Game machine
Patent Information
- Application Number
- JP2022085723
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-05-26
- Publication Date
- 2025-06-06
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Conventional pachinko gaming machines lack variety and engagement in character performances, necessitating improvements to enhance player entertainment.
The gaming machine incorporates a dialogue system where performances can be repeated multiple times, featuring interactions between different characters, enhancing the game's interest through new effects.
This approach increases player engagement and entertainment value by providing varied and repetitive character interactions, improving the overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine.
Background Art
[0002] Conventionally, as a pachinko gaming machine which is an example of a gaming machine, as described in Patent Document 1 below, for example, there is known a gaming machine that suggests the probability of achieving a reach or the probability of executing a jackpot game by an effect in which a certain character utters a line (message) once. In this effect, the content of the character's claim is displayed on the image display device as characters and output from the speaker as sound.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the effect in which a character utters a line (message) as described in Patent Document 1 above is now commonly seen, and there is room for improvement in the form of the effect and the like in order to provide interest to the player.
Means for Solving the Problems
[0005] The gaming machine of the present invention is capable of executing a line effect including a first character and a first effect including the display of the line of the first character, and a second character different from the first character and a second effect including the display of the line of the second character, and in the line effect, a unit line effect in which the second effect is executed after the first effect is executed may be repeated a plurality of times.
Effects of the Invention
[0006] According to the gaming machine of the present invention, it is possible to enhance the enjoyment of the game through new effects. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a front view of the game board unit. [Figure 3] This is a front view showing the second major prize-winning device in detail. [Figure 4] This is a front view of the display units. [Figure 5] (A) is a front view of the performance unit when the on-board movable device and the on-board movable device are in standby mode, and (B) is a front view of the performance unit when the on-board movable device and the on-board movable device are in operation. [Figure 6] This block diagram shows the electrical configuration of the main control board. [Figure 7] This block diagram shows the electrical configuration of the sub-control board. [Figure 8] This is a perspective view showing the back of a gaming machine. [Figure 9] This is a front view showing a 7-segment display. [Figure 10] (A) is a table showing random numbers related to the general diagram, and (B) is a table showing random numbers related to the special diagram. [Figure 11] (A) is an example of a hit detection table, (B) is an example of a normal diagram variation pattern detection table, and (C) is an example of an auxiliary game control table. [Figure 12] (A) is an example of a jackpot determination table, (B) is an example of a jackpot symbol type determination table, and (C) is an example of a reach determination table. [Figure 13] This is an example of a variation pattern determination table, as shown in Figure 1. [Figure 14] This is an example of a variation pattern determination table for Special Feature 2. [Figure 15] This is an example of a lookahead determination table. [Figure 16] This is an example of a jackpot game control table. [Figure 17] This is an explanatory diagram of the game state. [Figure 18] This is an explanatory diagram showing a specific example of the production mode. [Figure 19] This is an explanatory diagram showing a specific example of the normal variation of the special figure variation production. [Figure 20] This is an explanatory diagram showing a specific example of the N reach of the special figure variation production. [Figure 21] This is an explanatory diagram showing a specific example of the SP reach of the special figure variation production. [Figure 22] [[ID= [Figure 36] This is a selection table for the type of vertical text dialogue presentation. [Figure 37] This is a pre-reading judgment table for the special feature 2 of the time-saving state related to the special feature section of the pachinko game machine PY1. [Figure 38] (A) This is the execution lottery table for the pre-announcement dialogue effect. (B) This is the selection table for the type of pre-announcement dialogue effect. [Figure 39] This is a timing chart to explain the timing of character movement dialogue effects, horizontal dialogue effects, and vertical dialogue effects. [Figure 40] This table explains the differences in staging between horizontal and vertical dialogue. [Figure 41] This diagram shows specific examples of character movement and dialogue effects. [Figure 42] This diagram shows a concrete example of character movement and dialogue presentation, and is a continuation of Figure 41. [Figure 43] This diagram shows specific examples of horizontally written dialogue in a production. [Figure 44] This diagram shows a concrete example of vertically written dialogue in a production. [Figure 45] This is a timing chart to explain the timing of the execution of pre-announced dialogue effects. [Figure 46] This diagram shows a concrete example of a pre-announced dialogue effect. [Figure 47] This diagram shows a concrete example of pre-announced dialogue and is a continuation of Figure 46. [Modes for carrying out the invention]
[0008] Hereinafter, embodiments of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the referenced figures, the same parts are denoted by the same reference numerals, and redundant descriptions relating to the same parts are omitted as a general rule. In this specification, for the sake of simplification of description, symbols or numerals that refer to information, signals, physical quantities, or components may be indicated, and the names of the information, signals, physical quantities, or components corresponding to such symbols or numerals may be omitted or abbreviated. Furthermore, in any flowchart described later, the execution order of multiple processes in any multiple steps can be arbitrarily changed or executed in parallel, as long as no inconsistencies arise in the processing content.
[0009] 1. Structure of a gaming machine The first embodiment of the pachinko game machine PY1 will be described. First, the structure of the pachinko game machine PY1 will be explained using Figures 1 to 5. In the following description, the left, right, up, and down directions of each part of the pachinko game machine PY1 refer to the left, right, up, and down directions (from the perspective of a player facing the pachinko game machine PY1). Also, "front" refers to the direction from the pachinko game machine PY1 towards the player facing the pachinko game machine PY1, and "rear" refers to the direction from the player facing the pachinko game machine PY1 towards the pachinko game machine PY1.
[0010] As shown in Figure 1, the pachinko game machine PY1 is equipped with a game machine frame 2. The game machine frame 2 comprises a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m that is rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game parlor, players in front of the pachinko game machine PY1 can see the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t can be made of transparent glass, transparent synthetic resin, or the like. The transparent plate 23t only needs to allow the game area 6 to be visible from the front of the pachinko game machine PY1.
[0011] A handle 72k is provided on the lower right front of the front frame 23m, which can be rotated to launch the game balls. The amount the handle 72k is operated (rotation angle) corresponds to the magnitude of the force (launching intensity) applied to the game balls to launch them (the amount that the launching device 72, described later, drives the launching solenoid). Therefore, the game balls are launched with a launching intensity corresponding to the rotation operation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 for storing game balls supplied to the handle 72k is formed on the upper surface of the lower decorative body 36. In addition, a lower tray 35 for storing excess game balls that cannot be accommodated in the upper tray 34 is provided at the lower center of the front of the lower decorative body 36.
[0012] A first input device (hereinafter referred to as "normal button") 40, which can be pressed downwards, is provided on the upper surface of the lower decorative body 36, in front of the upper tray 34. A second input device (hereinafter referred to as "special button") 41, which can be pressed downwards, is provided on the right decorative body 32, which is formed to protrude forward from the right edge of the surface of the front frame 23m. The normal button 40 is configured to vibrate. That is, the normal button 40 has a built-in vibration mechanism for vibrating the normal button 40, and when the vibration motor included in this vibration mechanism is driven, the normal button 40 vibrates to a degree that can be seen by the player. The vibration mechanism for vibrating the normal button 40 can be appropriately adopted from known configurations. The normal button 40 is an example of an operating part and an example of a vibrating body.
[0013] Furthermore, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31, which is formed to protrude forward from the top of the surface of the front frame 23m. The speaker 52 consists of a left speaker 52L located on the left side and a right speaker 52R located on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower tray 35 at the front of the lower decorative body 36. Moreover, a movable frame movable device 58, which serves as a performance device for enhancing the enjoyment of the game, is attached to the upper sides of the left and right edges of the front frame 23m. The frame movable device 58 consists of a left frame movable device 58L located on the left side and a right frame movable device 58R located on the right side.
[0014] Furthermore, the position and number of components and devices installed in the gaming machine frame 2 can be changed as appropriate, as long as it does not interfere with gameplay.
[0015] Next, the game board unit YU will be explained, mainly using Figures 2 to 5. The game board unit YU comprises a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. A roughly circular opening 1A is formed approximately in the center of the game board 1 when viewed from the front. Along the opening 1A, a roughly ring-shaped inner wall portion 1B is formed, projecting forward to demarcate the game area 6 through which the game balls can flow. In addition, a roughly ring-shaped outer wall portion 1C is formed, projecting forward outside the inner wall portion 1B, to demarcate the game area 6.
[0016] A game area 6 is formed on the front of the game board 1, surrounded by an inner wall 1B, an outer wall 1C, and so on. In other words, the front of the game board 1 is divided into the game area 6 and the rest of the area by the inner wall 1B and the outer wall 1C.
[0017] The game area 6 is an area through which game balls launched by the operation of the handle 72k can flow, and is provided for playing the game on the pachinko game machine PY1. Numerous game pins (not shown) are installed protruding from the game area 6. The game pins form paths that appropriately guide game balls entering the game area 6 and flowing down through it to the first start opening 11, second start opening 12, general prize opening 10, gate 13, first major prize opening 14, and second major prize opening 15, which will be described later. The start openings such as the first start opening 11 and the second start opening 12 may be referred to as ball entry openings, the major prize openings such as the first major prize opening 14 and the second major prize opening 15 may be referred to as special prize openings or specific prize openings, and the gate may be referred to as a passage opening or passage area.
