable display being executed.
[0213] [Various tables about jackpots] Various tables relating to big wins will be described with reference to FIGS. 10-3 to 10-5.
[0214] (jackpot type) FIG. 10-3 is an explanatory diagram showing a winning type table. As shown in Fig. 10-3, in the hit type table, for each type of hit in the jackpot, the probability of hitting the jackpot after the game state ends, the base after the game state ends, and the fluctuation time after the game state ends , and the number of openings (number of rounds) in the jackpot are shown.
[0215] Specifically, as the types of jackpots, 5R normal jackpot, 5R probability variable jackpot, and 10R probability variable jackpot are provided. In addition, below, the mark of each round may be represented by "R". For example, the 1st round is also referred to as the 1R, and the 2nd round is also referred to as the 2R. The 5R normal jackpot is a jackpot that is controlled to a low probability state and a high base state after five rounds of the jackpot gaming state are completed. In the normal jackpot, either the condition that such a low-probability-high base state is executed until the variable display is executed a predetermined number of times, 100 times, or the condition that the next jackpot occurs, whichever comes first, is established. continue until
[0216] The 5R probability variable jackpot is a jackpot that is controlled to a high probability state and a high base state after five rounds of jackpot game states are completed. In the probability variable jackpot, the condition that such a high probability and high base state is executed until the variable display is executed a predetermined number of times, 150 times, or the condition that the next jackpot occurs, whichever is earlier, is established. continue until
[0217] The 10R probability variable jackpot is a jackpot that is controlled to a high probability state and a high base state after 10 rounds of the jackpot gaming state is completed. In the probability variable jackpot, the condition that such a high probability and high base state is executed until the variable display is executed a predetermined number of times, 150 times, or the condition that the next jackpot occurs, whichever is earlier, is established. continue until
[0218] (each random number) FIG. 10-4 is an explanatory diagram showing each random number. As shown in Figure 10-4, each random number is used as follows. Specifically, the random R is a hit determination random counter that determines whether or not to make a big hit. Random R is updated by 1 at 10 MHz, updated from 0 to its upper limit of 65535, and then updated from 0 again. Random 1 is a random counter (for jackpot type determination) that determines the jackpot type to be one of the 5R normal jackpot, the 5R probability variable jackpot, and the 10R probability variable jackpot. Random 2 is a random counter (for determining a post-variation pattern) that determines a variation pattern (hereinafter referred to as a "post-variation pattern") (variation time) corresponding to the post-variation among the fluctuation patterns. The post-fluctuation refers to the fluctuation in the second half of the fluctuations in the special design. Random 3 is a random counter (previous variation pattern determination) that determines a variation pattern (hereinafter referred to as "previous variation pattern") (fluctuation time) corresponding to the previous variation among the variation patterns. The previous fluctuation refers to the fluctuation in the first half of the special symbol fluctuation. Random 4 is a random counter that determines whether or not to generate a hit based on the normal design (for normal design hit determination). Random 5 is a random counter that determines the initial value of random 4 (for random 4 initial value determination).
[0219] In the present embodiment, it is determined based on the value of the jackpot determination random number (random R) whether or not to be controlled to the jackpot game state as an advantageous state advantageous to the player. Then, which jackpot among multiple types of jackpots such as 5R normal jackpot, 5R probability variable jackpot, and 10R probability variable jackpot as a jackpot gaming state is determined based on the value of the jackpot type determination random number (random 1). It is determined. At this time, the jackpot pattern is also determined based on the random 1 value. You should do it.
[0220] Also, first, the post-fluctuation pattern is determined using the post-fluctuation pattern determination random number (random 2), and the pre-fluctuation pattern is determined using the pre-fluctuation pattern determination random number (random 3). Thus, in this embodiment, a variation pattern is determined by a two-stage lottery process.
[0221] (Jackpot determination table, jackpot type determination table) FIG. 10-5 is an explanatory diagram showing a jackpot determination table and a jackpot type determination table. These tables are stored in ROM101.
[0222] FIG. 10-5(A) is an explanatory diagram showing a big hit determination table. The big hit determination table is a collection of data stored in the RO 101, and is a table in which the big hit determination value to be compared with the random R is set. The big hit determination table includes a normal (non-variable probability) big win determination table used in a normal state (game state not variable probability state, that is, non-variable probability state) and a variable probability big win determination table used in the variable probability state.
[0223] In the normal jackpot determination table, each numerical value listed in the left column of Figure 10-5 (A) is set as the jackpot determination value, and in the probability variation jackpot determination table, the right of Figure 10-5 (A) Each numerical value described in the column is set as a jackpot determination value. The jackpot judgment value set in the probability variable jackpot judgment table is the jackpot judgment value common to the jackpot judgment value set in the normal jackpot judgment table (called the normal jackpot judgment value or the first jackpot judgment value). By adding the unique jackpot determination value, a larger number of jackpot determination values than the probability-variable jackpot determination table (referred to as the probability-variable jackpot determination value or second jackpot determination value) are set. As a result, in the variable probability state, it is determined that the game is a big hit with a higher probability than in the normal state.
[0224] The CPU 103 extracts the count value of the random number circuit 104 at a predetermined time and compares the extracted value with the value of the jackpot judgment random number (random R). ), it is decided to make a big hit (normal big hit or probability variable big hit) with respect to special symbols when it matches any of the big hit determination values shown in ). The "probability" shown in FIG. 10-5(A) indicates the probability (percentage) of winning a big hit.
[0225] FIGS. 10-5(B) and (C) are explanatory diagrams showing a big hit type determination table. FIG. 10-5(B) is a first special symbol jackpot type determination table used to determine the jackpot type when determined to be a jackpot by the first special symbol. FIG. 10-5(C) is a second special symbol jackpot type determination table used to determine the jackpot type when determined to be a jackpot by the second special symbol.
[0226] In the first special figure jackpot type determination table in Fig. 10-5 (B), the numerical value to be compared with the random 1 value for jackpot type determination, "5R normal jackpot", "5R probability variable jackpot", and , A big hit judgment value corresponding to each of "10R probability variable big hit" is set. In the second special symbol jackpot type determination table of FIG. 10-5(C), a jackpot determination value corresponding to "10R probability variable jackpot", which is a numerical value to be compared with the value of random 1, is set.
[0227] For example, as shown in Figure 10-5 (B), for the first special figure, the 5R normal jackpot is assigned 50 random 1 values out of 100 random 1s ranging from 0 to 99. There is a 1 / 2 (=50 / 100) probability that the 5R normal jackpot will be selected when the special figure is hit. Considering that the probability of hitting the jackpot in normal times is about 1 / 300, the probability that the result of the variable display will be a 5R normal jackpot in special figure 1 is about 1 / 600 (= 1 / 2 * 1 / 300).
[0228] Also, as shown in Figure 10-5 (B), for the first special figure, the 5R probability variable jackpot is assigned 10 random 1 values out of 100 random 1 ranging from 0 to 99. There is a 1 / 10 (= 10 / 100) probability that the 5R probability variable jackpot will be selected if it hits 1 special figure. Considering that the probability of hitting the jackpot in normal times is about 1 / 300, the probability that the result of the variable display will be a 5R probability variable jackpot in special figure 1 is about 1 / 3000 (= 1 / 10 * 1 / 300).
[0229] Also, as shown in Figure 10-5(B), for the first special drawing, the 10R variable jackpot is assigned the value of 40 random 1s out of 100 random 1s ranging from 0 to 99. Therefore, the probability that 10R probability variable jackpot will be selected if 1 special drawing is won is 2 / 5 (=40 / 100). Considering that the jackpot probability in normal times is about 1 / 300, the probability that the result of the variable display will be a 10R variable jackpot in special drawing 1 is about 1 / 750 (=2 / 5 * 1 / 300).
[0230] In addition, as shown in Figure 10-5(B), the probability of hitting any jackpot in special drawing 1 is approximately 1 / 300 (=1 / 600+1 / 3000+1 / 750), so it is impossible to miss. The probability is approximately 299 / 300.
[0231] Also, as shown in Figure 10-5(C), for the second special drawing, the 10R variable jackpot is assigned the value of 100 random 1s out of 100 random 1s ranging from 0 to 99. There is.
[0232] Using such various jackpot type determination tables, the CPU 103 determines, as the jackpot type, the type corresponding to the jackpot type determination value with which the value of Random 1 matches, and determines, as the jackpot symbol, the type that corresponds to the jackpot type judgment value with which the value of Random 1 matches. Determine the jackpot symbol. Thereby, the jackpot type and the jackpot symbol corresponding to the jackpot type are determined at the same time.
[0233] According to these various jackpot type determination tables, regarding the jackpot of the second special symbol, compared to the jackpot type that can be selected with the first special symbol, the percentage of "10R probability variable jackpot" being selected is higher, and the player There is a high rate of selection of jackpot types that are advantageous for players.
[0234] (Production control command) FIG. 10-6 is an explanatory diagram showing an example of the content of the production control command. The game control microcomputer 100 mounted on the main board 11, which is the main side control board, transmits various performance control commands to the performance control CPU 120 depending on the game control state. The production control command has, for example, a 2-byte configuration, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). Note that the command format shown in FIG. 10-6 is an example, and other command formats may be used. Note that although "(H)" indicates a hexadecimal number in the following, it may be omitted in this specification.
[0235] Command 80XX(H) is a variation pattern that specifies a variation pattern corresponding to the previous variation (previous variation pattern) among the variation patterns of decorative symbols that are variably displayed on the image display device 5 in response to the variable display of special symbols. This is a command (XX corresponds to the number of the previous fluctuation pattern). The previous variation on the sub side refers to the variation in the first half of the variation in the decorative pattern that is variably displayed on the image display device 5 in response to the variable display of the special symbol. When a unique number is assigned to each of a plurality of types of previous variation patterns, there is a previous variation pattern command corresponding to each of the previous variation patterns specified by the number.
[0236] Command 8101(H) is the first variable display start code that specifies the start of variable display of the first special figure. It's Mando. Command 8102(H) is a second variable display start command that specifies the start of variable display of the second special figure. When the production control CPU 101 receives the command 8101 (H) or the command 8102 (H), it controls the image display device 5 to start variable display of decorative symbols.
[0237] Command 84XX(H) is a variation pattern that specifies a variation pattern corresponding to a later variation (later variation pattern) among the variation patterns of decorative symbols that are variably displayed on the image display device 5 in response to the variable display of special symbols. This is a command (XX corresponds to the number of the post-variation pattern). The after variation on the sub side refers to the variation in the latter half of the variation of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special symbol. When a unique number is assigned to each of a plurality of types of post-fluctuation patterns, there is a post-fluctuation pattern command corresponding to each post-fluctuation pattern specified by the number.
[0238] Command 8C01(H) is a display result 1 designation command (loss designation command) that indicates that the game has been determined to be a loss. Command 8C02 (H) is a display result 2 designation command (5R normal jackpot designation command) that indicates that the 5R normal jackpot has been determined. Command 8C03 (H) is a display result 3 designation command (5R probability variable jackpot designation command) indicating that the 5R probability variable jackpot is determined. Command 8C04 (H) is a display result 4 designation command (10R probability variable jackpot designation command) indicating that the 10R probability variable jackpot is determined. Loss designation command, 5R normal jackpot designation command, 5R probability variation jackpot designation command, and 10R probability variation jackpot designation command each, or these are collectively called 8C system command.
[0239] Command 8D01 (H) is a first symbol variation designation command that indicates to start variable display of the first special symbol. Command 8D02 (H) is a second symbol variation designation command that indicates to start variable display of the second special symbol. Each of the first symbol variation designation command and the second symbol variation designation command, or collectively these are also referred to as 8D system commands. Command 8F00 (H) is a symbol confirmation designation command that specifies to end the variation of the first special symbol and the second special symbol.
[0240] Command 9000 (H) is an initialization designation command that designates initialization (designates display of the initial screen at power-on) that is transmitted when power supply to the gaming machine is started. Command 9200 (H) is a power failure recovery specification command that specifies power failure recovery (specifies that a power failure recovery screen is to be displayed) sent when the power supply to the game machine is resumed. Command 9500(H) is a normal state designation command that designates the background of the normal state. Command 9501 (H) is a time-saving state designation command that specifies the background of the time-saving state. Command 9502(H) is a variable probability state designation command that specifies the background of the variable probability state. Each of the normal state designation command, the time saving state designation command, and the variable probability state designation command, or these are collectively referred to as the 95 series command or the background designation command. Command 9F00(H) is a customer waiting demonstration designation command that specifies a customer waiting demonstration.
[0241] Command A001(H) is a jackpot start 1 designation command that specifies the start of the 5R normal jackpot. Command A002(H) is a jackpot start 2 designation command that specifies the start of a 5R probability variable jackpot. Command A003(H) is a probability variable jackpot start 3 designation command that specifies the start of a 10R probability variable jackpot. Each of the jackpot start 1 designation command, the jackpot start 2 designation command, and the jackpot start 3 designation command, or these are collectively called the A0 system command.