[0018] Near the center of the game area 6, a center frame (center ornament) 61 is provided to decorate the periphery of the opening 1A. The center frame 61 is provided with a stage that can guide game balls to the first starting opening 11, which will be described later, and a warp that can guide game balls to the stage.
[0019] Furthermore, the game area 6 is provided with a first start-up device 11D, which has a first start-up opening 11 into which game balls can be entered, and a second start-up device (so-called "electric chute") 12D, which enables or prevents game balls from entering the second start-up opening 12.
[0020] The first starting prize device 11D is stationary. Therefore, the ease with which game balls enter the first starting opening 11 remains constant (unchanged). The entry of a game ball into the first starting opening 11 triggers the lottery for the first special symbol (hereinafter referred to as "special symbol 1") (acquisition and determination of the special symbol 1-related random number described later: hereinafter also referred to as "special symbol 1 lottery") and the variable display of special symbol 1. When a game ball enters the first starting opening 11, a predetermined number of game balls (4 in this configuration) are dispensed as prize balls.
[0021] The electric tuner 12D is equipped with an operable electric tuner opening / closing member 12k. Normally (in the normal state), the electric tuner opening / closing member 12k is in a closed position, making it impossible for game balls to enter the second start port 12. In a special state, it moves to an open position, which allows game balls to enter the second start port 12. This movement of the electric tuner opening / closing member 12k to the open position is also called the "open state" of the second start port 12 or electric tuner 12D, and game balls can only enter the second start port 12 when it is in the open state. On the other hand, when the electric tuner opening / closing member 12k is in the closed position, it is also called the "closed state" of the second start port 12 or electric tuner 12D. Furthermore, when the second start port 12 or electric tuner 12D becomes the "open state," it is also called "the electric tuner 12D opens," and when the electric tuner 12D becomes the "closed state," it is also called "the electric tuner 12D closes."
[0022] When a game ball enters the second starting opening 12, it triggers a lottery for the second special symbol (hereinafter referred to as "Special Symbol 2") (acquisition and determination of the random number related to Special Symbol 2, as described later; hereinafter also referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2. When a game ball enters the second starting opening 12, a predetermined number of game balls (4 in this configuration) are dispensed as prize balls. The game area 6 is provided with a guidance stage 12g that guides the game ball to the second starting opening 12.
[0023] Furthermore, the game area 6 is provided with a general prize slot (normal prize slot) 10 into which game balls can be entered. When a game ball enters the general prize slot 10, a predetermined number of game balls (3 in this configuration) are dispensed as prize balls.
[0024] Furthermore, the game area 6 is provided with a gate 13 through which the game ball can pass. The passage of the game ball through the gate 13 triggers the drawing of a regular symbol (hereinafter referred to as "regular symbol") (i.e., the acquisition and determination of a random number for the regular symbol: hereinafter referred to as "regular symbol drawing") and the variable display of the regular symbol. The electric tuner 12D is opened when an auxiliary game is performed. In other words, the auxiliary game is a game that involves opening the electric tuner 12D.
[0025] Furthermore, the game area 6 is provided with a first large prize winning device 14D (hereinafter also referred to as "normal AT 14D") which has a first large prize winning opening 14 into which game balls can be entered. The first large prize winning device 14D is equipped with a normal AT opening / closing member 14k that can be operated to an open state and a closed state. The first large prize winning opening 14 is opened and closed by the operation of the normal AT opening / closing member 14k. Normally, the normal AT opening / closing member 14k is in a closed state that blocks the first large prize winning opening 14, making it impossible for game balls to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k is operated to an open state, it becomes possible for game balls to enter the first large prize winning opening 14. Thus, it is only possible for game balls to enter the first large prize winning opening 14 when the normal AT opening / closing member 14k is in an open state. When a game ball enters the first major prize slot 14, a predetermined number of game balls (15 in this configuration) are dispensed as prize balls.
[0026] Furthermore, the game area 6 is provided with a second large prize winning device 15D (hereinafter also referred to as "VAT 15D") which has a second large prize winning opening 15 into which game balls can be entered. The second large prize winning device 15D is equipped with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize winning opening 15. The VAT opening / closing member 15k can be in an open state. Game balls can only be entered into the second large prize winning opening 15 when the VAT opening / closing member 15k is in an open state. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize winning opening 15 is also called the "closed state". In this way, the second large prize winning opening 15 opens and closes by the operation of the VAT opening / closing member 15k. When a game ball enters the second large prize winning opening 15, a predetermined number of game balls (15 in this configuration) are dispensed as prize balls.
[0027] Here, the second major prize device 15D will be explained in detail using Figure 3. Inside the second major prize device 15D, there is a gate-shaped second major prize opening sensor 15a that can detect a game ball that has entered the second major prize opening 15 and allow the game ball to pass downwards.
[0028] Downstream of the second large prize-winning opening sensor 15a, there are a specific area 16 and a non-specific area 17 through which game balls can pass (enter). Game balls that have passed through the second large prize-winning opening sensor 15a are sorted by a sorting device 16D into either the specific area 16 or the non-specific area 17. The sorting device 16D comprises a sorting member 16k made of a roughly rectangular flat plate and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to slide left and right when driven by the sorting solenoid 16s.
[0029] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage blocking state: in the front view in Figure 3(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above it). When the distribution member 16k is in the first state, a game ball that has entered the second large prize opening 15 cannot pass through the specific area 16 after passing through the second large prize opening sensor 15a, and instead passes through the non-specific area 17. This route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.
[0030] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass through (enter) the specific region 16 (passage-allowed state: in the front view in Figure 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific region 16, the distribution member 16k does not cover the specific region 16 directly above it, and the area directly above the specific region 16 is open). When the distribution member 16k is in the second state, game balls that have entered the second large prize opening 15 can easily pass through the specific region 16 after passing through the second large prize opening sensor 15a. This route of the game ball flowing down from the second large prize opening 15 to the specific region 16 is called the second route.
[0031] Basically, the distribution member 16k is held in the first state. In other words, the first state can be said to be the normal state of the distribution member 16k. Then, only during a predetermined round of play (for example, 16R), the distribution solenoid 16s is energized, and it can change to the second state. The operating mode of the distribution member 16k can be changed as appropriate.
[0032] The specific area 16 and the non-specific area 17 are equipped with a specific area sensor 16a and a non-specific area sensor 17a, respectively, which detect game balls that have passed through (entered) the respective areas 16 and 17 and allow the game balls to pass downwards.
[0033] Furthermore, it is possible to install only one of the first and second large prize devices 14D and 15D, provided that it does not interfere with gameplay. Also, depending on the gameplay, it is possible to install two large prize devices, such as the first large prize device 14D, which do not have specific areas or distribution devices. Furthermore, even if both the first and second large prize devices 14D and 15D are installed, it is possible to use only the first large prize device 14D or only the second large prize device 15D, depending on the gameplay. If the configuration is set to use only the first large prize device 14D, processing related to the second large prize device 15D will not be performed, and if the configuration is set to use only the second large prize device 15D, processing related to the first large prize device 14D will not be performed.
[0034] Furthermore, as shown in Figure 2, two outlets 19 are provided at the bottom of the game area 6 to discharge game balls that were played into the game area 6 but did not enter any of the winning slots to the outside of the game area 6. In addition, the game board 1 is equipped with a light-emitting board lamp 54.
[0035] By the way, the game area 6 through which the game balls can flow can be divided into the left game area 6A (first game area) to the left of the center in the left-right direction, and the right game area 6B (second game area) to the right. The operation of the handle 72k to launch the game ball so that it flows down the left game area 6A is called "left-handed shooting". On the other hand, the operation of the handle 72k to launch the game ball so that it flows down the right game area 6B is called "right-handed shooting". In the pachinko game machine PY1, the path through which the game balls can flow when launched with left-handed shooting is called the first path R1, and the path through which the game balls can flow when launched with right-handed shooting is called the second path R2. The first path R1 and the second path R2 are also composed of numerous game pins and the like.
[0036] The first flow path R1 is provided with a first starting opening 11 and two general prize openings 10. Therefore, players can aim to enter the first starting opening 11 or the general prize openings 10 by shooting the game ball with their left hand to make it flow down the first flow path R1. On the other hand, the second flow path R2 is provided with a second starting opening 12, a general prize opening 10, a gate 13, a first major prize opening 14, and a second major prize opening 15. Therefore, players can aim to pass through the gate 13 or enter the second starting opening 12, general prize openings 10, the first major prize opening 14, or the second major prize opening 15 by shooting the game ball with their right hand to make it flow down the second flow path R2.
[0037] Furthermore, any game balls that do not enter any of the prize slots (first starting slot 11, second starting slot 12, general prize slot 10, first major prize slot 14, and second major prize slot 15) are guided to the out slot 19 and discharged. In addition, the number of prize balls awarded for entering each prize slot can be set as appropriate.
[0038] Furthermore, indicators 8 are positioned to the left of the lower part of the game area 6 formed on the front of the game board 1 (in the area other than the game area 6). As shown in Figure 4, the indicators 8 include a special figure 1 indicator 81a that variably displays special figure 1, a special figure 2 indicator 81b that variably displays special figure 2, and a general figure indicator 82 that variably displays general figures. The indicators 8 also include a special figure 1 hold indicator 83a that displays the number of special figure 1 holds (U1: the number of times the variable display of special figure 1 by the special figure 1 indicator 81a is held), and a special figure 2 hold indicator 83b that displays the number of special figure 2 holds (U2: the number of times the variable display of special figure 2 by the special figure 2 indicator 81b is held), which will be described later.
[0039] The variable display of Special Symbol 1 is executed when a game ball enters the first starting opening 11 and a lottery for Special Symbol 1 is held. Similarly, the variable display of Special Symbol 2 is executed when a game ball enters the second starting opening 12 and a lottery for Special Symbol 2 is held. In the following explanation, Special Symbol 1 and Special Symbol 2 are collectively referred to as Special Symbols or Special Symbols, and the lottery for Special Symbol 1 and Special Symbol 2 are collectively referred to as Special Symbol Lottery. Furthermore, the Special Symbol 1 indicator 81a and the Special Symbol 2 indicator 81b are collectively referred to as Special Symbol Indicator 81. In addition, the Special Symbol 1 Reserve Indicator 83a and the Special Symbol 2 Reserve Indicator 83b are collectively referred to as Special Symbol Reserve Indicator 83.
[0040] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed in a variable state and then stopped. The special symbol that is stopped (stopped special symbol, the special symbol that is displayed as a result of the variable display) is one special symbol selected from among several types of special symbols by the special symbol lottery. If the stopped special symbol is a specific special symbol predetermined (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is performed, which opens the big prize slots (the first big prize slot 14 and the second big prize slot 15). The game state in which a jackpot game is being performed is called the jackpot game state. The jackpot game state is an example of a special game state that is advantageous to the player.
[0041] The special symbol indicator 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged horizontally, and displays a special symbol corresponding to the result of the special symbol lottery depending on how the LEDs are lit. For example, if the result of the special symbol lottery is a jackpot (one of the multiple types of jackpots described later), the special symbol indicator 81 displays a jackpot symbol consisting of the lit LEDs in the 1st, 2nd, 5th, and 6th positions from the left, such as "□□■■□□■■" (□: lit, ■: off). If the result of the special symbol lottery is a loss, the special symbol indicator 81 displays a losing symbol consisting of the lit LED in the rightmost position, such as "■■■■■■■□". Note that the LED lighting patterns corresponding to the result of the special symbol lottery are not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to represent a losing symbol.
[0042] Furthermore, in the variable display of the special symbol, the variable display of the special symbol is performed for a predetermined variation time before the special symbol is displayed as stopped. The mode of the variable display of the special symbol is, for example, a mode in which each LED lights up so that the light flows repeatedly from left to right. However, the mode of the variable display of the special symbol is not particularly limited, and as long as each LED is not displayed as stopped (lit in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.
[0043] By the way, in the pachinko game machine PY1, when a game ball enters the first start port 11 or the second start port 12, various random numbers (an example of judgment information) for performing special symbol lotteries, etc., may be acquired. These various random numbers are temporarily stored as special symbol reserves in the special symbol reserve storage unit 105, which will be described later. Hereinafter, the various random numbers acquired by the entry of a game ball into the first start port 11 will be called "special symbol 1 related random numbers," and the various random numbers acquired by the entry of a game ball into the second start port 12 will be called "special symbol 2 related random numbers." Here, the special symbol 1 related random numbers are stored as special symbol 1 reserves in the special symbol 1 reserve storage unit 105a of the special symbol reserve storage unit 105. On the other hand, the special symbol 2 related random numbers are stored as special symbol 2 reserves in the special symbol 2 reserve storage unit 105b of the special symbol reserve storage unit 105. The number of special figure 1 reserves that can be stored in the special figure 1 reserve storage unit 105a (number of special figure 1 reserves) and the number of special figure 2 reserves that can be stored in the special figure 2 reserve storage unit 105b (number of special figure 2 reserves) have an upper limit (4 in this configuration). The upper limits for the number of special figure 1 reserves and the number of special figure 2 reserves can be changed as appropriate, and the upper limit may be set to "none". In the following, special figure 1 reserves and special figure 2 reserves will be collectively referred to as "special figure reserves", and the number of special figure 1 reserves and the number of special figure 2 reserves will be collectively referred to as "number of special figure reserves". Also, special figure 1 related random numbers and special figure 2 related random numbers will be collectively referred to as "special figure related random numbers".
[0044] In the pachinko game machine PY1, if the variable display of the special symbol does not occur immediately after a game ball enters the first start opening 11 or the second start opening 12, specifically if an entry occurs while the variable display of the special symbol is being performed or while a jackpot game is being played, the variable display of the special symbol (or the right to draw a special symbol) for that entry can be reserved. The special symbol reserves stored in the special symbol reserve storage unit 105 are consumed when it becomes possible to display the variable symbol based on that special symbol reserve. In other words, consuming a special symbol reserve means determining the special symbol-related random numbers etc. corresponding to that special symbol reserve and performing a variable display of the special symbol to show the result of that determination.
[0045] The number of reserved special symbols is then displayed on the reserved special symbol indicator 83. Each of the reserved special symbol 1 indicator 83a and the reserved special symbol 2 indicator 83b consists of, for example, four LEDs, and the number of reserved special symbols can be displayed by lighting up the corresponding number of LEDs.
[0046] Furthermore, the variable display of the regular symbol indicates the result of the regular symbol lottery. In the variable display of the regular symbol, the regular symbol is displayed in a variable state and then stopped. The regular symbol that is stopped (stopped regular symbol, the regular symbol that is displayed as a result of the variable display) is one regular symbol selected from among several types of regular symbols by the regular symbol lottery. If the regular symbol that is stopped is a specific regular symbol predetermined (a regular symbol with a predetermined stopping pattern, i.e., a winning symbol), an auxiliary game is performed to open the second start opening 12 (electric tuner 12D).
[0047] The general diagram indicator 82 is composed of, for example, two LEDs, and displays a general diagram corresponding to the result of the general diagram lottery depending on how the LEDs are lit. If the result of the general diagram lottery is a win, the general diagram indicator 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the general diagram lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A pattern in which all LEDs are turned off may also be used for the losing pattern. Note that the LED lighting patterns corresponding to the result of the general diagram lottery are not limited and can be set as appropriate.
[0048] Furthermore, before the normal display is shown as stopped, the normal display is shown in a variable state for a predetermined period of time. The mode of the variable display of the normal display is, for example, the alternating illumination of both LEDs. However, the mode of the variable display of the normal display is not particularly limited, and as long as each LED is not shown as stopped (illuminated in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.
[0049] In the pachinko game machine PY1, when a game ball passes through gate 13, a random number for a normal symbol (an example of judgment information) for conducting a normal symbol lottery may be acquired. This random number is stored in the normal symbol reserve storage unit 106, described later, provided that variable normal symbol display or auxiliary gameplay is not being performed. There is an upper limit (4 in this configuration) on the number of normal symbol reserves that can be stored in the normal symbol reserve storage unit 106. The upper limit on the number of normal symbol reserves can be changed as appropriate, and the upper limit may be set to "none". In the following, the random number for a normal symbol acquired when a game ball passes through gate 13 will also be called a "normal symbol related random number". In addition, in this configuration, there is no normal symbol reserve indicator that displays the number of normal symbol reserves, but a normal symbol reserve indicator may be added to the indicators 8. As a normal symbol reserve indicator, for example, one with the same configuration as the special symbol reserve indicator 83 can be adopted.
[0050] Next, using Figure 5, we will explain the performance unit 1U attached to the back of the game board 1. The performance unit 1U is a unitized collection of multiple devices that primarily perform performances. The performance unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as the "on-board movable device") 55, and a second board movable device (hereinafter referred to as the "below-board movable device") 56.
[0051] The image display device 50 is, for example, composed of a 20-inch 3D liquid crystal display and includes a display unit (display screen) 50a capable of displaying 3D images. However, the image display device 50 may also be other display devices, such as those composed of multiple liquid crystal displays or those composed of an EL (Electro-Luminescence) display, as long as they are capable of displaying images.
[0052] The on-board movable device 55 comprises an on-board movable body 55k that is configured to move along the display unit 50a and is decorated. The under-board movable device 56 comprises an under-board movable body 56k that is configured to move along the display unit 50a and is decorated.
[0053] Figure 5(A) schematically shows the state in which the upper movable body 55k and the lower movable body 56k are held in their normal standby state (initial position) when not in operation. When the drive source of the upper movable device 55 is activated, the upper movable body 55k moves downward (descends), and when the drive source of the lower movable device 56 is activated, the lower movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the descended upper movable body 55k or the risen lower movable body 56k, making the image display device 50 difficult to see.