[0242] A1XX(H) is a command indicating that the big winning hole is open for the number of times (round) indicated by XX. The command to specify when the big prize opening is open is also called the A1 series command. . A2XX(H) is a specified command after opening the big winning hole that indicates the closing of the big winning hole for the number of times (round) indicated by XX. The designated command after opening the big prize opening is also called the A2 series command.
[0243] Command A301 (H) is a jackpot end 1 designation command that specifies the end of the 5R normal jackpot. Command A302 (H) is a jackpot end 2 designation command that designates the end of the 5R probability variable jackpot. Command A303(H) is a jackpot end 3 designation command that designates the end of the 10R variable jackpot. Each of the jackpot end 1 designation command, the jackpot end 2 designation command, and the jackpot end 3 designation command, or these are also collectively referred to as the A3 series command.
[0244] Command B100(H) is a first starting winning designation command that specifies that there is a first starting winning. Command B200(H) is a second starting winning designation command that specifies that there is a second starting winning.
[0245] Command C1XX(H) is a first pending storage number designation command that specifies that the first pending storage number has reached the number indicated by XX. The first pending storage number specification command is also referred to as a C1 series command. Command C2XX(H) is a second pending storage specification command that specifies that the second pending storage number has reached the number indicated by XX. The second pending storage number specification command is also referred to as a C2 type command.
[0246] Command C4XX (H) and command C6XX (H) are the contents of the judgment result at the time of winning such as jackpot judgment, jackpot type judgment, variation pattern type judgment at the time of start winning to the first start winning mouth or second start winning mouth This is the production control command shown. Among them, the command C4XX(H) is a symbol designating command indicating whether or not a big hit will be made and the result of judging the type of the big win among the winning determination results. In addition, command C3XX(H) is a variation type command that indicates the judgment result (variation pattern type judgment result) in which judgment value range the value of the random number for variation pattern type judgment falls within among the winning judgment results. It is.
[0247] C7XX(H) is a grand prize opening winning designation command that indicates the passage of the game ball to the big winning opening for the number of times (round) indicated by XX.
[0248] A command in which MODE is FD(H) and the 4th bit of EXT is 0 is a right-handed player display off designation command that indicates the right-handed player display is turned off. A command in which the MODE data is FD(H) and the 4th bit of the EXT data is 1 is a right-hand hitting display lighting designation command indicating lighting of the right-hand hitting display. In this embodiment, the right-handed display lighting designation command is also referred to as an FD-based command.
[0249] The game control microcomputer 100 determines, at the time of starting winning, whether or not there will be a jackpot, the type of jackpot, and which judgment value range the value of the random number for determining the type of variation pattern falls within. Then, a value that specifies a jackpot and a value that specifies the type of jackpot are set in the EXT data of the symbol designation command, and control is performed to send them to the production control CPU 120. In addition, the game control microcomputer 100 sets a value specifying the range of the determination value as a determination result of the fluctuation pattern type in the EXT data of the fluctuation type command, and performs control to transmit it to the performance control CPU 120. The production control CPU 120 can recognize whether the display result is a jackpot or not and the type of jackpot based on the value set in the symbol designation command, and can also recognize the variation pattern type based on the variation type command. .
[0250] [Variation pattern] The contents of the fluctuation pattern, determination of the fluctuation pattern, etc. will be explained with reference to FIGS. 10-7 to 10-9.
[0251] (Contents of fluctuation pattern on main side) FIG. 10-7 is an explanatory diagram showing an example of the content of the fluctuation pattern on the main side. As shown in FIG. 10-7, in this embodiment, a plurality of types of variation patterns are set by the game control microcomputer 100, which is the main side. Each variation pattern is managed by a main variation number, and is composed of a combination of a previous variation pattern, which is a variation pattern corresponding to the previous variation, and a subsequent variation pattern, which corresponds to the subsequent variation, and each combination has different contents. It is now included. Note that the front fluctuation pattern corresponds to the front fluctuation pattern command (80XX(H)) explained using Figure 10-6, and the rear fluctuation pattern corresponds to the rear fluctuation pattern command (84XX (H)) explained using Figure 10-6. Corresponds to (H)).
[0252] First, the pre-fluctuation pattern will be explained. Among the multiple types of pre-fluctuation patterns each assigned a pre-fluctuation number, the pre-fluctuation number a1 is a pre-fluctuation pattern command (8001(H)) that specifies a normal variation (a variation of a decorative pattern for 13 seconds). . The previous variation number a2 is a previous variation pattern command (8002(H)) that specifies a shortened variation (a variation of a decorative pattern over 7 seconds). The previous variation number a3 is a previous variation pattern command (8003(H)) that specifies execution of a pseudo continuous sequence. Pseudo-association is achieved by temporarily stopping the variable display and then restarting the variable display after the start of the variable display (fluctuating display) of the decorative pattern until the display result of the variable display is derived and displayed. , is an effect that makes a variable display based on one suspended memory appear to be displayed multiple times in a pseudo manner. In this way, a variable display that is restarted after being temporarily stopped is also referred to as a "re-variable display." Moreover, the variation of the decorative pattern due to the pseudo variable display is also referred to as "pseudo variation".
[0253] The previous variation number a4 is a previous variation pattern command (8004(H)) that specifies a normal reach (accessory ×) (a reach in which the reach is in the reach mode but the movable body 087F010 does not operate). The previous variation number a5 is a previous variation pattern command (8005(H)) that specifies that a normal reach (accessory ×) is executed after one pseudo variation. The pre-variation number a6 is the pre-variation pattern command (8006(H)) that specifies that the normal reach (accessory ○) (a reach in which the movable object 087F010 moves in reach mode) will develop into a SP reach. be. The pre-variation number a7 is a pre-variation pattern command (8007(H)) that specifies that a normal reach (accessory object ○) is executed after one pseudo variation, and then further developed into an SP reach.
[0254] The pre-variation number a8 is a pre-variation pattern command (8008(H)) that specifies that a normal reach (accessory ×) is executed after performing a pseudo variation twice, and then further developed into an SP reach. The pre-variation number a9 is a pre-variation pattern command (8009(H)) that specifies that a normal reach (accessory object ○) is executed after performing a pseudo variation twice, and then further developed into an SP reach.
[0255] The pre-variation number a10 is a pre-variation pattern command (8010(H)) that specifies that after one pseudo variation, a normal reach (accessory circle) is executed, and then the final reach is further developed. The pre-variation number a11 is a pre-variation pattern command (8011(H)) that specifies that the normal reach (accessory object ○) is executed after performing the pseudo variation twice, and then further developed into the final reach.
[0256] Next, the post-variation pattern will be explained. Among multiple types of after-variation patterns to which respective after-variation numbers are assigned, after-variation number b1 specifies non-reach (missing) (a variation of a decorative pattern that does not become a reach mode but eventually becomes a miss mode). This is the post-variation pattern command (8401(H)). The after variation number b2 is the after variation pattern command (840 2(H)). The post-variation number b3 is a post-variation pattern command (8403(H)) that specifies SP reach (miss) (a variation in the decorative pattern that develops into SP reach but ultimately becomes a miss mode). The post-variation number b4 is a post-variation pattern command (8404(H)) that specifies the final reach (miss) (the variation of the decorative pattern that develops into the final reach but ultimately becomes a miss mode).
[0257] The post-variation number b5 is a post-variation pattern command (8405(H)) that specifies a normal reach (win) (a variation in the decorative pattern that becomes a reach mode but ultimately becomes a win mode). The post-variation number b6 is a post-variation pattern command (8406(H)) that specifies SP reach (win) (a variation of the decorative pattern that develops into SP reach and finally becomes a win mode). The post-variation number b7 is a post-variation pattern command (8407(H)) that specifies the final reach (win) (the variation of the decorative pattern that develops into the final reach and finally becomes a winning mode).
[0258] (Contents of fluctuation pattern on sub side) FIG. 10-8 is an explanatory diagram showing an example of the content of the variation pattern on the sub side. As shown in FIG. 10-8, in this embodiment, a plurality of types of variation patterns are set by the sub-side production control CPU 120. Each variation pattern is managed by a sub-variation number, and is composed of a combination of a previous variation pattern, which is a variation pattern corresponding to the previous variation, and a subsequent variation pattern, which corresponds to the subsequent variation, and each combination has different contents. It is now included.
[0259] In addition, when the performance control CPU 120 receives a variation pattern command to which a main variation number is assigned from the game control microcomputer 100, it sets a sub-side variation pattern corresponding to the received variation pattern command, and sets the sub-side variation pattern corresponding to the received variation pattern command, and Execute the performance based on the fluctuation pattern.
[0260] Specifically, in this embodiment, a pre-variation pattern command (80XX(H)) is transmitted from the CPU 103 to the production control CPU 120, and a post-variation pattern command (84XX(H)) is transmitted. be done. The production control CPU 120 first receives the previous variation pattern command, and then receives the previous variation pattern command and the subsequent variation pattern command on the condition that the subsequent variation pattern command is received without receiving any other commands. The sub-side fluctuation pattern is set based on the fluctuation pattern command consisting of the following. In addition, if the production control CPU 120 receives the subsequent variation pattern command before receiving the previous variation pattern command, or if it receives the previous variation pattern command first but then executes other commands before receiving the subsequent variation pattern command, If a command is received, the process based on the received variation pattern command is not executed.
[0261] The variation pattern to which sub-variation number 1 is assigned corresponds to the variation pattern command of main variation number 1, and is a variation pattern that becomes non-reach (miss) after performing normal variation. The variation pattern to which sub-variation number 2 is assigned corresponds to the variation pattern command of main variation number 2, and is a variation pattern that becomes non-reach (miss) after shortening variation is performed. The variation pattern to which the sub variation number 3 is assigned corresponds to the variation pattern command of the main variation number 3, and is a variation pattern that becomes non-reach (missing) after performing the pseudo continuous gase.
[0262] The variation pattern to which sub variation number 4 is assigned corresponds to the variation pattern command of main variation number 4, and is a variation pattern that becomes normal reach A (official item ×) of normal reach, and ultimately becomes normal reach (missing). . The variation pattern to which sub variation number 5 is assigned corresponds to the variation pattern command of main variation number 4, and is a variation pattern that becomes normal reach B (official item ×) of normal reach, and ultimately becomes normal reach (missing). . In this way, the variation pattern and sample assigned sub-variation number 4 are The variation pattern assigned with the sub variation number 5 corresponds to the variation pattern command of the main variation number 4 which is normal reach, but the types of normal reach are different from each other.
[0263] The variation pattern assigned sub-variation number 6 corresponds to the variation pattern command of main variation number 5, and after one pseudo-variation, it becomes normal reach A (role x), and finally becomes normal reach (off). It's a pattern. The variation pattern assigned sub-variation number 7 corresponds to the variation pattern command of main variation number 5, and after one pseudo-variation, it becomes normal reach B (role x), and finally becomes normal reach (off). It's a pattern. In this way, the variation pattern assigned sub-variation number 6 and the variation pattern assigned sub-variation number 7 correspond to the variation pattern command of main variation number 5, which is both normal reach, but the type of normal reach different from each other.
[0264] The variation pattern assigned sub-variation number 8 corresponds to the variation pattern command of main variation number 6, and after normal reach A (character ○), it develops into SP reach and finally becomes SP reach (missing). It's a pattern. The variation pattern assigned sub-variation number 9 corresponds to the variation pattern command of main variation number 6, and after normal reach B (character ○), it develops into SP reach and finally becomes SP reach (missing). It's a pattern. Thus, the variation pattern assigned sub-variation number 8 and the variation pattern assigned sub-variation number 9 correspond to the variation pattern command of main variation number 6, which is both normal reach, but the type of normal reach is different from each other.
[0265] The variation pattern assigned sub-variation number 10 corresponds to the variation pattern command of main variation number 7, and after one pseudo-variation, it becomes normal reach A (role goods ○), and then develops into SP reach and finally It is a variation pattern that becomes SP reach (missing). The variation pattern assigned sub-variation number 11 corresponds to the variation pattern command of main variation number 7, and after one pseudo-variation, it becomes normal reach B (role goods ○), and then develops into SP reach and finally It is a variation pattern that becomes SP reach (missing). Thus, the variation pattern assigned sub-variation number 10 and the variation pattern assigned sub-variation number 11 correspond to the variation pattern command of main variation number 7, which is both normal reach, but the type of normal reach is different from each other.