[0054] Furthermore, the position and number of components and devices installed in the YU game board unit can be changed as appropriate, as long as it does not interfere with gameplay.
[0055] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be explained based on Figures 6 to 7. As shown in Figures 6 to 7, the pachinko game machine PY1 is further back from the image display device 50 of the game board 1, and includes a game control board (hereinafter referred to as the "main control board") 100 that controls game benefits (progress of the game) such as special symbol lottery, variable display of special symbols, jackpot game, setting of game states (described later), normal symbol lottery, variable display of normal symbols, and auxiliary game; an effect control board (hereinafter referred to as the "sub-control board") 120 that controls game effects (special symbol variation effects, hold effects, operation effects, jackpot game effects, etc.) and customer waiting effects in accordance with the progress of the game by the main control board 100; and a payout control board 170 that controls the payout of game balls, etc. The main control board 100 can be positioned as the game control unit (main control unit) that controls the game. Furthermore, the sub-control board 120 can be positioned as a performance control unit (sub-control unit) that controls the performance, together with the image control board 140, lamp control circuit 151, and sound control circuit 161, which will be described later. The performance control unit only needs to include at least the sub-control board 120 and be capable of controlling various performances using performance means (image display device 50, speaker 52, frame lamp 53, panel lamp 54, and movable devices 55, 56, 58, etc.).
[0056] Furthermore, the pachinko game machine PY1 is equipped with a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices through these boards. The power supply board 190 is provided with a pressable RAM clear switch 191. The RAM clear switch 191 (specific operating means) is used to clear (hereinafter referred to as "RAM clear") the game information (for example, information on game states such as high probability states, the number of special symbol reserves, and the results of jackpot determinations) stored in the game RAM 104 of the game control microcomputer 101, which will be described later, to the game CPU 102 when the power is turned on. As shown in Figure 8, the RAM clear switch 191 is located on the power supply board 190 which is located on the back side of the pachinko game machine PY1. Therefore, only employees of the game hall who can open and close the front door 23 can operate the RAM clear switch 191. In other words, the RAM clear switch 191 is an operating mechanism that is practically impossible for the player to operate. When the RAM clear switch 191 is pressed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcontroller 101. In this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the location of the RAM clear switch 191 can be changed as appropriate, and it may be provided on the main control board 100 or on a dedicated board, for example.
[0057] The power supply board 190 is equipped with a backup power supply circuit 192. The backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later, when power is not supplied to the pachinko game machine PY1. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when the power to the pachinko game machine PY1 is lost. A power switch 193 is also connected to the power supply board 190. The power can be switched on or off by operating the power switch 193 ON / OFF. Note that a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, or a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.
[0058] As shown in Figure 6, the main control board 100 is equipped with a one-chip microcontroller for game control (hereinafter referred to as "game control microcontroller") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program. The game control microcontroller 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as work memory, and a game CPU (Central Processing Unit) 102 that executes the program stored in the game ROM 103.
[0059] The game ROM 103 stores programs for performing the main control processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores the following: a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a pre-read determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, and an auxiliary game control table. Note that the game ROM 103 may be an external component.
[0060] The game RAM 104 also includes the aforementioned special symbol reserve memory unit 105 and the regular symbol reserve memory unit 106. The game RAM 104 also includes a non-erasable memory unit 107, which contains a total prize ball count memory unit 107a, a total ball launch count memory unit 107b, and a difference ball count memory unit 107c. The non-erasable memory unit 107 is configured so that even when a RAM clear is performed, the game CPU 102 does not erase the stored contents.
[0061] The game control microcomputer 101 continuously counts the total number of prize balls after the power is turned on, and the counted total number of prize balls is stored in the total number of prize balls storage unit 107a. The total number of prize balls is the number of prize balls that the player acquires (is paid out to the player) in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The game control microcomputer 101 also continuously counts the total number of balls fired after the power is turned on, and the counted total number of balls fired is stored in the total number of balls fired storage unit 107b. The total number of balls fired is the number of balls fired by the player in all game states. The game control microcomputer 101 also continuously calculates the difference in balls by subtracting the total number of balls fired from the total number of prize balls after the power is turned on, and the calculated difference in balls is stored in the difference in balls storage unit 107c. The game control microcomputer 101 disables gameplay when the difference in the number of balls (an example of a specific measurement number) exceeds a certain threshold number (for example, "80000"). This function is called the over-prize prevention function. The over-prize prevention function may also be activated when the maximum difference in the number of balls (sometimes called the maximum number of balls held, MY, etc.) reaches a predetermined threshold number. The maximum difference in the number of balls is the difference between the minimum difference in the number of balls, which is the lowest value of the measured difference in the number of balls, and the peak (highest value) of the difference in the number of balls after the minimum difference in the number of balls has been measured. In this case, the maximum difference in the number of balls corresponds to the specific measurement number.
[0062] The main control board 100 is also equipped with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operating means) (see Figure 8). As shown in Figure 9, the 7-segment display 300 is a so-called 4-segment display and has a total of 32 illuminated (light-emitting) parts. Specifically, the 7-segment display 300 has, in order from left to right, a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340. The four display areas 310, 320, 330, and 340 each have 8 illuminated parts (LED elements) LB1-LB8, LB9-LB16, LB17-LB24, and LB25-LB32 so that they can represent the numbers from "0" to "9". The display control of the 7-segment display 300 is performed by a game control microcomputer 101.
[0063] The setting key cylinder 180 functions as an operating mechanism for setting a setting value corresponding to the probability of hitting a jackpot. The inside of this setting key cylinder 180 rotates between an initial position and a rotation position when a setting key (not shown) is inserted. Therefore, in this pachinko game machine PY1, by rotating the setting key cylinder 180 to the rotation position and turning on the power while pressing the RAM clear switch 191, the machine can enter a setting mode in which a setting value can be set. In this setting mode, the setting value can be set to "1". However, in this pachinko game machine PY1, only one setting value, "1", is available. Therefore, the setting value cannot be changed from "1". Note that when the setting mode is activated, rotating the setting key cylinder 180 from the rotation position to the standby position will terminate the setting mode and a RAM clear will be performed.
[0064] The main control board 100 is also equipped with a special reset switch 181 that can be pressed. As shown in Figure 8, the special reset switch 181 is located on the main control board 100, which is situated on the back of the pachinko game machine PY1. Therefore, only employees of the game hall who are able to open and close the front door 23 can operate the special reset switch 181. In other words, the special reset switch 181 is an operating means that is practically impossible for players to operate. The function of the special reset switch 181 will be described in detail later. The main control board 100 is also equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals.
[0065] Furthermore, various sensors MS and actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.
[0066] The various sensors MS connected to the main control board 100 include a first start port sensor 11a, a second start port sensor 12a, a general prize port sensor 10a, a gate sensor 13a, a first major prize port sensor 14a, a second major prize port sensor 15a, a specific area sensor 16a, and a non-specific area sensor 17a.
[0067] The first start-up sensor 11a detects game balls that have entered the first start-up slot 11. The second start-up sensor 12a detects game balls that have entered the second start-up slot 12. The general prize-winning slot sensor 10a detects game balls that have entered the general prize-winning slot 10. A general prize-winning slot sensor 10a is provided for each general prize-winning slot 10. The gate sensor 13a is provided at the gate 13 and detects game balls that have passed through the gate 13. The first large prize-winning slot sensor 14a detects game balls that have entered the first large prize-winning slot 14. The second large prize-winning slot sensor 15a detects game balls that have entered the second large prize-winning slot 15. The specific area sensor 16a detects game balls that have passed through (entered) the specific area 16. The non-specific area sensor 17a detects game balls that have passed through (entered) the non-specific area 17. When each sensor detects a game ball, it outputs a signal to the main control board 100 corresponding to the detected item.
[0068] Although not shown in Figure 6, the various sensors MS include an outlet sensor that detects all game balls (total number of balls launched) flowing down the game area 6. Here, game balls that flow out of the game area 6 are discharged to the outside of the pachinko game machine PY1 through an outlet path (not shown) located at the bottom of the game board mounting frame 2A. For this reason, the outlet sensor is located within the outlet path. The various sensors MS also include a magnetic sensor that detects unauthorized magnetism. The magnetic sensor detects the magnetism generated when a player uses a magnet or the like to illegally enter the various prize winning slots 10, 11, 12, 14, and 15 into the game balls. When each of the above sensors detects a game ball, it outputs a signal to the main control board 100 according to the detected information.
[0069] The various sensors MS include a front door open sensor that detects when the front door 23 is opened relative to the outer frame 22, and a front frame sensor that detects when the front frame 23m is opened relative to the game board mounting frame 2A. When the front door open sensor detects when the front door 23 is opened, it outputs a signal to the main control board 100 according to the detected information. When the front frame sensor detects when the front frame 23m is opened, it outputs a signal to the main control board 100 according to the detected information. The types and number of sensors connected to the main control board 100 can be changed as appropriate, as long as it does not interfere with gameplay.