[0266] The variation pattern assigned sub-variation number 12 corresponds to the variation pattern command of main variation number 8, and after two pseudo-variations, it becomes normal reach A (role x), and then develops into SP reach and finally It is a variation pattern that becomes SP reach (missing). The variation pattern assigned sub-variation number 13 corresponds to the variation pattern command of main variation number 8, and after two pseudo-variation, it becomes normal reach B (role x), and then develops into SP reach and finally It is a variation pattern that becomes SP reach (missing). Thus, the variation pattern assigned sub-variation number 12 and the variation pattern assigned sub-variation number 13 correspond to the variation pattern command of main variation number 8, which is both normal reach, but the type of normal reach different from each other.
[0267] The variation pattern assigned sub-variation number 14 corresponds to the variation pattern command of main variation number 9, becomes normal reach A (role goods ○) after pseudo-variation twice, and then develops into SP reach and finally It is a variation pattern that becomes SP reach (missing). The variation pattern assigned sub-variation number 15 corresponds to the variation pattern command of main variation number 9, and after two pseudo-variation, it becomes normal reach B (character ○), and then develops into SP reach and finally It is a variation pattern that becomes SP reach (missing). Thus, the variation pattern assigned sub-variation number 14 and the variation pattern assigned sub-variation number 15 All of the variation patterns correspond to the variation pattern command of main variation number 9, which is normal reach, but the types of normal reach are different from each other.
[0268] The variation pattern assigned sub-variation number 16 corresponds to the variation pattern command with main variation number 10, and after one pseudo variation, it becomes normal reach A (yakumo ○), and then develops into final reach and final reach. It is a variation pattern that becomes the final reach (loss) at . The variation pattern assigned sub-variation number 17 corresponds to the variation pattern command with main variation number 10, and after one pseudo variation, it becomes normal reach B (yakubuto ○), and then develops into final reach and final reach. It is a variation pattern that becomes the final reach (loss) at . In this way, the variation pattern assigned sub variation number 16 and the variation pattern assigned sub variation number 17 both correspond to the variation pattern command with main variation number 10, which is a normal reach, but the type of normal reach is different from each other.
[0269] The variation pattern assigned sub variation number 18 corresponds to the variation pattern command with main variation number 11, and after pseudo variation is performed twice, it becomes normal reach A (yakumo ○), and then develops into final reach and final reach. It is a variation pattern that becomes the final reach (loss) at . The variation pattern assigned sub variation number 19 corresponds to the variation pattern command of main variation number 11, and after performing pseudo variation twice, becomes normal reach B (yakubuto ○), and then develops into final reach and final reach. It is a variation pattern that becomes the final reach (loss) at . In this way, the variation pattern assigned sub variation number 18 and the variation pattern assigned sub variation number 19 both correspond to the variation pattern command with main variation number 11, which is a normal reach, but the type of normal reach is different from each other.
[0270] The variation pattern to which the sub variation number 20 is assigned corresponds to the variation pattern command of the main variation number 12, and is a variation pattern that becomes a normal reach A (accessory ×) and ultimately becomes a normal reach (win). The variation pattern to which the sub variation number 21 is assigned corresponds to the variation pattern command of the main variation number 12, and is a variation pattern that becomes a normal reach B (accessory ×) and finally a normal reach (win). In this way, the variation pattern assigned sub variation number 20 and the variation pattern assigned sub variation number 21 both correspond to the variation pattern command with main variation number 12, which is a normal reach, but the type of normal reach is different from each other.
[0271] The variation pattern assigned sub variation number 22 corresponds to the variation pattern command with main variation number 13, and after one pseudo variation, it becomes normal reach A (accessory item ×), and finally becomes normal reach (hit). It's a pattern. The variation pattern assigned sub variation number 23 corresponds to the variation pattern command of main variation number 13, and after one pseudo variation, it becomes normal reach B (accessory ×), and finally becomes normal reach (hit). It's a pattern. In this way, the variation pattern assigned sub variation number 22 and the variation pattern assigned sub variation number 23 both correspond to the variation pattern command with main variation number 13, which is a normal reach, but the type of normal reach is different from each other.
[0272] The variation pattern assigned sub variation number 24 corresponds to the variation pattern command with main variation number 14, and is a variation that develops into SP reach after normal reach A (yakubuto ○) and finally becomes SP reach (hit). It's a pattern. The variation pattern assigned sub-variation number 25 corresponds to the variation pattern command with main variation number 14, and is a variation that develops into SP reach after normal reach B (official object ○) and finally becomes SP reach (hit). It's a pattern. In this way, the variation pattern assigned sub variation number 24 and the variation pattern assigned sub variation number 25 both correspond to the variation pattern command with main variation number 14, which is a normal reach, but the type of normal reach is different from each other.
[0273] The variation pattern assigned sub-variation number 26 corresponds to the variation pattern command of main variation number 15, and after one pseudo-variation, it becomes normal reach A (role ○), and then develops into SP reach and finally This is a fluctuation pattern where SP reach (hit) occurs. The variation pattern assigned sub-variation number 27 corresponds to the variation pattern command of main variation number 15, and after one pseudo-variation, it becomes normal reach B (role goods ○), and then develops into SP reach and finally This is a fluctuation pattern where SP reach (hit) occurs. In this way, the variation pattern assigned sub-variation number 26 and the variation pattern assigned sub-variation number 27 correspond to the variation pattern command of main variation number 15, which is both normal reach, but the type of normal reach different from each other.
[0274] The variation pattern assigned sub variation number 28 corresponds to the variation pattern command with main variation number 16, and after performing pseudo variation twice, it becomes normal reach A (yakubuto ×), and then develops into SP reach and final This is a fluctuation pattern where SP reach (hit) occurs. The variation pattern assigned sub variation number 29 corresponds to the variation pattern command of main variation number 16, and after performing pseudo variation twice, it becomes normal reach B (yakubuto ×), and then develops into SP reach and final This is a fluctuation pattern where SP reach (hit) occurs. In this way, the variation pattern assigned sub variation number 28 and the variation pattern assigned sub variation number 29 both correspond to the variation pattern command with main variation number 16, which is a normal reach, but the type of normal reach is different from each other.
[0275] The variation pattern assigned sub variation number 30 corresponds to the variation pattern command with main variation number 17, and after pseudo variation is performed twice, it becomes normal reach A (yakumo ○), and then develops into SP reach and final This is a fluctuation pattern where SP reach (hit) occurs. The variation pattern assigned sub variation number 31 corresponds to the variation pattern command of main variation number 17, and after pseudo variation is performed twice, it becomes normal reach B (yakubuto ○), and then develops into SP reach and final This is a fluctuation pattern where SP reach (hit) occurs. In this way, the variation pattern assigned sub variation number 30 and the variation pattern assigned sub variation number 31 both correspond to the variation pattern command with main variation number 17, which is a normal reach, but the type of normal reach is different from each other.
[0276] The variation pattern assigned sub variation number 32 corresponds to the variation pattern command with main variation number 18, and after one pseudo variation, it becomes normal reach A (yakubuto ○), and then develops into the final reach and final reach. This is a fluctuation pattern that results in the final reach (hit). The variation pattern assigned sub variation number 33 corresponds to the variation pattern command with main variation number 18, and after one pseudo variation, it becomes normal reach B (yakubuto ○), and then develops into final reach and final reach. This is a fluctuation pattern that results in the final reach (hit). In this way, the variation pattern assigned sub variation number 32 and the variation pattern assigned sub variation number 33 both correspond to the variation pattern command with main variation number 18, which is a normal reach, but the type of normal reach is different from each other.
[0277] The variation pattern assigned sub variation number 34 corresponds to the variation pattern command with main variation number 19, and after pseudo variation is performed twice, it becomes normal reach A (yakumo ○), and then develops into final reach and final reach. This is a fluctuation pattern that results in the final reach (hit). The variation pattern assigned sub variation number 35 corresponds to the variation pattern command with main variation number 19, and after performing pseudo variation twice, becomes normal reach B (yakubuto ○), and then develops into final reach and final reach. This is a fluctuation pattern that results in the final reach (hit). In this way, the variation pattern assigned sub variation number 34 and the variation pattern assigned sub variation number 35 both correspond to the variation pattern command with main variation number 19, which is a normal reach, but the type of normal reach is different from each other.
[0278] In this way, the production control CPU 120 sets a variation pattern corresponding to the variation pattern command received from the game control microcomputer 100, and even if a variation pattern command with the same main variation number is received, the performance control CPU 120 sets the variation pattern corresponding to the variation pattern command received from the game control microcomputer 100, and even if a variation pattern command with the same main variation number is received, the CPU 120 selects the variation pattern by lottery, etc. Generally, it is possible to set any one of a plurality of variation patterns to which mutually different sub-variation numbers are assigned. In addition, in this embodiment, when the performance control CPU 120 receives a variation pattern command of the main variation number that is a normal reach, it is possible to set one of the two types of variation patterns of the normal reach. It is not limited to this. For example, if three or more types of normal reach are prepared, and the production control CPU 120 receives a variation pattern command for the main variation number that is normal reach, it will set one of the three or more types of variation pattern among the three or more types of normal reach. It may be possible. In addition, not only the normal reach, but also the SP reach, the final reach, the reach fanning effect, and other effects are prepared, and the effect control CPU 120 receives the variation pattern command of one main variation number. In this case, it may be possible to set any variation pattern among a plurality of types of effects corresponding to the variation pattern command of the one main variation number.
[0279] (Table for determining fluctuation patterns on the main side) FIG. 10-9 is an explanatory diagram showing a variation pattern determination table on the main side. In this embodiment, the game control microcomputer 100 first determines the post-variation pattern, and then determines the pre-variation pattern.
[0280] FIG. 10-9(A) is an explanatory diagram showing a post-variation pattern determination table on the main side. As shown in FIG. 10-9(A), the subsequent fluctuation pattern is determined with different probabilities depending on the type of winning determined in advance.
[0281] Specifically, if the pre-determined hit type is "missing", non-reach (missing) of post-variation number b1, normal reach (missing) of post-variation number b2, SP reach (missing) of post-variation number b3 , and the final reach (loss) of the post-variation number b4, among which the number of judgment values that can be taken by the post-variation number b1 is the largest (highest probability of decision), followed by the post-variation number b2 has the largest number of possible decision values (the decision probability is the next highest), and the number of possible decision values of the decision probability of the later variation number b4 is the smallest (the lowest decision probability).
[0282] If the pre-determined hit type is "5R normal jackpot", normal reach (hit) of post-variation number b5, SP reach (hit) of post-variation number b6, and final reach (hit) of post-variation number b7 Of these, post-variation number b5 has the largest number of possible judgment values (highest decision probability), followed by post-variation number b6 with the largest number of possible judgment values (decision probability is next high), and the number of possible decision values for the decision probability of post-variation number b7 is the smallest (decision probability is the lowest).
[0283] If the pre-determined hit type is "5R probability variable jackpot", normal reach (hit) of post-variation number b5, SP reach (hit) of post-variation number b6, and final reach (hit) of post-variation number b7 Among them, post-variation number b6 has the largest number of possible judgment values (highest decision probability), followed by post-variation number b7 with the largest number of possible judgment values (decision probability is next (highest), and the number of possible decision values for post-variation number b5 is the smallest (decision probability is the lowest).
[0284] If the pre-determined hit type is "10R probability variable jackpot", normal reach (hit) of post-variation number b5, SP reach (hit) of post-variation number b6, and final reach (hit) of post-variation number b7 Among them, the number of judgment values that can be taken by the post-variation number b7 is the largest (highest decision probability), and the number of judgment values that can be taken by the post-variation number b6 is the next largest ( The decision probability is the next highest), and the number of judgment values that can be taken by the post-variation number b5 is the smallest (the decision probability is the lowest).
[0285] In this way, the game control microcomputer 100 determines the post-variation pattern with different probabilities according to the hit type determined in advance, and when the result of the special figure game is lost, it does not become a ready-to-win mode. Determine the post-variation pattern so that the probability of losing is the highest, and if the result of the special game is a 5R normal jackpot, determine the post-variation pattern so that the probability of being hit by normal reach is the highest, If the result of the special game is a 5R variable jackpot, determine the post-variation pattern so that the probability of winning is the highest by SP reach, and if the result of the special game is a 10R variable jackpot, the final reach. A post-fluctuation pattern is determined so that the probability of winning is the highest. As a result, when reaching the final reach, the probability of getting the most advantageous 10R probability variable big hit for the player increases, and when becoming SP reach, the probability of getting the next advantageous 5R probability variable big hit increases. For this reason, the final reach is the most advantageous reach for the player, and the SP reach is the next most advantageous reach for the player.
[0286] FIG. 10-9(B) is an explanatory diagram showing a previous fluctuation pattern determination table on the main side. As shown in FIG. 10-9(B), the pre-fluctuation pattern is determined with different probabilities depending on the pre-determined post-fluctuation pattern.
[0287] Specifically, if the pre-determined post-variation pattern is non-reach (missing) of post-variation number b1 and in normal times, the normal variation of pre-variation number a1 and the pseudo-continuous pattern of pre-variation number a3 are Among them, the previous variation number a1 has the largest number of possible judgment values (the highest decision probability), and the previous variation number a3 has the smallest number of possible judgment values (the lowest decision probability). ) has become.