[0070] Furthermore, the various actuators MA connected to the main control board 100 include an electric tuner solenoid 12s, a first major prize slot solenoid 14s, a second major prize slot solenoid 15s, and a distribution solenoid 16s. The electric tuner solenoid 12s drives the electric tuner opening / closing member 12k of the electric tuner 12D. The first major prize slot solenoid 14s drives the normal AT opening / closing member 14k of the first major prize device 14D. The second major prize slot solenoid 15s drives the VAT opening / closing member 15k of the second major prize device 15D. The distribution solenoid 16s drives the distribution member 16k of the distribution device 16D.
[0071] Furthermore, the type and number of actuators connected to the main control board 100 can be changed as appropriate, as long as it does not interfere with gameplay.
[0072] Furthermore, the main control board 100 is connected to a group of indicators 8 (a special symbol indicator 81, a general symbol indicator 82, and a special symbol hold indicator 83). The display control of these indicators 8 is performed by a microcomputer 101 for game control.
[0073] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball dispensing based on information from inserted prepaid cards, etc.) and a prize ball payout device 73, as well as a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see Figure 1).
[0074] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or dispense loaned balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The dispensed game balls are detected by the prize ball sensor 73a for counting, and the detection signal from the prize ball sensor 73a is output to the payout control board 170.
[0075] Furthermore, the launching device 72 is equipped with a touch switch 72a capable of detecting contact between a player or other person and the handle 72k (see Figure 1). When a player operates the handle 72k, the touch switch 72a detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. The launching device 72 is also connected to a launch volume knob 72b capable of detecting the rotation angle (amount of operation) of the handle 72k. The launching device 72 drives the launch solenoid 72s so that the game balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.
[0076] Furthermore, the payout control board 170 is connected to the external terminal board 160. In other words, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits external signals sent from the main control board 100 to an external unit GU (data counter, hall computer, etc.) located outside the pachinko game machine PY1. The information included in the external signals includes, for example, information indicating whether a jackpot has been won, information on the game status, and information indicating errors or irregularities (abnormalities). The external terminal board 160 transmits external signals to the external unit GU via parallel communication, but the external signals may also be transmitted via asynchronous serial communication (a common asynchronous serial communication port). Furthermore, although the main control board 100 is connected to the external terminal board 160 via the dispensing control board 170, the main control board 100 may also be connected to the external terminal board 160 via a board other than the dispensing control board 170 (for example, an intermediate board), or the main control board 100 and the external terminal board 160 may be connected directly.
[0077] Furthermore, the main control board 100 transmits various commands containing information about the game to the sub-control board 120 in accordance with the progress of the game. Based on the various commands sent from the main control board 100, the sub-control board 120 can grasp the progress of the game (the content of the game control) by the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that only allows the transmission of signals from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the main control board 100 and the sub-control board 120 as a means of restricting the direction of communication.
[0078] As shown in Figure 7, the sub-control board 120 is equipped with a one-chip microcontroller for performance control (hereinafter referred to as "performance control microcontroller") 121 that controls the performance of the pachinko game machine PY1 according to a program. The performance control microcontroller 121 includes a performance ROM 123 that stores programs for controlling the performance as the game progresses on the main control board 100, a performance RAM 124 used as work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.
[0079] Furthermore, the ROM 123 for effects contains programs for performing the sub-control main processing, receive interrupt processing, 1ms timer interrupt processing, and 10ms timer interrupt processing, which will be described later. Note that the ROM 123 for effects may be external.
[0080] Furthermore, the sub-control board 120 is equipped with an I / O port section 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time. When the pachinko game machine PY1 is supplied with power from a predetermined island power supply device (not shown), the RTC 139 operates using that power. When power is not supplied from the island power supply device, it operates using power supplied from the backup power supply circuit 192 provided on the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the power supply to the pachinko game machine PY1 is not turned on. A backup power supply circuit for the RTC 139 may also be provided on the sub-control board 120. The backup power supply circuit can include a capacitor or an internal battery (such as a button battery).
[0081] The sub-control board 120 is connected to the image control board 140. The microcontroller 121 for controlling the presentation on the sub-control board 120 causes the image CPU 141 on the image control board 140 to control the display on the image display device 50 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a bidirectional communication connection that allows both the transmission of signals from the sub-control board 120 to the image control board 140 and the transmission of signals from the image control board 140 to the sub-control board 120.
[0082] The image control board 140 includes an image ROM 142 that stores programs for image control, an image RAM 143 used as work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 that stores image data displayed on the image display device 50, a VRAM 146 used for processing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured as a single chip. The CGROM 145 stores, for example, image data for displaying the images shown on the image display device 50 (still image data and video data, specifically image data such as characters, items, shapes, letters, numbers and symbols (including animation patterns) and background images).
[0083] The VDP144 reads image data from the CGROM145 and expands it into the expansion area in the VRAM146, according to the display list created by the image CPU141 based on commands from the performance control microcontroller121. Then, it combines the expanded image data as appropriate and draws the image to the frame buffer in the VRAM146. Finally, it outputs the image drawn to the frame buffer as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display unit 50a.
[0084] The display list consists of a set of commands for instructing the execution of drawing on a frame-by-frame basis. The display list contains information on various parameters such as the type of image to be drawn, the position in which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0085] The microcontroller 121 for performance control outputs voice, music, sound effects, etc., from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100.
[0086] Audio data, such as the sound output from speaker 52, is stored in the performance ROM 123 of the sub-control board 120. Alternatively, the audio control circuit 161 may be mounted on a circuit board with a CPU. In this case, the CPU may be used to perform audio control. Furthermore, in this case, a ROM may be mounted on the circuit board, and the audio data may be stored in that ROM. Alternatively, speaker 52 may be connected to image control board 140, and the image CPU 141 of image control board 140 may be used to perform audio control. Furthermore, in this case, the audio data may be stored in the image ROM 142 of image control board 140.
[0087] Furthermore, various switches that serve as inputs, various actuators SA that serve as drive sources, and various lamps SL are connected to the sub-control board 120 via a predetermined relay board (not shown). Signals output by the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators SA. In addition, the sub-control board 120 controls the lighting of the various lamps SL via the lamp control circuit 151 based on commands received from the main control board 100.
[0088] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects when the normal button 40 is pressed. The special button detection switch 41a detects when the special button 41 is pressed. Each detection switch 40a and 41a outputs a signal to the sub-control board 120 according to the detected content. The types and number of switches connected to the sub-control board 120 can be changed as appropriate, as long as it does not interfere with gameplay.
[0089] The various actuators SA connected to the sub-control board 120 include a top-mount drive motor 55m that drives the top-mount movable device 55, a bottom-mount drive motor 56m that drives the bottom-mount movable device 56, a frame drive motor 58m that drives the frame movable device 58, and so on. The performance control microcomputer 121 can drive these motors to make each movable device perform a predetermined operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device and controls the operation of each movable device via the lamp control circuit 151. The sub-control board 120 is also assumed to be connected to a vibration motor (not shown) for vibrating the normal button 40. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate within a range that does not interfere with gameplay.
[0090] The various lamps SL connected to the sub-control board 120 include frame lamps 53 and panel lamps 54. The performance control microcontroller 121 can make each lamp light up. Specifically, the performance control microcontroller 121 creates light emission pattern data (data that determines the lighting behavior, color, etc., also called lamp data) that determines the lighting behavior of each lamp, and controls the lighting of each lamp according to the light emission pattern data. The data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.
[0091] Furthermore, the lamp control circuit 151 may be mounted on a circuit board with a CPU. In this case, the CPU may be used to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may also be mounted on the circuit board and stored in the ROM with data related to the light emission patterns and operation patterns. In addition, the types and number of lamps connected to the sub-control board 120 can be changed as appropriate, as long as it does not interfere with gameplay.
[0092] 3. Main types of games played using amusement machines Next, the main games played by the Pachinko game machine PY1 will be explained using Figures 10 to 17. Note that the tables shown in Figures 10 to 17 are general examples for the purpose of this section. If a different table is shown in the description of "Features of the Pachinko Game Machine PY1" later, it will be assumed that the Pachinko Game Machine PY1 uses that table. However, for configurations where no different table is shown in the description of "Features of the Pachinko Game Machine PY1" later, it will be assumed that the tables shown in this section are used. Furthermore, even for configurations where a different table is shown in the description of "Features of the Pachinko Game Machine PY1" later, it is possible to change to the tables shown in this section.
[0093] 3-1. Games related to general diagrams First, let's explain the gameplay related to the regular symbols. When a launched game ball passes through gate 13 in the pachinko game machine PY1, a regular symbol lottery is performed. After the regular symbol lottery is performed, the regular symbol display unit 82 displays a variable regular symbol (a variable display followed by a stop display). Here, the regular symbols that are stopped include winning symbols and losing symbols. The losing symbols in the regular symbols are also called "losing regular symbols" to distinguish them from the losing symbols in the special symbols, which will be described later. When a winning symbol is stopped, an auxiliary game is performed and the game related to passing through gate 13 ends. On the other hand, when a losing regular symbol is stopped, no auxiliary game is performed and the game related to passing through gate 13 ends. Furthermore, in the following, the passing of a game ball through gate 13 is referred to as "fulfillment of the regular symbol starting condition."
[0094] The Pachinko game machine PY1, in performing this series of games (normal symbol lottery, variable normal symbol display, auxiliary game), acquires normal symbol-related random numbers when the normal symbol activation condition is met. The acquired normal symbol-related random numbers include normal symbol random numbers, as shown in Figure 10(A). Normal symbol random numbers are random numbers used for determining a win. Random numbers are also called determination information. A range is appropriately set for the random numbers.
[0095] 3-1-1. Hit detection The hit determination is a determination made to decide whether or not it is a hit (whether or not to perform an auxiliary game) according to the hit determination table shown in Figure 11(A). The hit determination table is associated with the game state, which will be described later. That is, there is a hit determination table used in the non-time-saving state (non-time-saving hit determination table) and a hit determination table used in the time-saving state (time-saving hit determination table). In each hit determination table, the result of the hit determination, a hit or a miss, is assigned a determination value (normal symbol random value). Therefore, the pachinko game machine PY1 makes a hit or miss determination by determining whether it is a hit or a miss by determining the acquired normal symbol random number according to the hit determination table. Then, based on the result of the hit determination, it makes a normal symbol variation pattern determination for the variable display of the normal symbol. If the result of the hit determination is a hit, basically the hit symbol is displayed in the variable display of the normal symbol. On the other hand, if the result of the hit determination is a miss, basically the miss normal symbol is displayed in the variable display of the normal symbol. Furthermore, the probability of winning can be changed as needed. Also, it is not necessary to separate the win determination table for each game state.
[0096] 3-1-2. General Chart Fluctuations The general display variation pattern determination is a determination to determine the general display variation pattern according to the general display variation pattern determination table shown in Figure 11(B). The general display variation pattern is identification information relating to predetermined items concerning the variable display of the general display, such as the general display variation time.
[0097] The regular symbol variation pattern determination table is associated with the game state (non-time-saving state / time-saving state). In other words, there is a regular symbol variation pattern determination table used when the game state is not time-saving state (non-time-saving regular symbol variation pattern determination table) and a regular symbol variation pattern determination table used when the game state is saving time (time-saving regular symbol variation pattern determination table). Note that it is not necessary to separate the regular symbol variation pattern determination table for each game state.
[0098] Each regular figure variation pattern determination table stores one regular figure variation pattern for each regular figure that is stopped, which is the result of the regular figure variation pattern determination. In other words, the pachinko game machine PY1 can make the regular figure variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing regular figure (losing regular figure) is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 30 seconds, and when a winning symbol is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 30 seconds. In the time-saving state, when a losing regular figure is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 5 seconds, and when a winning symbol is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 5 seconds. The variable display of the regular figure corresponding to the regular figure variation pattern determined by this determination is performed by the regular figure display unit 82. Furthermore, these normal figure variation times can be changed as appropriate. In this way, by performing collision detection and normal figure variation pattern determination, the normal figure is displayed variably on the normal figure display unit 82.
[0099] 3-1-3. Auxiliary Games The auxiliary game is executed when a winning symbol is displayed (derived) as the result of the display (result of the regular symbol lottery) in the variable display of the regular symbols.
[0100] The elements that constitute the auxiliary game (auxiliary game components) include various elements such as the number of times the electric tuner 12D opens and the opening time for each opening. Each of these elements is associated with the game state (non-time-saving state / time-saving state). The pachinko game machine PY1 controls the auxiliary game according to the auxiliary game control table shown in Figure 11(C) based on the game state (non-time-saving state / time-saving state). The auxiliary game control table is associated with the game state (non-time-saving state / time-saving state). Each auxiliary game control table stores the auxiliary game components. Note that the number of openings and opening time for each of these elements can be changed as appropriate.
[0101] The Pachinko game machine PY1 has different opening times for the electric tuner 12D depending on whether the auxiliary game is in a non-time-saving state or a time-saving state. For example, in an auxiliary game in a non-time-saving state, the electric tuner 12D is opened for a first opening time (a time when it is difficult to get the game ball into the electric tuner 12D (e.g., 0.08 seconds)). Hereafter, the auxiliary game in a non-time-saving state will also be called a "short opening auxiliary game". In an auxiliary game in a time-saving state, the electric tuner 12D is opened for a second opening time that is longer than the first opening time (a time when it is easy to get the game ball into the electric tuner 12D (e.g., 3.0 seconds)). Hereafter, the auxiliary game in a time-saving state will also be called a "long opening auxiliary game". Note that the opening time of the electric tuner 12D may be the same in both the non-time-saving state and the time-saving state.
[0102] 3-2. Games related to special symbols Next, we will explain the gameplay related to the special symbols. When a launched game ball enters the first starting opening 11 of the pachinko game machine PY1, a special symbol 1 lottery is performed. When the special symbol 1 lottery is performed, the special symbol 1 display 81a displays a variable special symbol 1 (a variable display followed by a stop display) to notify the result of the special symbol 1 lottery. Here, the special symbol 1 that is stopped to display includes a jackpot symbol and a losing symbol. In other words, the result of the special symbol 1 lottery is either a jackpot or a loss. If a jackpot symbol is stopped to display, a jackpot game is performed, a new game state is set, and the game based on that entry ends. On the other hand, if a losing symbol is stopped to display, a jackpot game is not performed, and the game based on that entry ends.
[0103] Similarly, when a launched game ball enters the second starting port 12, the pachinko game machine PY1 performs a special symbol 2 lottery. When the special symbol 2 lottery is performed, the special symbol 2 display 81b displays a variable special symbol 2 (a variable display followed by a stop display) to notify the result of the special symbol 2 lottery. Here, the special symbol 2 that is stopped on display can be a jackpot symbol or a losing symbol. In other words, the result of the special symbol 2 lottery can be a jackpot or a loss. If a jackpot symbol is stopped on display, a jackpot game is performed, a new game state is set, and the game based on that entry ends. On the other hand, if a losing symbol is stopped on display, a jackpot game is not performed, and the game based on that entry ends.
[0104] In the following, when a game ball enters the first starting opening 11, it is referred to as "fulfillment of the first starting condition," and when a game ball enters the second starting opening 12, it is referred to as "fulfillment of the second starting condition." Furthermore, "fulfillment of the first starting condition" and "fulfillment of the second starting condition" are collectively referred to as "fulfillment of the starting condition." In addition, the losing special symbols are also called "losing special symbols" to distinguish them from the losing regular symbols mentioned above.
[0105] The Pachinko game machine PY1, in performing a series of gameplay actions (special symbol lottery, variable display of special symbols, jackpot gameplay, and setting of game state), acquires special symbol-related random numbers when the starting conditions are met, and performs various judgments on these random numbers. The acquired special symbol-related random numbers include, as shown in Figure 10(B), special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers. Special symbol random numbers are used to determine jackpots. Jackpot symbol type random numbers are used to determine the type of jackpot. Reach random numbers are used to determine reach. Special symbol variation pattern random numbers are used to determine the variation pattern of special symbols. Random numbers are also called judgment information. Each random number has an appropriate range set for it.
[0106] 3-2-1. Jackpot Determination The jackpot determination is a determination made to decide whether or not a jackpot has been hit (whether or not to perform a jackpot game) according to the jackpot determination table shown in Figure 12(A). The jackpot determination table is associated with the game state, more specifically, whether it is in a normal probability state or a high probability state. In other words, there is a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).
[0107] In each jackpot determination table, special symbol random number determination values (special symbol random number values) are assigned to the jackpot and miss results. The pachinko game machine PY1 determines whether it is a jackpot or a miss by determining whether the acquired special symbol random number is a jackpot according to the jackpot determination table. As shown in Figure 12(A), the high-probability jackpot determination table has more special symbol random number determination values set to determine a jackpot than the normal-probability jackpot determination table. In addition, the probability of winning a jackpot can be changed as appropriate.
[0108] 3-2-2. Determination of the type of winning symbol The jackpot symbol type determination is a determination made when the result of the jackpot determination is a jackpot, in order to determine the type of jackpot symbol (jackpot symbol type) according to the jackpot symbol type determination table shown in Figure 12(B). Each type of jackpot symbol is associated with the contents of the jackpot, in other words, the components of the jackpot that consist of the game benefits granted to the player.
[0109] The jackpot symbol type determination table is associated with the type of variable-display special symbol (Special Symbol 1 / Special Symbol 2), or in other words, the type of starting gate (First Starting Gate 11 / Second Starting Gate 12) from which the winning combination that triggered the jackpot symbol type determination occurred. Specifically, the jackpot symbol type determination table consists of a jackpot symbol type determination table used when variable-displaying Special Symbol 1 (First Jackpot Symbol Type Determination Table) and a jackpot symbol type determination table used when variable-displaying Special Symbol 2 (Second Jackpot Symbol Type Determination Table).