[0288] If the pre-determined post-variation pattern is non-reach (out of reach) for post-variation number b1 and is time saving, it is determined to be the short variation for pre-variation number a2.
[0289] If the predetermined after variation pattern is the normal reach (missing) of the after variation number b2, the normal reach of the previous variation number a4 (accessory item ×) and the normal reach after one pseudo variation of the previous variation number a5 (accessory item ×) Among them, the number of possible judgment values for previous variation number a4 is the largest (highest decision probability), and the number of possible judgment values for previous variation number a5 is the smallest (the highest decision probability). lower).
[0290] If the predetermined post-variation pattern is SP reach (miss) with post-variation number b3, SP reach development after normal reach (official ○) with pre-variation number a6, and after one pseudo variation with pre-variation number a7. SP reach development after normal reach (actual object ○), SP reach development after two pseudo fluctuations of previous fluctuation number a8 (actual object ×), and normal reach (actual reach after two pseudo fluctuations of previous fluctuation number a9) The number of possible judgment values for the previous variation number a6 is the highest (highest decision probability), followed by the possible judgment values for the previous variation number a7. The number of possible decision values is the largest (the decision probability is the next highest), the number of possible decision values for the previous variation number a8 is the next largest (the decision probability is the second highest), and the number of possible decision values for the previous variation number a9 is the smallest ( The decision probability is the lowest).
[0291] If the pre-determined post-variation pattern is the final reach (miss) of post-variation number b4, the final reach development after the normal reach (yakubuto ○) after one pseudo variation of pre-variation number a10, and pre-variation number a11. is determined to be one of the final reach developments after the normal reach (official object ○) after two pseudo fluctuations, and among them, the number of possible judgment values of the previous fluctuation number a10 is the largest (the decision probability is the highest), The number of possible decision values for previous variation number a11 is the smallest (decision probability is the lowest).
[0292] If the predetermined after variation pattern is the normal reach (hit) of the subsequent variation number b5, the normal reach of the previous variation number a4 (accessory ×) and the normal reach after one pseudo variation of the previous variation number a5 (accessory ×) Among these, the number of possible judgment values for previous variation number a5 is the largest (highest decision probability), and the number of possible judgment values for previous variation number a4 is the smallest (the highest decision probability). lower).
[0293] If the predetermined post-variation pattern is SP reach (hit) with post-variation number b6, SP reach development after normal reach (official object ○) with pre-variation number a6, and after one pseudo variation with pre-variation number a7. SP reach development after normal reach (actual object ○), SP reach development after two pseudo fluctuations of previous fluctuation number a8 (actual object ×), and normal reach (actual reach after two pseudo fluctuations of previous fluctuation number a9) The number of possible judgment values for the previous variation number a9 is the highest (highest decision probability), followed by the possible judgment values for the previous variation number a8. The number of possible judgment values is the largest (the decision probability is the next highest), the number of possible judgment values for the previous variation number a7 is the next largest (the decision probability is the next highest), and the number of possible judgment values for the previous variation number a6 is the smallest ( The decision probability is the lowest).
[0294] If the predetermined after variation pattern is the final reach (hit) of the after variation number b7, the final reach development after the normal reach (official object ○) after one pseudo variation of the previous variation number a10, and the previous variation number a11 One of the final reach developments after the normal reach (official object ○) after two pseudo fluctuations is determined, and among them, the number of possible judgment values of the previous fluctuation number a11 is the largest (the decision probability is the highest), The number of possible decision values for the previous variation number a10 is the smallest (the decision probability is the lowest).
[0295] In this way, the game control microcomputer 100 determines the previous variation pattern with a different probability depending on the type of the variation pattern after it is determined in advance, and when the pseudo-continuation (pseudo variation of two or more times) is executed It is easier to develop into SP chili or final reach. Thus, the variation pattern command (variation pattern shown in FIG. 10-7) consisting of the previous variation pattern and the later variation pattern determined by the game control microcomputer 100 is defined, the variation pattern command is the game control microcomputer 100 It is sent from to the production control CPU 120. Then, the effect control CPU120, based on the variation pattern command (main variation number) received from the game control microcomputer 100, determines the sub-side variation pattern (variation pattern shown in FIG. 10-8).
[0296] [Pseudo fluctuation pattern on the sub side] FIG. 10-10 is an explanatory diagram showing a pseudo pattern determination table on the sub side. In the present embodiment, by the effect control CPU120, sub-variation numbers 6, 7, 10, 11, 16, 17, 22, 23, 26, 27, 32 which is a pattern to execute pseudo-variation twice as a pseudo-continuation , 33 variation patterns, and variation patterns of sub-variation numbers 12-15, 18, 19, 28-31, 34, 35, which are patterns in which pseudo-variation is performed three times as pseudo-runs, are determined, A pseudo pattern that is a pattern of pseudo fluctuations in the fluctuation pattern is determined.
[0297] It should be noted that the effect control CPU120, sub-variation number 6, 7, 10, 11, 16, 17, 22, 23, 26, 27, 32, in the case of variation patterns of 33, pseudo pattern for each of the two pseudo-variation may be determined, or a pseudo pattern may be determined by combining the two pseudo fluctuations. In addition, the effect control CPU120, in the case of the variation patterns of sub-variation numbers 12-15, 18, 19, 28-31, 34, 35, may determine a pseudo pattern for each of the three pseudo-variations, A pseudo pattern may be determined by combining the three pseudo fluctuations. .
[0298] FIG. 10-10(A) is an explanatory diagram showing the contents of the pseudo pattern. As shown in FIG. 10-10(A), the pseudo pattern includes a weak pseudo pattern and strong pseudo patterns A to C. The weak pseudo pattern is a weak pseudo pattern that is more disadvantageous to the player than the strong pseudo pattern. In the pseudo pattern, the reach tilt is performed in the period t1, and after the special pattern is displayed on the screen of the image display device 5 in the subsequent period t2, the characters "NEXT" are displayed, and the image is displayed in the subsequent period t3. The display of the number of times of variable display of the decoration pattern is performed on the screen of the device 5, and after a suggestive display is performed on the screen of the image display device 5 in the subsequent period t4, the decoration pattern is variably displayed in the subsequent period t5. .
[0299] The ready-to-win appeal is an effect that prompts the player whether or not the variable display mode will be the ready-to-reach mode. The special symbol is a symbol suggesting execution of the re-variable display, and the display of this special symbol suggests to the player that the re-variable display will start thereafter. The display of special symbols is called special symbol display. The display of the number of times is an effect of displaying a number of times image suggesting the number of execution times of the variable display of the decoration pattern. The suggestive display is a display suggesting the number of execution times of the variable display of the decoration pattern, and a number image is displayed at the end of the screen of the image display device 5 together with characters suggesting the re-variable display.
[0300] The strong pseudo pattern A is a strong pseudo pattern that is more advantageous for the player than the weak pseudo pattern. In the strong pseudo pattern A, the reach line is executed in the period t1, the special display is performed after the characters of the quote are displayed on the screen of the image display device 5 in the subsequent period t2, and the image display is performed in the subsequent period t3. The display of the number of times of variable display of the decoration pattern is performed on the screen of the device 5, and after a suggestive display is performed on the screen of the image display device 5 in the subsequent period t4, the decoration pattern is again variably displayed in the subsequent period t5. do.
[0301] The reach line is an effect for notifying the player that the variable display mode has changed to the reach mode, and the letters "reach" appear and appear three times. Quote characters include characters related to quotes that appear in the original work that the pachinko machine 1 is based on as a concept, such as quotes (words) uttered by the main character and other main characters that appear in the production of the pachinko machine 1, or pachinko. These are quotes (words) uttered by the main character and other main characters that do not appear in the presentation of the gaming machine 1. The special display is an effect of displaying a plurality of images including characters of the quote.
[0302] Also, the reach line is performed once or multiple times during the period in which the variable display based on one reserved memory is performed. For example, in the case of a variation pattern in which a pseudo-run is not executed, in order to notify the player that the variable display mode has changed to the ready-to-win mode, "reach", "reach", and "reach" are displayed. Characters appear and appear three times. In this way, in the case of a variation pattern in which pseudo-runs are not performed, only the first reach line is performed.
[0303] In addition, in the case of a variation pattern in which a pseudo-continuation in which a pseudo-variation is performed once is performed, the first variable display (a big hit or a loss) is performed in order to notify the player that the variable display mode has become a reach mode. When the result is not displayed (pseudo fluctuation), the letters "reach" appear three times, such as "reach", "reach", and "reach", and then the second variable display (jackpot or loss) When the variable display in which the results are displayed), the word "reach" appears and appears three times, such as "reach", "reach", and "reach". In this way, in the case of a variation pattern in which a pseudo-run is executed in which a pseudo-variation is performed once, the first and second reach lines are performed.
[0304] In addition, in the case of a variation pattern in which pseudo-running is performed twice, the variable display mode In order to notify the player that the game is now in the reach mode, the first variable display (pseudo fluctuation in which the jackpot or loss result is not displayed) will be displayed as "reach", "reach", "reach", etc. The word ``Reach'' is displayed three times, and then during the second variable display (a pseudo-variation in which the result of jackpot or loss is not displayed), the words ``Reach'', ``Reach'', and ``Reach'' are displayed. The word "Reach" appears three times and is displayed, and then during the third variable display (variable display that displays the result of jackpot or loss), "Reach", "Reach", "Reach" etc. The word ``Reach'' appears three times and is displayed. In this way, in the case of a variation pattern in which a pseudo-run in which pseudo-variation is performed twice, the first, second, and third reach lines are performed.
[0305] The strong pseudo pattern B is a strong pseudo pattern that is more advantageous to the player than the weak pseudo pattern. In the strong pseudo pattern B, a special reach notification is executed in a period t1, a special display is performed after the characters of the famous quote are displayed on the screen of the image display device 5 in a subsequent period t2, and an image is displayed in a subsequent period t3. The number of variable displays of the decorative design is displayed on the screen of the display device 5, and after a suggestion is displayed on the screen of the image display device 5 in the subsequent period t4, the decorative design is variable again in the subsequent period t5. indicate.
[0306] The special reach notification is a performance that notifies the player that the variable display mode has changed to the reach mode, and after the character "ri" appears five times and is displayed, the character "reach" appears and is displayed.
[0307] The strong pseudo pattern C is a strong pseudo pattern that is more advantageous to the player than the weak pseudo pattern, and is a pattern that switches to a strong pseudo pattern pretending to be a weak pseudo pattern. In the strong pseudo pattern C, reach stimulation is executed in the period t1, and a special symbol is displayed on the screen of the image display device 5 in the subsequent period t2, thereby making it look like a weak pseudo pattern of the weak pseudo pattern and creating a strong pseudo pattern. By switching to the production, a special display is performed after the characters of the famous quote are displayed, and in the subsequent period t3, the number of variable display of the decorative pattern is displayed on the screen of the image display device 5, and in the subsequent period t4. After the suggestion display is performed on the screen of the image display device 5, the decorative pattern is displayed again in a variable manner in the subsequent period t5.
[0308] In this manner, in the pseudo variation of the pseudo group, the performance of either the weak pseudo pattern or the strong pseudo patterns A to C is performed, and each pseudo pattern is performed according to a predetermined pattern. Further, in each of the weak pseudo patterns and the strong pseudo patterns A to C, a predetermined effect is executed at each predetermined time such as a period t1 to t5. For example, in a weak pseudo pattern, a reach promotion is executed within a period t1, in a strong pseudo pattern A, a reach line is executed within a period t1, and in a strong pseudo pattern B, a special reach notification is executed within a period t1. executed. As described above, the performance control CPU 120 receives a variable pattern command from the game control microcomputer 100 that specifies whether or not to execute a pseudo series and the execution time of the variable display, but does not execute the pseudo series. Even if one of the variation pattern commands (variation pattern commands corresponding to main variation numbers 5, 7 to 11, 13, and 15 to 19 shown in Figure 10-7) is received, the execution time of the variable display It is possible to use the same amount of time to perform different effects depending on the type of pseudo pattern.
[0309] FIG. 10-10(B) is an explanatory diagram showing a pseudo pattern determination table. As shown in FIG. 10-10(B), pseudo patterns are determined with different probabilities depending on the type of hit determined in advance.
[0310] Specifically, if the predetermined hit type is "miss", there is a 90% probability that the weak pseudo pattern will be determined, a 4% probability that the strong pseudo pattern A will be determined, and a 3% probability that the strong pseudo pattern will be determined. Pseudo pata Pattern B is determined with a probability of 3%, and strong pseudo pattern C is determined with a probability of 3%. If the predetermined hit type is "5R normal jackpot", the weak pseudo pattern will be determined with 80% probability, the strong pseudo pattern A will be determined with 10% probability, and the strong pseudo pattern B will be determined with 5% probability. is determined, and the strong pseudo pattern C is determined with a probability of 5%. If the predetermined winning type is "5R probability variable jackpot", the weak pseudo pattern will be determined with a 70% probability, the strong pseudo pattern A will be determined with a 10% probability, and the strong pseudo pattern B will be determined with a 10% probability. is determined, and the strong pseudo pattern C is determined with a probability of 10%. If the predetermined hit type is "10R probability variable jackpot", the weak pseudo pattern will be determined with a 60% probability, the strong pseudo pattern A will be determined with a 10% probability, and the strong pseudo pattern B will be determined with a 10% probability. is determined, and the strong pseudo pattern C is determined with a probability of 20%.
[0311] Here, as explained using FIG. 10-5, the probability that the display result of the variable display during normal times will be a 5R normal jackpot is 1 / 600. If the hit type is a 5R normal jackpot, the probability that it will be determined as a weak pseudo pattern is 80 / 100, so the probability that the display result of the variable display will be a 5R normal jackpot and that it will be determined as a weak pseudo pattern is 80 / 100. / 6000(=1 / 600*80 / 100). On the other hand, if the hit type is a 5R normal jackpot, the probability that it will be determined as a strong pseudo pattern is 20 / 100, so the probability that the display result of the variable display will be a 5R normal jackpot and that it will be determined as a strong pseudo pattern is 2 / 6000(=1 / 600*20 / 100).
[0312] Furthermore, as explained using FIG. 10-5, the probability that the display result of the variable display in normal times will be a 5R probability variable jackpot is 1 / 3000. If the winning type is a 5R probability variable jackpot, the probability that it will be determined as a weak pseudo pattern is 70 / 100, so the probability that the display result of the variable display will be a 5R probability variable jackpot and that it will be determined as a weak pseudo pattern is 70 / 100. / 30000(=1 / 3000*70 / 100). On the other hand, if the winning type is a 5R probability variable jackpot, the probability that it will be determined as a strong pseudo pattern is 30 / 100, so the probability that the display result of the variable display will be a 5R probability variation jackpot and that it will be determined as a strong pseudo pattern is 30 / 100. / 30000(=1 / 3000*30 / 100).
[0313] Furthermore, as explained using FIG. 10-5, the probability that the display result of the variable display in normal times will be a 10R probability variable jackpot is 1 / 750. If the winning type is a 10R probability variable jackpot, the probability that it will be determined as a weak pseudo pattern is 60 / 100, so the probability that the display result of the variable display will be a 10R probability variation jackpot and that it will be determined as a weak pseudo pattern is 60 / 100. / 7500(=1 / 750*60 / 100). On the other hand, if the winning type is a 10R probability variable jackpot, the probability that it will be determined as a strong pseudo pattern is 40 / 100, so the probability that the display result of the variable display will be a 10R probability variation jackpot and that it will be determined as a strong pseudo pattern is 4 / 7500(=1 / 750*40 / 100).
[0314] From these facts, when the display result of the variable display becomes a jackpot and a pseudo-continuity is executed, the probability of being determined to be a weak pseudo pattern is approximately 7 / 300 (=8 / 6000+7 / 3000 +6 / 7500). On the other hand, when the display result of the variable display is a jackpot and a pseudo-continuity is executed, the probability of being determined as a strong pseudo pattern is approximately 3 / 300 (=2 / 6000+3 / 3000+7 / 3000).
[0315] Furthermore, as explained using FIG. 10-5, the probability that the display result of the variable display in normal times will be incorrect is 299 / 300. If the winning type is a loss, the probability of being determined to be a weak pseudo pattern is 90 / 100, so the probability that the display result of the variable display is a loss and being determined to be a weak pseudo pattern is approximately 270 / 300 ( =299 / 300*90 / 100). On the other hand, if the winning type is a loss, the probability of being determined as a strong pseudo pattern is 10 / 100, so the probability that the display result of the variable display is a loss and being determined as a strong pseudo pattern is approximately 30 / 300 ( =299 / 300*10 / 100).
[0316] In this way, when pseudo-runs are executed during variable display, pseudo-variations due to weak pseudo-patterns are executed in most cases, whereas pseudo-variations due to strong pseudo-patterns are larger than pseudo-variations due to weak pseudo-patterns. Executed infrequently. For example, in terms of the frequency of occurrence of deviations, pseudo-variations based on strong pseudo-patterns are executed only 1 / 9 times as often as pseudo-variations based on weak pseudo-patterns. However, if a pseudo fluctuation based on a weak pseudo pattern is executed, there is a probability of 7 / 300 to hit the jackpot, whereas when a pseudo fluctuation is executed using a strong pseudo pattern, there is a probability of 3 / 300 to hit the jackpot. Therefore, the difference between the two is small. In other words, pseudo fluctuations caused by weak pseudo patterns are executed much more frequently than pseudo fluctuations caused by strong pseudo patterns, but the reliability of jackpots is higher for pseudo fluctuations caused by strong pseudo patterns than for pseudo fluctuations caused by weak pseudo patterns. It has become. Therefore, a pseudo variation based on a strong pseudo pattern is more advantageous for the player than a pseudo variation based on a weak pseudo pattern.
[0317] FIG. 10-10(C) is an explanatory diagram showing a specific reach promotion performance execution table. The specific reach promotion performance is a performance that can be executed during the period t1 when a pseudo fluctuation is performed, and is a performance that prompts the player to determine whether or not the variable display mode becomes the reach mode. As shown in FIG. 10-10(C), the specific reach promotion performance is determined with different probabilities depending on the winning type determined in advance.
[0318] Specifically, if the hit type determined in advance is "missing", the specific reach fanning effect is executed with a probability of 5%. If the pre-determined hit type is "5R normal jackpot", a specific reach fanning effect will be executed with a probability of 10%. If the pre-determined hit type is "5R probability variable jackpot", a specific reach fanning effect will be executed with a probability of 15%. If the pre-determined hit type is "10R probability variable jackpot", a specific reach fanning effect will be executed with a probability of 20%.
[0319] In this way, the specific reach fanning performance is executed with the highest probability at the time of the 10R probability variable jackpot, then with the highest probability at the time of the 5R probability variable jackpot, and at the time of loss with the lowest probability. As a result, the player can expect a big win and a variable probability big win when the specific ready-to-win fanning performance is executed. In other words, it is possible to make the player expect that the specific reach fanning effect will be executed.
[0320] [Transition of production related to pseudo-continuation] FIG. 10-11 is an explanatory diagram showing an example of the transition of effects related to pseudo-runs. As shown in FIG. 10-11, when a pseudo-run is executed, the rendering transitions based on any of the pseudo-patterns determined using the pseudo-pattern determination table shown in FIG. 10-10(B).
[0321] Specifically, in the weak pseudo pattern, the reach is pushed in the period t1, and the weak pseudo system is produced in the subsequent period t2 to t4 (for example, the display of the special pattern, the character display of "NEXT", the decorative pattern Display of the number of times of variable display, suggestive display, etc.) is executed, and the decorative pattern is again variably displayed in the subsequent period t5.
[0322] In the strong pseudo pattern A, the reach line is executed in the period t1, and in the subsequent period t2 to t4, the strong pseudo system production (for example, character display of quotes, special display, display of variable display of decorative patterns, suggestive display etc.) is executed, and the decorative pattern is re-variably displayed in the subsequent period t5.
[0323] In the strong pseudo pattern B, the special reach notification is executed in the period t1, and in the subsequent period t2 to t4, the strong pseudo system production (for example, character display of quotes, special display, display of variable display of decorative patterns, suggestion display, etc.) is executed, and the decorative pattern is again variably displayed in the subsequent period t5.
[0324] In the strong pseudo pattern C, as in the weak pseudo pattern, the reach is pushed in the period t1, but in the subsequent period t2 to t4, the strong pseudo system production (for example, from the display of the special pattern to the character display of the quote Rewriting, special display, display of the number of times of variable display of the decorative design, suggestive display, etc.) are executed, and the decorative design is again variably displayed in the subsequent period t5.
[0325] [Determination of color in reach line] Determining the color used in the reach line will be described with reference to FIGS. 10-12 to 10-15.
[0326] (Determining the final color on the reach line) FIG. 10-12 is an explanatory diagram showing a reach line final color lottery table on the sub side. As described above, the reach line is an effect that informs the player that the variable display mode has changed to the reach mode, and the characters "reach" are displayed three times. Such reach lines are performed up to three times during the variable display period based on the reserved memory. In the present embodiment, the effect control CPU120, so that the degree of expectation of the big hit is different according to the color of the letter "reach" displayed for the third time in each reach line, the character color of each "reach" is determined.
[0327] In the reach line final color lottery table shown in FIG. 10-12, the final color of characters "reach" on the reach line is determined. For example, in the case of a variation pattern in which pseudo-continuation is not executed, only the first reach line is performed, but of the "reach", "reach", and "reach" in the first reach line, the last "reach" The character color is determined by lottery as the final color.
[0328] In addition, in the case of a variation pattern in which a pseudo-run is performed in which a pseudo-variation is performed once, the first and second reach lines are performed, but the "reach", "reach" in each reach line of the first and second times ” and “Reach”, the color of the last “Reach” is determined by lottery as the final color.
[0329] In addition, in the case of a variation pattern in which a pseudo-continuation in which pseudo-variation is performed twice is performed, the first, second, and third reach lines are performed, but each of the first, second, and third reach Out of "Reach", "Reach", and "Reach" on the line, the color of the letter "Reach" at the end is determined by lottery as the final color.
[0330] Further, in the reach line final color lottery table, the final color is determined by lottery based only on the pre-fluctuation pattern among the sub-side fluctuation patterns shown in FIG. 10-8, and the post-fluctuation pattern is not referred to. The reason for this is that the period during which the pseudo-run is performed is only the previous variation, so it is sufficient to refer to only the pattern of the previous variation for information as to whether or not the pseudo-run is performed. In this way, if the final color is determined by lottery based only on the pattern of the pre-variation, the information to be referred to is obtained by lottery rather than determining the final color by lottery while referring to the pattern of the post-variation in addition to the pattern of the pre-variation. Since it is possible to reduce the number, it is possible to reduce the load of processing related to the lottery for the final color in the effect control CPU 120 .
[0331] Specifically, as shown in FIG. 10-12, in the reach line final color lottery table, 21 types of reach line patterns 0 to 20 are used for the previous variation patterns corresponding to the respective previous variation numbers A1 to A19. is assigned a decision probability for each of
[0332] A reach line pattern 0 is a pattern in which variable display is not performed. Reach line patterns 1 to 3 are variable display only once (variable display in which the result of a big hit or loss is displayed) is a pattern in which Reach line patterns 4 to 10 are patterns in which a pseudo-run is executed in which a pseudo-variation is performed once. This is a pattern in which variable display (variable display in which the result of a big hit or a loss is displayed) is performed. The reach line patterns 11 to 20 are patterns in which a pseudo-run is executed in which pseudo-variation is performed twice. A pattern in which the third variable display (pseudo-variation in which the result of a big hit or a loss is not displayed) is performed, and then the third variable display (variable display in which the result of a big hit or a loss is displayed) is performed. In these reach patterns, the letters "reach" appear three times, such as "reach", "reach", and "reach" in each variable display. The color of the letters "Reach" is predetermined as the final color.
[0333] In the reach line final color lottery table, the final color in one or more variable displays can be determined to be red for the preceding fluctuation patterns of the preceding fluctuation numbers A6, A7, A10 to A19 that develop into SP reach or final reach. are assigned decision probabilities as For example, the reach line pattern 3 can be determined in which the final color in the first variable display is red for the previous variation patterns of the previous variation numbers A6 and A7. Reach line patterns 7 to 10 in which the final color in the first or second variable display is red can be determined for the previous variation patterns of the previous variations A10 to A13. Reach line patterns 14 to 20 in which the final color in any one of the first to third variable displays is red can be determined for the previous variation patterns of the previous variations A14 to A19.
[0334] As a result, when the final color of the reach line in the variable display becomes red, the reach reported by the reach line has a higher probability of becoming a 5R variable hit or a 10R variable hit than the normal reach. get higher Therefore, the player can be made to pay attention to the final color of the reach line and expect the final color to be red.
[0335] Also, in the reach line final color lottery table, the final color in one or more variable displays can be determined to be gold for the previous variation patterns of the previous variation numbers A12, A13, A18, and A19 that develop into the final reach. is assigned a decision probability. For example, the reach line pattern 10 in which the final color in the second variable display is gold can be determined for the previous variation patterns of the previous variation numbers A12 and A13. A reach line pattern 20 in which the final color in the third variable display is gold can be determined for the previous variation patterns of the previous variations A18 and A19.