[0110] There are multiple types of winning symbols, and in each winning symbol type determination table, the determination value of the winning symbol type random number (winning symbol type random value) is assigned to the winning symbol type, which is the result of the winning symbol type determination. Therefore, the pachinko game machine PY1 determines the type of winning symbol by determining the acquired winning symbol type random number according to the winning symbol type determination table. Then, in the first and second winning symbol type determination tables, the winning symbol type random values are appropriately assigned to each type of winning symbol. Note that the distribution rate of winning symbol types can be changed as needed. Also, the types of winning symbols can be increased or decreased as needed.
[0111] For example, as shown in Figure 12(B), it is possible to set the distribution rate of jackpot symbol types determined by the jackpot symbol type determination for Special Figure 1 to 50% for jackpot symbol A and 50% for jackpot symbol B, and to set the distribution rate of jackpot symbol types determined by the jackpot symbol type determination for Special Figure 2 to 100% for jackpot symbol C. In this way, it is possible to make the distribution rate of jackpot symbol types different for the Special Figure 1 lottery, which is performed when a game ball enters the first starting opening 11, and for the Special Figure 2 lottery, which is performed when a game ball enters the second starting opening 12.
[0112] 3-2-3. Reach Determination The reach determination is a determination made when the result of the jackpot determination is a miss, in order to determine whether or not to generate a reach in the special symbol variation effect described later, according to the reach determination table shown in Figure 12(C).
[0113] The reach determination table is associated with the game state (non-time-saving state / time-saving state). In other words, there is a reach determination table used when the game is not in a time-saving state (non-time-saving reach determination table) and a reach determination table used when the game is in a time-saving state (time-saving reach determination table). Note that it is not necessary to separate the reach determination tables by game state.
[0114] In each reach determination table, the reach random number determination value (reach random number value) is assigned to either "reach present (a reach occurs)" or "no reach (a reach does not occur)" as the result of the reach determination. Therefore, the pachinko game machine PY1 determines whether there is a reach or no reach (whether or not a reach occurs) by determining the acquired reach random number according to the reach determination table. As shown in Figure 12(C), the number of reach random numbers that are determined to be "reach present (a reach occurs)" differs between the non-time-saving reach determination table and the time-saving reach determination table. Note that the probability of being determined to be "reach present" can be changed as appropriate. In the following, "reach present (a reach occurs)" which is performed on the premise that the result of the jackpot determination is "miss" may be called "reach present miss," and "no reach (a reach does not occur)" may be called "no reach miss."
[0115] 3-2-4. Special Symbol Fluctuation Pattern Determination The special symbol variation pattern determination is a determination to determine the variation pattern of the variable display of the special symbol (special symbol variation pattern) using a special symbol variation pattern determination table (special symbol variation pattern determination table) as shown in Figures 13 to 14, and is performed in both cases where the result of the jackpot determination is a jackpot or a miss. The special symbol variation pattern is identification information used to identify predetermined items related to the special symbol variation time and the performance flow (performance content) of the special symbol variation performance described later. In addition to the special symbol variation time and the performance flow (performance content) of the special symbol variation performance, the special symbol variation pattern also includes identification information related to the result of the jackpot determination and the result of the reach determination. The identification information included in the special symbol variation pattern can be changed as appropriate. Furthermore, it is possible to use multiple types of special symbol variation patterns, each with different identification information, and the number of such patterns can be changed as appropriate.
[0116] The special symbol variation pattern determination table is associated with the type of special symbol that performs the variable display subject to determination (Special Symbol 1 / Special Symbol 2), or in other words, the type of starting gate from which the winning combination that triggered the special symbol variation pattern determination occurred (First Starting Gate 11 / Second Starting Gate 12). Specifically, there is a special symbol variation pattern determination table used when performing the variable display of Special Symbol 1 (Special Symbol 1 Variation Pattern Determination Table: Figure 13) and a special symbol variation pattern determination table used when performing the variable display of Special Symbol 2 (Special Symbol 2 Variation Pattern Determination Table: Figure 14). Note that it is not necessary to separate the special symbol variation pattern determination table according to the type of special symbol (Special Symbol 1 / Special Symbol 2).
[0117] Furthermore, each special symbol variation pattern determination table is also associated with the game state (non-time-saving state / time-saving state). Specifically, the special symbol 1 variation pattern determination table has two parts: one used when the game is in a non-time-saving state (special symbol 1 variation pattern determination table for non-time-saving states) and another used when the game is in a time-saving state (special symbol 1 variation pattern determination table for time-saving states). Similarly, the special symbol 2 variation pattern determination table also has two parts: one used when the game is in a non-time-saving state (special symbol 2 variation pattern determination table for non-time-saving states) and another used when the game is in a time-saving state (special symbol 2 variation pattern determination table for time-saving states). Note that it is not necessary to separate the special symbol variation pattern determination tables by game state.
[0118] Furthermore, each special symbol variation pattern determination table associated with the game state (non-time-saving state / time-saving state) is also associated with the jackpot determination result and the reach determination result. That is, the special symbol 1 variation pattern determination table for non-time-saving state and the special symbol 2 variation pattern determination table for non-time-saving state each have versions for jackpots, reaches with misses, and reaches without misses. Similarly, the special symbol 1 variation pattern determination table for time-saving state and the special symbol 2 variation pattern determination table for time-saving state each have versions for jackpots, reaches with misses, and reaches without misses. Note that it is not necessary to separate the special symbol variation pattern determination tables according to the jackpot determination result or the reach determination result.
[0119] Furthermore, the special symbol 1 variation pattern determination table for each no-reach miss is also associated with the number of special symbol reserves. For example, there is a special symbol 1 variation pattern determination table for no-reach misses used when the number of special symbol 1 reserves (U1) is 0 to 2, and a special symbol 1 variation pattern determination table for no-reach misses used when the number of special symbol 1 reserves (U1) is 3 to 4. Also, the special symbol 2 variation pattern determination table for each no-reach miss is also associated with the number of special symbol reserves. Specifically, there is a special symbol 2 variation pattern determination table for no-reach misses used when the number of special symbol 2 reserves (U2) is 0 to 2, and a special symbol 2 variation pattern determination table for no-reach misses used when the number of special symbol 2 reserves (U2) is 3 to 4. Note that it is not necessary to separate the special symbol variation pattern determination tables according to the number of special symbol reserves.
[0120] Then, the variable display of the special symbols for the special symbol variation time corresponding to the special symbol variation pattern determined by each special symbol variation pattern judgment is performed on the special symbol display unit 81. When the display result (result of the special symbol lottery) of the variable display of the special symbols is shown as a jackpot symbol, the next variable display of the special symbols is not performed immediately, and the jackpot game is executed immediately thereafter.
[0121] Furthermore, each special symbol variation pattern is associated with a special symbol variation effect flow, as shown in the second column from the right in the table in Figures 13-14. Note that it is not necessary to associate a special symbol variation effect flow with each special symbol variation pattern.
[0122] Furthermore, as shown in the rightmost column of the table in Figures 13-14, special symbol variation patterns are sometimes referred to by names related to the special symbol (jackpot result) and the content of the special symbol variation performance. For example, a special symbol variation pattern related to a jackpot is called a "jackpot variation," and a special symbol variation pattern related to a miss is called a "miss variation." Among jackpot variations, a special symbol variation pattern in which an SP reach, a type of reach, is performed is called an "SP jackpot variation," a special symbol variation pattern in which an L reach is performed is called an "L jackpot variation," a special symbol variation pattern in which the special symbol variation performance ends with an N reach is called an "N jackpot variation," and a special symbol variation pattern in which the same numbers line up immediately after a reach is established is called an "instant jackpot variation." On the other hand, among the misses with a reach, the special symbol variation pattern in which an SP reach (a type of reach) occurs is called an "SP miss variation," the special symbol variation pattern in which an L reach (a type of reach) occurs is called an "L miss variation," the special symbol variation pattern in which the special symbol variation performance ends with an N reach (a type of reach) is called an "N miss variation," and the special symbol variation pattern related to misses without a reach is called a "normal miss variation." There are three types of normal miss variations with different variation times (normal A miss variation, normal B miss variation, normal C miss variation). In addition, a special symbol variation pattern related to misses without a reach that has a shorter variation time than a "normal miss variation" is called a "shortened miss variation." There are two types of shortened miss variations with different variation times (shortened A miss variation, shortened B miss variation). When referring to SP jackpots and SP miss variations collectively, they are called SP variations or SP reach variations.
[0123] 3-2-5. Predictive Judgment The pachinko game machine PY1 performs a pre-read judgment according to the pre-read judgment table shown in Figure 15, based on the acquired special symbol-related random numbers. The pre-read judgment is performed before the jackpot judgment (specifically, for example, when a ball enters the starting gate). Pre-read judgments include, for example, determining whether the special symbol random number will be judged as a jackpot in the jackpot judgment, determining which type of jackpot the jackpot symbol random number will be determined to be in the jackpot symbol type judgment, and determining which special symbol variation pattern the special symbol variation pattern random number will be determined to be in the special symbol variation pattern judgment. The pre-read judgment table is associated with the type of starting gate (first starting gate 11 / second starting gate 12) related to the starting gate entry. That is, there is a pre-read judgment table for when a ball enters the first starting gate 11 (first pre-read judgment table) and a pre-read judgment table for when a ball enters the second starting gate 12 (second pre-read judgment table). Since the first starting gate 11 is the starting gate that triggers the lottery for Special Feature 1, the first pre-read judgment table can also be called the Special Feature 1 pre-read judgment table. Similarly, since the second starting gate 12 is the starting gate that triggers the lottery for Special Feature 2, the second pre-read judgment table can also be called the Special Feature 2 pre-read judgment table. Note that the pre-read judgment tables do not need to be separated according to the type of starting gate (first starting gate 11 / second starting gate 12). Also, a starting win refers to a win at a starting gate.