[0336] As a result, when the final color of the reach line in the variable display becomes gold, the reach reported by the reach line has a higher probability of becoming a 5R variable hit or a 10R variable hit than normal reach, and 10R than SP reach. The probability of developing into a final reach with a high probability of becoming a hit is increased. Therefore, the player can be made to pay attention to the final color of the reach line and expect the final color to be gold.
[0337] FIG. 10-13 is an explanatory diagram showing a reach line first color lottery table on the sub side. In the reach line first color lottery table shown in Figure 10-13, the "reach" in the first reach line is determined with probability according to the reach line pattern determined in the reach line final color lottery shown in Figure 10-12. , "Reach", and "Reach", the color of the letters for each "Reach" will be determined by lottery.
[0338] For example, a reach line putter where the first and second reach lines are executed and the final color of the first reach line is red and the final color of the second reach line is gold. When pattern 10 is determined, the color of each character "reach" in "reach", "reach", and "reach" in the first reach line is determined to be one of reach line patterns 5 to 10. In addition, the first, second, and third reach lines will be executed, and the final color of the first reach line will be red, the final color of the second reach line will be red, and the final color of the third reach line will be executed. If reach line pattern 20 in which is gold is determined, the color of the letters "Reach" in "Reach", "Reach", and "Reach" on the first reach line will be any of reach line patterns 5 to 10. determined by
[0339] FIG. 10-14 is an explanatory diagram showing a reach line second color lottery table on the sub side. In the reach line second color lottery table shown in Figure 10-14, the "reach" in the second reach line is determined with probability according to the reach line pattern determined in the reach line final color lottery shown in Figure 10-12. , "Reach", and "Reach", the color of the letters for each "Reach" will be determined by lottery.
[0340] For example, if reach line pattern 10 is determined in which the first and second reach lines are executed and the final color of the first reach line is red and the final color of the second reach line is gold, then the second reach line The color of each character "Reach" in "Reach", "Reach", and "Reach" on the reach line is determined to be either reach line pattern 11 or 12. In addition, the first, second, and third reach lines will be executed, and the final color of the first reach line will be red, the final color of the second reach line will be red, and the final color of the third reach line will be executed. If reach line pattern 20 in which is gold is determined, the color of the letters "Reach" in "Reach", "Reach", and "Reach" on the first reach line will be any of reach line patterns 5 to 10. determined by
[0341] FIG. 10-15 is an explanatory diagram showing a reach line third color lottery table on the sub side. In the reach line third color lottery table shown in Figure 10-15, the "reach" on the third reach line is determined with probability according to the reach line pattern determined in the reach line final color lottery shown in Figure 10-12. , "Reach", and "Reach", the color of the letters for each "Reach" will be determined by lottery.
[0342] For example, if reach line pattern 10 is determined in which the first and second reach lines are executed and the final color of the first reach line is red and the final color of the second reach line is gold, then the second reach line The color of each character "Reach" in "Reach", "Reach", and "Reach" on the reach line is determined to reach line pattern 0. In addition, the first, second, and third reach lines will be executed, and the final color of the first reach line will be red, the final color of the second reach line will be red, and the final color of the third reach line will be executed. If the reach line pattern 20 is determined to be gold, the color of the letters "reach", "reach", and "reach" on the first reach line will be either reach line pattern 11 or 12. determined by
[0343] [motion] Next, the operation (effect) of the pachinko gaming machine 1 related to the feature part 087F will be explained. First, processing by the CPU 103 mounted on the main board 11 will be explained.
[0344] (Special symbol normal processing) FIG. 10-16 is a flowchart showing an example of special symbol normal processing. As shown in FIG. 10-16, in the special symbol normal process, the CPU 103 is provided with a first pending storage buffer (storage buffer for storing pending storage information of the first special symbol) or a second pending storage buffer (second special It is determined whether or not there is reserved storage data in the storage buffer for storing reserved storage information of the design (step 087FS001). 1st pending storage buffer and 2nd pending If there is no pending storage data in either of the storage buffers (N in step 087FS001), it is determined whether or not a predetermined period has passed since the fluctuation stopped (step 087FS002). If the predetermined period has not passed since the fluctuation stopped (N in step 087FS002), the special symbol normal processing ends. On the other hand, when a predetermined period has passed since the fluctuation stop (Y in step 087FS002), the processing for transmitting the customer waiting demo designation command (step 087FS003) is performed, and the special symbol normal processing ends. Here, when the customer waiting demonstration designation command is transmitted, a customer waiting demonstration designation command transmitted flag indicating that the customer waiting demonstration designation command has been transmitted is set. Then, after transmitting the customer waiting demonstration designation command, when executing the special symbol normal processing after the next timer interrupt, based on the fact that the customer waiting demonstration designation command transmitted flag is set, the customer It is controlled so that the waiting demo specification command is not sent. Such a customer waiting demonstration designation command transmitted flag is reset when the variable display of the next special symbol is started.
[0345] When there is reserved storage data in the first reserved storage buffer or the second reserved storage buffer (Y in step 087FS001), the CPU 103 indicates that the first data among the data set in the reserved specific area indicates "second". It is determined whether it is data (step 087FS004). If the first data set in the reserved specific area is not the data indicating the "second" (that is, the data indicating the "first") (N in step 087FS004), the CPU 103 sets the special symbol pointer (the Data indicating "first" is set in a flag indicating whether special symbol process processing is being performed for one special symbol or special symbol process processing is being performed for a second special symbol (step 087FS005). If the first data set in the reserved specific area is data indicating "second" (Y in step 087FS004), CPU103 sets the data indicating "second" in the special symbol pointer (step 087FS006 ).
[0346] In this embodiment, hereinafter, depending on whether data indicating "first" or "second" is set in the special symbol pointer, the variable display of the first special symbol and the second special The variable display of symbols is executed using a common processing routine. When data indicating "first" is set in the special symbol pointer, the variable display of the first special symbol is performed based on the reserved storage data stored in the first reserved storage buffer. On the other hand, when the data indicating "second" is set in the special symbol pointer, based on the pending storage data stored in the second pending storage buffer, the variable display of the second special symbol is performed.
[0347] By the control of step 087FS004 to step 087FS006, if there is even one data of the second reserved storage in the second reserved storage buffer, the variable display of the second special symbol based on the data of the second reserved storage is displayed in the second 1 It is executed in priority to the variable display of the first special symbol based on the data in the pending memory.
[0348] Next, the CPU 103 reads each random value stored in the saving area corresponding to the number of reserved memories indicated by the special symbol pointer=1 and stores it in the reserved memory buffer of the RAM 102 (step 087FS007). Specifically, CPU103, when the special symbol pointer indicates "first", each random value stored in the storage area corresponding to the first pending storage number = 1 in the first pending storage buffer is read and stored in the pending storage buffer of RAM 102. Further, when the special symbol pointer indicates "second", the CPU 103 reads out each random value stored in the saving area corresponding to the second reserved storage number=1 in the second reserved storage buffer. Store in the pending memory buffer of RAM102.
[0349] Then, the CPU 103 subtracts 1 from the count value of the reserved storage number counter indicated by the special symbol pointer, and shifts the contents of each storage area (step 087FS008). Specifically, when the special symbol pointer indicates "1st", the CPU 103 Decrease the count value of the number-of-retained storage counter and shift the contents of each storage area in the first reserved storage buffer. Also, when the special symbol pointer indicates "second", the count value of the second reserved storage number counter is subtracted by 1, and the contents of each save area in the second reserved storage buffer are shifted.
[0350] That is, the CPU103, when the special symbol pointer indicates "first", in the first reserved storage buffer of the RAM102 in the storage area corresponding to the first reserved storage number = n (n = 2,3,4) Each stored random number value is stored in a storage area corresponding to the first pending storage number=n-1. Also, when the special symbol pointer indicates "second", each stored in the storage area corresponding to the second pending storage number = n (n = 2,3,4) in the second pending storage buffer of RAM102 The random value is stored in the storage area corresponding to the second pending storage number=n-1.
[0351] Therefore, the order in which each random value stored in each storage area corresponding to each first pending memory number (or each second pending memory number) is extracted is always based on the first pending memory number (or each second pending memory number). 2nd reserved memory count) = 1, 2, 3, 4 order.
[0352] Next, the CPU 103 performs control to send a command for specifying the number of reserved memories indicated by the special symbol pointer to the production control CPU 120 based on the value of the reserved memory number counter indicated by the special symbol pointer after subtraction ( Step 087FS009). In this case, if the value indicating "first" is set in the special symbol pointer, the CPU 103 performs control to transmit the first pending storage number designation command. Further, when the value indicating "second" is set in the special symbol pointer, the CPU 103 performs control to transmit a second pending storage number designation command.
[0353] Next, the CPU 103 transmits a background designation command (step 087FS010), reads random R (random number for jackpot determination) from the pending storage buffer, and executes the jackpot determination module (step 087FS011). In this case, the CPU 103 reads out the random number for jackpot determination extracted in the starting winning determination process and stored in the first pending storage buffer or the second pending storage buffer in advance, and performs the jackpot determination. The jackpot determination module is a program that executes a process that compares a predetermined jackpot determination value (see FIG. 10-5) and a random number for jackpot determination, and determines that it is a jackpot if they match. That is, it is a program for executing the process of judging a big hit.
[0354] In the jackpot determination process, when the gaming state is variable probability state (high probability state), the probability of hitting the jackpot is higher than when the gaming state is non-probable variable state (normal gaming state and time saving state). ing. Specifically, there is a variable-probability jackpot judgment table in which a large number of jackpot judgment values is set in advance (the table in which the numbers on the right side of Figure 10-5 (A) are set), and a table in which the number of jackpot judgment values is variable in probability. A normal jackpot determination table (table in which the numerical values on the left side of FIG. 10-5 (A) are set) is provided, which is set smaller than the regular jackpot determination table. Then, the CPU 103 checks whether the gaming state is in a variable probability state, and when the gaming state is in a variable probability state, performs jackpot determination processing using the variable probability jackpot determination table, and when the gaming state is normal. When it is in the state or the time-saving state, the judgment of the big hit is processed using the normal big-hit judgment table. That is, when the value of the random number for jackpot determination (random R) matches any of the jackpot determination values shown in FIG. 10-5(A), the CPU 103 determines that the special symbol is a jackpot. If it is determined to be a big hit (Y at step 087FS011), the process moves to step 087FS012. In addition, deciding whether or not to make a jackpot means deciding whether to move to a jackpot gaming state, but also deciding whether to make a stop symbol in a special symbol a jackpot symbol. .
[0355] It should be noted that confirmation of whether the current gaming state is a variable probability state is performed based on whether or not a variable probability flag is set. The definite variable flag is set when the game state shifts to the definite variable state. and reset when exiting the variable state. Specifically, the probability change flag is set in the process of ending the jackpot game, and then the condition that the change display is performed a predetermined number of times (150 times), and the condition that the next jackpot has been determined. It is reset at the timing when the variable display of the special symbol ends and the stop symbol is stopped and displayed when the earlier condition is satisfied.
[0356] If the value of the random number for jackpot determination (random R) does not match any jackpot determination value (N in step 087FS011), the process proceeds to step 087FS016, which will be described later.
[0357] In step 087FS011, if the value of the jackpot determination random number (random R) matches any of the jackpot determination values, the CPU 103 sets a jackpot flag indicating a jackpot (step 087FS012). It should be noted that the jackpot flag is reset when the jackpot game ends. The first special symbol jackpot type determination table in Figure 10-5(B) and the second table in Figure 10-5(C) are used to determine the jackpot type to one of the multiple types. Select one of the special symbol jackpot type determination tables (step 087FS013). Specifically, when the special symbol pointer indicates "first", the CPU 103 selects the first special symbol big hit type determination table shown in FIG. 10-5(B). Further, when the special symbol pointer indicates "second", the CPU 103 selects the second special symbol big hit type determination table of FIG. 10-5(C).
[0358] Next, the CPU 103 reads out the random number for the jackpot type determination that is extracted in the start winning prize determination process and stored in advance in the first reservation storage buffer or the second reservation storage buffer, and uses the jackpot type determination table selected in step 087FS013 to hold. The jackpot type and the jackpot pattern corresponding to the value of the random number (random 1) for judging the jackpot type stored in the storage buffer are determined (step 087FS014).
[0359] As shown in FIGS. 10-5(B) and (C), for the first and second special symbols, the relationship between the jackpot type and the jackpot pattern is set so that the jackpot pattern is different for each jackpot type. Since the big win type and the big win pattern are determined at the same time, the corresponding relation between the big win pattern and the game control according to the big win type is simplified, so that the game control can be prevented from becoming complicated.
[0360] Further, the CPU 103 sets the jackpot type data indicating the determined jackpot type in the jackpot type buffer in the RAM 102 (step 087FS015). For example, when the jackpot type is "5R normal jackpot", "01" is set as the jackpot type data. When the jackpot type is "5R probability variable jackpot", "02" is set as the jackpot type data. When the jackpot type is "10R probability variable jackpot", "03" is set as the jackpot type data.
[0361] Next, the CPU 103 sets a special symbol stop symbol (step 087FS016). Specifically, when the big hit flag is not set, "-", which is a losing design, is set as a stop design of the special design. When the jackpot flag is set, the jackpot pattern determined in step 087FS014 is set as the special pattern stop pattern according to the determination result of the jackpot type. That is, when the jackpot type is determined to be "5R normal jackpot", "1" is set as the stop symbol of the special symbol. When the jackpot type is determined to be "5R probability variable jackpot", "3" is set as the stop symbol of the special symbol. When the jackpot type is determined to be "10R probability variable jackpot", "7" is determined as a special symbol stop symbol.
[0362] Then, the CPU 103 transmits a display result designation command (step 087FS017 ), the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (S111) (step 087FS018).
[0363] (Fluctuation pattern setting process) FIG. 10-17 is a flowchart showing an example of variation pattern setting processing. As shown in FIG. 10-17, in the variation pattern setting process, the CPU 103 determines the variation pattern (step 087FS101). At this time, the CPU 103 first determines the post-variation pattern and then determines the pre-variation pattern based on the presence or absence of the big hit and the hit type, as described in FIG. 10-9.
[0364] Next, the CPU 103 performs control to transmit a variation pattern command corresponding to the determined variation pattern to the effect control CPU 120 (step 087FS102).
[0365] Next, the CPU 103 sets a variable time timer formed in the RAM 102 to a value corresponding to the variable time corresponding to the selected variable pattern (step 087FS103). Then, the CPU103 performs control to transmit the symbol variation designation command to the effect control CPU120 (step 087FS104), and updates the value of the special symbol process flag to a value corresponding to the special symbol variation process (S112) (step 087FS105 ).
[0366] (Variable display start setting process) Next, processing by the production control CPU 120 mounted on the production control board 12 will be described. FIG. 10-18 is a flowchart illustrating an example of variable display start setting processing.
[0367] As shown in FIG. 10-18, the effect control CPU 120 confirms whether or not the result of the variable display is determined to be lost (087FS701). Effect control CPU120, if it is determined to lose, as the variation pattern command, it checks whether or not received a command corresponding to the non-reach variation pattern (087FS703).
[0368] When the production control CPU 120 determines that a command corresponding to a non-reach variation pattern has been received, it uses the data table for determining a winning symbol to determine the display result of a non-reach as the final stop of the production symbol (087FS705 ), proceed to 087FS706.
[0369] If it is determined in the process of 087FS703 that it is not a non-reach variation pattern (if it is determined that it is a reach variation pattern), the stop symbols of the production symbols that make up the combination of reach symbols are determined (087FS704), and the process proceeds to 087FS706.
[0370] In addition, if it is not determined to be a loss in the processing of 087FS701 (if it is determined to be a jackpot), the performance control CPU 101 controls the performance that constitutes the combination of jackpot symbols according to the type of jackpot. Determine the stopping symbol (087FS702) and proceed to 087FS706.
[0371] Next, after executing the effect setting process (087FS706) for setting various effects in the variable display (for example, the process of determining a pseudo pattern and the color of the reach line), the process proceeds to 087FS707.
[0372] In 087FS707, the performance control pattern is determined to be one of multiple types of performance control patterns. In 087FS707, the symbol fluctuation control pattern is specified according to the fluctuation pattern specified by the fluctuation pattern specification command and various performance control (performance movement) patterns specified by the performance control pattern of the performance determined in the processing of 087FS706. Among the plurality of types of symbol variation control patterns stored in the table, one of the performance control patterns corresponding to the designated various performance operation patterns is selected and determined as the pattern to be used.
[0373] The control pattern table stored in the ROM 121 includes, for example, the performance symbols in the display area of the image display device 5 during the period from when the variation of the performance symbols starts until the final stop symbol, which is the final stop symbol, is stopped and displayed. Multiple types of data indicating the control contents of various production operations such as the variation display operation in the reach production, the production display operation due to the pseudo series production, and the production display operation in the preview production are stored in multiple types as symbol variation control patterns. has been done.
[0374] In addition, each symbol variation control pattern is used to control the variation display of production symbols, such as production control process timer setting values, production control process timer judgment values, production display control data, audio control data, lamp control data, and end codes. It includes control data for controlling various performance operations according to the data, and the content of various performance controls, switching timing of performance control, etc. are set in chronological order.
[0375] Next, select a process table according to the effect control pattern selected in 087FS707 (087FS708). Then, a process timer (effect setting process timer) in the process data of the selected process table is started (087FS709).
[0376] After executing the process of 087FS709, the production device (image display device 5 as production component, various lamps as production component, , starts controlling the speakers 8L, 8R) as performance components (087FS710). For example, according to the display control execution data, a command is outputted to cause the image display device 5 to display an image (including a production pattern) according to the variation pattern. In addition, a control signal (lamp control execution data) is output to the lamp control board 14 in order to control lighting / extinguishing of light emitting bodies such as various LEDs. Furthermore, a control signal (sound number data) is output to the audio control board 13 in order to output audio from the speakers 8L and 8R.
[0377] Then, set the value corresponding to the fluctuation time specified by the fluctuation pattern command in the fluctuation display time timer (087FS711), set the value of the production control process flag to a value corresponding to the production symbol fluctuation process (087FS712), and change the The display start setting process ends.
[0378] [Production mode of Pachinko machine 1] Next, with reference to FIGS. 10-19 to 10-57, the presentation mode of the pachinko gaming machine 1 during the game will be explained.
[0379] (Performance mode of pachinko gaming machine in weak pseudo pattern) FIGS. 10-19 to 10-36 are explanatory diagrams showing performance modes of the pachinko gaming machine 1 in weak pseudo patterns.
[0380] As shown in FIG. 10-19(a1), when the variable display starts based on one pending memory, on the screen of the image display device 5, the decorative symbols are variably displayed in the symbol display areas 5L, 5C, and 5R. , the fourth symbol is variably displayed in the display area 087F005D, and further, the small symbol is variably displayed in the small symbol region 087F005E. On the screen, a background image including images of characters and scenery is displayed as a background during variable display. After that, as shown in Figure 10-19(b), when "2" stops in the left symbol display area 5L, as shown in Figure 10-19(c), "2" also stops in the right symbol display area 5R. ” as if to stop. Decorative designs are variable. Note that during variable display, performance sounds corresponding to the variable display are output from the speakers 8L and 8R.
[0381] After that, as shown in Figure 10-20 (b1), in the right symbol display area 5R, a reach-increasing motion is performed that makes it appear as if "2" has stopped, and whether or not the variable display mode becomes a reach mode is performed. The player is incited about. After that, as shown in FIG. 10-20(b2), the decorative pattern changes as if changing from "2" to "3" in the right pattern display area 5R. After that, as shown in FIG. 10-20(b3), "3" temporarily stops in the pattern display area 5R of the right figure. It should be noted that while the reach is inciting, a performance sound corresponding to the reach inciting is output from the speakers 8L and 8R.
[0382] After the reach promotion is performed, a suggestive effect suggesting the execution of the re-variable display is performed. The suggestion effect includes a special symbol display part that displays a special symbol that suggests the execution of a re-variable display, a character display part that displays suggestive characters that suggest the execution of a re-variable display, and a number of execution times for the variable display of decorative symbols. and a suggested number of times display part.
[0383] After that, as shown in FIG. 10-21(c1), a special symbol is displayed in the special symbol display part. As described above, the special symbol is a symbol that suggests execution of variable display again. When the special symbol display is performed, "NEXT" is displayed in the symbol display area 5C between "2" displayed in the left symbol display area 5L and "3" displayed in the right symbol display area 5R. ” A special symbol appears. "NEXT" is a character that suggests revariable display. After that, as shown in FIGS. 10-21(c2) and (c3), the special symbols are displayed in the inner symbol display area 5C so as to become larger in stages. It should be noted that while the special symbol is being displayed, performance sounds corresponding to the special symbol display are output from the speakers 8L and 8R.
[0384] After that, as shown in FIG. 10-22(c4), the movable bodies 087F010 (accessories) located at the left and right standby positions of the image display device 5 begin to move near the center of the screen so as to sandwich the special symbol. After that, as shown in FIG. 10-22(c5), the special symbol is displayed enlarged near the center of the screen, while the movable body 087F010 moves near the center of the screen. During the movement of the movable body 087F010, the fourth pattern in the display area 087F005D and the small pattern in the small pattern area 087F005E are temporarily hidden by the movable body 087F010, so that they cannot be seen by the player.
[0385] After that, as shown in Fig. 10-22(c6), when the movable body 087F010 reaches the fixed position which is the maximum movement position, the special pattern is completely sandwiched between the movable bodies 087F010 provided on the left and right sides. 087F010 stops. Thus, when the movable body 087F010 is stopped at the fixed position, the movable body 087F010 is shaped so that the fourth pattern and the small pattern are not hidden by the movable body 087F010. Therefore, when the movable body 087F010 is stopped at the fixed position, the player can confirm the fourth symbol and the small symbol. Furthermore, on the screen, the background image made up of characters, patterns, etc. is not visible due to display effects (also referred to as effects) using images such as light and patterns in areas other than the special patterns. Note that while the movable body 087F010 is being displayed, the operating sound of the movable body 087F010 or the effect sound corresponding to the action of the movable body 087F010 is output from the speakers 8L and 8R.
[0386] After that, as shown in Fig. 10-23(c7), when the movable body 087F010 stops at the fixed position, which is the maximum movement position, the special pattern is slightly reduced so that it is sandwiched by the movable body 087F010, and the screen is displayed. displayed in the center. After that, as shown in FIG. 10-22(c8), the movable body 087F010 moves again, and this time it starts to return to the original fixed position (standby position), which is the minimum movement position, away from the center of the screen. Then, Figure 10-23 ( As shown in c9), when the movable body 087F010 returns to the home position (standby position), which is the minimum movement position, the movable body 087F010 stops there.
[0387] In this way, the special pattern changes from the reduced state to the enlarged state and is displayed in the center of the screen, and the movable body 087F010 moves to attract the player's attention to the special pattern, and furthermore, the light, pattern, etc. The special pattern is highlighted by performing a display effect (also referred to as an effect) using the image. As a result, the player's attention is drawn to the special symbol displayed in the center of the screen, and it is possible to suggest to the player that the variable display will be performed again.
[0388] After that, as shown in Fig. 10-24 (d1), it switches to the character display part. At this time, the special pattern located in the center of the screen becomes invisible due to a display effect using a cloud image or the like from the center of the screen. After that, as shown in FIG. 10-24(d2), the image of the cloud becomes larger and covers the entire screen. After that, as shown in FIG. 10-24(d3), the central portion of the cloud image covering the entire screen clears up, and character images and characters used for character display appear from the central portion. Note that even when the entire screen is covered with an image of clouds or the like due to the effect, the fourth pattern and the small patterns are positioned in the foreground, so the player can confirm the fourth pattern and the small patterns. During the switching to the character display part, the effect sound corresponding to the switching display to the character display part is output from the speakers 8L and 8R.
[0389] After that, as shown in FIG. 10-25(e1), the character display part is entered and characters are displayed. In the character display, a character image is displayed from the center of the screen along with a part of the character suggesting re-variable display (“N” in “NEXT” in this example) appearing in front of the character image. After that, as shown in FIG. 10-25(e2), the character image and the letter "N" in the center of the screen are enlarged and displayed. It should be noted that during character display, the effect sound corresponding to the character display is output from the speakers 8L and 8R. Thereafter, as shown in FIG. 10-25(e3), the character image and the letter "N" at the center of the screen are further enlarged and displayed. At this time, the voice "ne" out of the voice "NEXT" corresponding to "NEXT" indicating the re-variable display is output once from the speakers 8L and 8R. After that, the letter "N" disappears while being enlarged, and only the character image remains and is displayed.
[0390] After that, as shown in Figure 10-26 (e4), some of the characters that suggest variable display (in this example, "E" of "NEXT") are displayed from the center of the screen to the front side of the character image. ) appears and is displayed. After that, as shown in FIG. 10-26(e5), the letter "E" in the center of the screen is enlarged and displayed. After that, as shown in FIG. 10-26(e6), the letter "E" in the center of the screen is further enlarged and displayed. At this time, the sound of "ku" out of the sound "NEXT" corresponding to "NEXT" indicating the re-variable display is output once from the speakers 8L and 8R.
[0391] After that, as shown in Figure 10-27 (e7), some of the characters that suggest variable display (in this example, "X" of "NEXT") are displayed from the center of the screen to the front side of the character image. ) appears and is displayed. After that, as shown in FIG. 10-27(e8), the letter "X" in the center of the screen is enlarged and displayed. After that, as shown in FIG. 10-27(e9), the character "X" in the center of the screen is further enlarged and displayed. At this time, of the voice "NEXT" corresponding to "NEXT" indicating the re-variable display, the voice "su" is output once from the speakers 8L and 8R.
[0392] After that, as shown in Figure 10-28 (e10), some of the characters that suggest variable display (in this example, "T" of "NEXT") are displayed from the center of the screen to the front side of the character image. ) appears and is displayed. In this state, the number of "T" displayed is 1, and the " The total number of "T" is 1. After that, as shown in FIG. 10-28 (e11), the first character "T" that appears is enlarged and displayed, and then the next second "T" appears. In this state, the number of "T"s displayed is two, and the total number of "T"s that appear is two. After that, as shown in Fig. 10-28 (e12), the letters "T" appearing in the first and second letters are further enlarged and displayed, and the next third letter "T" appears. In this state, the number of "T"s displayed is 3, and the total number of "T"s that appear is 3. At this time, among the sounds "NEXT" corresponding to "NEXT" indicating the re-variable display, the sound "to" is output once from the speakers 8L and 8R.
[0393] After that, as shown in Figure 10-29 (e13), the first letter "T" is enlarged and disappears, and the second and third letters "T" are further enlarged. The next 4th "T" will appear. In this state, the number of "T"s displayed is 3, and the total number of "T"s that appear is 4. At this time, among the sounds "NEXT" corresponding to "NEXT" indicating the re-variable display, the sound "to" is output once from the speakers 8L and 8R. After that, as shown in Figure 10-29 (e14), the second character "T" that appears is enlarged and disappears, and the third and fourth characters "T" that appear are further enlarged. It will be displayed, and the next 5th and 6th "T" will appear in order. In this state, the number of "T"s displayed is four, and the total number of "T"s that appear is six. At this time, among the sounds "NEXT" corresponding to "NEXT" indicating the re-variable display, the sound "to" is output once from the speakers 8L and 8R. After that, as shown in Figure 10-29 (e15), the letters "T" that appeared in the third and fourth letters disappear while being enlarged, and the letters "T" that appeared in the fifth and sixth letters disappear. The letters are further enlarged, and the next 7th and 8th “T” appear in order. In this state, the number of "T"s displayed is four, and the total number of "T"s that appear is eight. At this time, among the sounds "NEXT" corresponding to "NEXT" indicating the re-variable display, the sound "to" is output once from the speakers 8L and 8R.
[0394] After that, as shown in Figure 10-30 (e16), the letter "T" that appeared in the 5th and 6th letters disappeared while being enlarged, and the letter "T" that appeared in the 7th and 8th letters disappeared. The letters are further enlarged, and the next 9th and 10th “T” appear in order. In this state, the number of "T"s displayed is 4, and the total number of "T"s that appear is 10. At this time, among the sounds "NEXT" corresponding to "NEXT" indicating the re-variable display, the sound "to" is output once from the speakers 8L and 8R. After that, as shown in Figure 10-30 (e17), the letter "T" that appeared in the 7th and 8th letters disappeared while being enlarged, and the letter "T" that appeared in the 9th and 10th letters disappeared. The letters are further enlarged, and the next 11th "T" appears. In this state, the number of "T"s displayed is 3, and the total number of "T"s that appear is 11. At this time, among the sounds "NEXT" corresponding to "NEXT" indicating the re-variable display, the sound "to" is output once from the speakers 8L and 8R. After that, as shown in Figure 10-30 (e18), the 9th and 10th letters "T" disappear while being enlarged, and the 11th letter "T" is further enlarged. It is displayed, and the next 12th "T" appears. In this state, the number of "T"s displayed is 3, and the total number of "T"s that appear is 12. At this time, among the sounds "NEXT" corresponding to "NEXT" indicating the re-variable display, the sound "to" is output once from the speakers 8L and 8R.
[0395] After that, as shown in Figure 10-31 (e19), the 11th character "T" is enlarged and disappears, and the 12th character "T" is enlarged and displayed again. , the next 13th "T" appears. In this state, the number of "T"s displayed is two, and the total number of "T"s that appear is 13. After that, as shown in Figure 10-31 (e20), the 12th character "T" is enlarged and disappears, and the 13th character "T" is enlarged and displayed again. , the next 14th "T" appears. In this state, the number of "T"s displayed is two, and the total number of "T"s that appear is 14. after that , as shown in Fig. 10-31 (e21), the letter "T" appearing in the 13th character is magnified and then disappears, and the letter "T" appearing in the 14th character is further enlarged and displayed. In this state, the number of "T" displayed is one, and the total number of "T" that appears is 14. After that, as shown in Figure 10-32 (e22), the 14th character "T" that appears is enlarged and displayed. As described above, in the character display part, among the characters "N", "E", "X", and "T", "T" is one character, whereas the character display of "T" The sound of "to" output from the speakers 8L and 8R corresponding to is output 7 times, and the number of times the character "T" is displayed is 14 times.
[0396] After that, the process moves to the number display part, and the number of times is displayed. The count display part includes an appearance display part, a central display part, and a storage display part. As shown in FIG. 10-32 (f1), in the appearance display part, characters are displayed indicating that the N-th (N≧1) re-variable display will be performed. In this example, the characters "x2" are displayed in front of the character image, indicating that the second re-variable display is to be performed. Note that during the display of the number of times, an effect sound corresponding to the display of the number of times is output from the speakers 8L and 8R. Thereafter, as shown in FIG. 10-32 (f2), the characters "x2" are enlarged and displayed in stages.
[0397] After that, as shown in FIG. 10-33 (f3), in the center display part, the enlarged character "x2" is displayed at the center of the screen, which is the fixed position. After that, as shown in FIG. 10-33 (f4), in the storage display part, the character "x2" is displayed as rotating by animation. Thereafter, as shown in FIG. 10-33 (f5), an animation is performed in which the characters "x2" are further enlarged and rotated.
[0398] After that, as shown in FIG. 10-34 (f6), an animation is performed in which the characters "x2" are further enlarged and rotated. At this time, the background image including the character image that was being displayed as characters becomes gradually hidden by the "x2" characters that rotate while being enlarged by the animation, making it difficult for the player to see the background image. Thereafter, as shown in FIG. 10-34 (f7), an animation is performed in which the characters "x2" are further enlarged and rotated. At this time, the characters "x2" are displayed at maximum magnification, so the background image including the character image that was displayed by the character display is completely hidden, making it impossible for the player to see the background image. . Furthermore, even when the entire screen is covered by the characters "x2", the fourth symbol and the small symbol are located at the forefront, so the player can confirm the fourth symbol and the small symbol.
[0399] After that, as shown in Figure 10-34 (f8), an animation is displayed in which the characters "x2" appear to disappear. At this time, a background image corresponding to the second re-variable display is displayed on the screen after the characters "x2" have left. Furthermore, with this kind of animation, the second re-variable display starts when the characters "x2" disappear. In other words, on the front side, the character "x2" disappears due to the animation, while on the back side, the second re-variable display starts and the background image corresponding to the second re-variable display is displayed. , as the characters "×2" disappear, a background image corresponding to the second re-variable display appears step by step.
[0400] After that, as shown in Figure 10-35 (f9), the character "×2" is displayed as if it is moving away, and the background image corresponding to the second variable display is further changed accordingly. appear. After that, as shown in Figure 10-35 (f10), the animation causes the character "x2" to be displayed in a reduced size and moved to the leftmost corner of the screen. In the background image, a decorative pattern is displayed moving by animation. After that, as shown in Figure 10-35 (f11), the character "×2" is further reduced by animation. Move it to the far left corner of the screen where it appears. In the background image, a decorative pattern is displayed moving by animation.
[0401] After that, as shown in Fig. 10-36 (f12), on the left side of the screen, a logo image including the characters "NEXT" indicating re-variable display is displayed, and the logo image is animated with "x2". A display is performed in which the characters appear to be stored.
[0402] After that, a suggestion display is performed. As shown in Fig. 10-36(g), in the suggestive display, a logo image containing the characters "NEXT" indicating the re-variable display and the characters "x2" indicating the number of times the decorative pattern is displayed is displayed on the screen. displayed in the corner. Note that during the suggestion display, performance sounds corresponding to the suggestion display are output from the speakers 8L and 8R. From the state shown in Fig. 10-34 (f8) to the state shown in Fig. 10-36 (g) after the re-variable display is started, the decoration pattern moves slowly so as to incite the player, and the second time The re-variable display is executed, but after that, as shown in FIG. 10-36(h), the rotational speed of the decoration pattern is increased, and the second re-variable display is executed in earnest.
[0403] In this way, in the weak pseudo-pattern, the re-variable display is executed through the reach-flatness, special symbol display, character display, number-of-times display, and suggestive display. Thereby, it is possible to suitably suggest to the player that the variable display will be performed again.
[0404] In the character display part, among the characters "NEXT" suggesting re-variable display, "T" is repeatedly displayed multiple times. As a result, the character display of "NEXT" can give a strong impression to the player that the re-variable display is in a specific situation, and it is possible to favorably suggest to the player that the re-variable display will be performed. .
[0405] The voice corresponding to the specific message "NEXT" suggesting re-variable display is output from the speakers 8L, 8R, and the text "NEXT" is displayed in conjunction with the voice of "NEXT" output from the speakers 8L, 8R. will be held. Specifically, when "Ne" is output from the speakers 8L, 8R, the character "N" is displayed, and when "K" is output from the speakers 8L, 8R, the character "E" is displayed. When "su" is output from the speakers 8L, 8R, the character "X" is displayed, and when "to" is output from the speakers 8L, 8R, the character "T" is displayed. In addition, the final voice "to" is output multiple times from the speakers 8L and 8R, and the letter "T" is also displayed multiple times. Furthermore, the number of times the character "T" is repeatedly displayed by character display is greater than the number of times the sound "to" corresponding to the character "T" is output by the speakers 8L and 8R. As a result, the character display of "NEXT" can give a strong impression to the player that the re-variable display is in a specific situation, and it is possible to favorably suggest to the player that the re-variable display will be performed. .
[0406] During the re-variable display, the characters "NEXT" suggesting re-variable display and the characters "x 2" suggesting the number of times the variable display of the decorative pattern is executed are displayed in the corner of the screen, so the re-variable display is possible. It is possible to suitably suggest to the player what is being done.
[0407] Among the letters of "NEXT", the letters "N", "E", and "X" appear only once and are displayed, and the corresponding voices of "Ne", "K", and "S" are also displayed on the speaker 8L ,8R is output only once, whereas the letter "T" is displayed multiple times. In this way, instead of repeating each letter of "NEXT", it repeats the voice and letter display only for "T", so the letter "T" is spoken rather than "N", "E", and "X". This can be emphasized to the player by displaying text or characters.
[0408] In the character display of "T", multiple "T" characters appear in stages, and the interval between appearances changes from a long state to a short state, and then from a shorter state to a longer state. become. In other words, the speed at which the letter "T" is repeatedly displayed becomes faster in stages. As a result, the number of overlapping "T" characters gradually increases. As a result, the character display of "NEXT" can be given a sense of speed, and the player can be given anticipation and a sense of exhilaration for the re-variable display.
[0409] While there is one "T" in the character "NEXT", th...
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 is provided, The effect execution means is capable of executing a specific effect using a specific piece of music and suggesting that the game will be controlled to the advantageous state, In the specific performance, as a cut-in display that can be displayed by interrupting, any one of a plurality of types of cut-in displays including a predetermined cut-in display, a specific cut-in display, and a special cut-in display can be displayed; When the control is not performed in the advantageous state, the predetermined cut-in display can be displayed, When the vehicle is controlled to be in the advantageous state, the specific cut-in display can be displayed. the playback of the specific music piece can be continued both when the predetermined cut-in display is displayed and when the specific cut-in display is displayed, and the playback of the specific music piece can be continued even after the display of the predetermined cut-in display and the specific cut-in display has ended, when the predetermined cut-in display is displayed during playback of the specific music piece, a sound corresponding to the predetermined cut-in display can be output at a first volume, and the specific music piece that has been output at a predetermined volume before the predetermined cut-in display is displayed can be output at the predetermined volume even after the predetermined cut-in display is displayed, when the specific cut-in display is displayed during playback of the specific music piece, a sound corresponding to the specific cut-in display can be output at a second volume that is greater than the first volume and the predetermined volume, and a volume of the specific music piece that has been output at the predetermined volume before the specific cut-in display is displayed can be reduced; In the specific performance, a specific character display corresponding to the specific performance can be displayed, and the specific character display can be displayed when the predetermined cut-in display and the specific cut-in display are displayed, while not displaying the specific character display when the special cut-in display is displayed; The gaming machine is capable of displaying the predetermined cut-in display, the specific cut-in display, and the special cut-in display at a common timing during playback of a specific piece of music.