[0124] Furthermore, the pre-read judgment table is also associated with the game state (non-time-saving state / time-saving state). In other words, there is a pre-read judgment table used when the game is not in a time-saving state (non-time-saving pre-read judgment table) and a pre-read judgment table used when the game is in a time-saving state (time-saving pre-read judgment table).
[0125] In other words, the pre-read judgment table consists of a first pre-read judgment table used when not in a time-saving state, a first pre-read judgment table used when in a time-saving state, a second pre-read judgment table used when not in a time-saving state, and a second pre-read judgment table used when in a time-saving state. Note that the pre-read judgment table does not need to be separated by game state. Also, the types of judgments included in the pre-read judgment can be changed as appropriate.
[0126] 3-3. Jackpot Game Next, we will explain the jackpot game. The jackpot game consists of multiple rounds of gameplay involving the opening and closing of the large prize slots (the first large prize slot 14 or the second large prize slot 15), an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of gameplay, and an ending (also referred to as ED) from the end of the final round of gameplay until the jackpot game ends. Each round of gameplay begins with the end of the opening or the end of the previous round of gameplay, and ends with the start of the next round of gameplay or the start of the ending. It is also possible to omit the OP and ED. In the following, a predetermined number of rounds of gameplay (a predetermined order) will simply be referred to as a "round". For example, the first round of gameplay will be called "Round 1 (1R)", and the tenth round of gameplay will be called "Round 10 (10R)".
[0127] The elements that constitute such a jackpot game (jackpot game components) include the number of rounds of play, the number of times the big prize slots (first big prize slot 14, second big prize slot 15) are opened in each round, the type and duration of each big prize slot that is opened, the time for closing until the next opening (closing time or interval time), the opening time, and the ending time. After the special symbol stops, the pachinko game machine PY1 controls the jackpot game according to the jackpot game control table shown in Figure 16.
[0128] As shown in Figure 16, the jackpot game control table stores jackpot game components for each jackpot game (for example, each jackpot game A to C). In each jackpot game, from round 1 to round 15, a round game is played in which the first large prize slot 14 is open for a maximum of 29.5 seconds, or a round game in which the first large prize slot 14 is open for a maximum of 0.1 seconds. Then, in round 16 (the final round), a round game is played in which the second large prize slot 15 is open for a maximum of 29.5 seconds, or a round game in which the second large prize slot 15 is open for a maximum of 0.1 seconds. Furthermore, in each round game, if a predetermined number of game balls (for example, 10 balls) are detected by the large prize slot sensors 14a and 15a, the round game is terminated even before the maximum opening time of the large prize slots 14 and 15 has elapsed.
[0129] Furthermore, it is possible to configure the game so that the jackpot game A shown in Figure 16 is executed when the type of winning jackpot symbol is jackpot symbol A (see Figure 12(B)), the jackpot game B is executed when the type of winning jackpot symbol is jackpot symbol B, and the jackpot game C is executed when the type of winning jackpot symbol is jackpot symbol C.
[0130] Furthermore, the number of rounds and durations for each jackpot game component can be changed as appropriate. It is also possible to perform the jackpot game using both the first and second jackpot entry points 14 and 15, or using only one of them. In configurations where only jackpot games using the first jackpot entry point 14 are performed, or only jackpot games using the second jackpot entry point 15 are performed, the unused jackpot entry point may not be included. Additionally, there may be multiple types of jackpot games, or only one type.
[0131] Here, we will explain the specific region 16 in detail. The specific region 16 takes between a closed state where it is impossible to win and an open state where it is possible to win, as determined by the sorting member 16k. Therefore, the operation mode of the sorting member 16k can be said to be the opening and closing mode of the specific region 16. Hereafter, the operation mode of the sorting member 16k will also be referred to as the "opening and closing mode of the specific region 16". Furthermore, the state in which the specific region 16 is open will be referred to as "V open", and the state in which the specific region 16 is closed will be referred to as "V closed".
[0132] The distribution member 16k is controlled in a fixed operating manner (that is, the specific area 16 is controlled in a fixed opening and closing manner). For example, for 15 seconds after the opening of the second large prize opening 15 begins, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (Figure 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing of the distribution member 16k being controlled to the second state makes it easy for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16). On the other hand, in round games where the second large prize opening 15 is open for a maximum of 0.1 seconds, due to the relationship between the opening time and timing of the second large prize opening 15 and the time and timing of the distribution member 16k being controlled to the second state, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16). Thus, by combining a certain operating mode of the distribution member 16k (a certain opening and closing mode of the specific area 16) with the opening and closing mode of the second large prize opening 15 in a jackpot game, it is possible to set the difficulty (ease) of making the game ball enter the specific area 16 in a jackpot game. Note that the operating mode of the distribution member 16k can be changed as appropriate. If a different operating mode is shown in the description of the "Features of Pachinko Game Machine PY1" described later, it shall be assumed that the Pachinko Game Machine PY1 employs that operating mode.
[0133] Furthermore, during a jackpot game, a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which it is easy for the game ball to pass through a specific area 16 (hereinafter also referred to as "V passage") is called a "V long jackpot," and a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which it is impossible or difficult for the game ball to pass through a specific area 16 is called a "V short jackpot."
[0134] 3-4. Game state Next, the game states will be explained. As shown in Figure 17, the pachinko game machine PY1 can be in any of the following game states: "low probability low base game state," "low probability high base game state," "high probability low base game state," "high probability high base game state," and "jackpot game state." Note that "low probability low base game state" is sometimes abbreviated as "low probability low base state," "low probability high base game state" as "low probability high base state," "high probability low base game state" as "high probability low base state," and "high probability high base game state" as "high probability high base state." The game states consist of states related to the probability of being judged as a "jackpot" in the jackpot judgment, and states related to the ease of opening the electric tuner 12D. The former includes the normal probability state and the high probability state. On the other hand, the latter includes the non-time-saving state and the time-saving state.
[0135] The normal probability state is set in either the "low probability low base game state" or the "low probability high base game state," where the probability of being judged as a jackpot in the jackpot determination is the normal probability. The high probability state is set in either the "high probability low base game state" or the "high probability high base game state," where the probability of being judged as a jackpot in the jackpot determination is higher than the normal probability. Therefore, the high probability state can be said to be a game state that is more advantageous to the player than the normal probability state. When the Pachinko game machine PY1 is first powered on, the normal probability state is set. Then, by winning a jackpot, it becomes possible to switch from the normal probability state to the high probability state. For example, in a jackpot game, it is possible to switch to the high probability state when the game ball passes through a specific area 16. It is also possible to switch to the high probability state depending on the type of jackpot symbol. Whether the trigger for switching to the high probability state is passing through V or the type of jackpot symbol is predetermined according to the desired gameplay. In the high-probability state, a predetermined number of jackpot checks are performed without actually winning a jackpot, and it is possible to switch from the high-probability state to the normal probability state by winning the next jackpot.
[0136] The non-shortened time state is set in the "low probability low base game state," the "high probability low base game state," or the "jackpot game state." The shortened time state is set in the "low probability high base game state" or the "high probability high base game state," and is a game state in which the opening time of the electric tuner 12D in a single auxiliary game tends to be longer compared to the non-shortened time state. For example, in the shortened time state, the opening time of the electric tuner 12D will be longer (e.g., 3.0 seconds) than in the non-shortened time state (e.g., 0.08 seconds). In addition, in the shortened time state, the special symbol variation pattern determination is performed according to a special symbol variation pattern determination table that is set so that the selection of a special symbol variation pattern with a short special symbol variation time is more frequent than in the non-shortened time state (see Figures 13-14). As a result, in the shortened time state, the pace of consumption of special symbol reserves becomes faster, and effective entries into the starting gate (entries that can be stored as special symbol reserves) are more likely to occur. Therefore, it is possible to aim for a jackpot under smooth gameplay.
[0137] Furthermore, the time-saving state tends to result in shorter general diagram variation times compared to the non-time-saving state. For example, in the time-saving state, a general diagram variation time (5 seconds) shorter than the general diagram variation time (30 seconds) determined in the non-time-saving state is determined (Figure 11(B)). Therefore, the time-saving state allows for a higher number of general diagram draws per unit time.
[0138] Furthermore, the shortened time state makes it easier to determine a win in the hit detection process compared to the non-shortened time state. For example, in the shortened time state, the probability of determining a win is higher (e.g., 59936 / 65536) than in the non-shortened time state (e.g., 6600 / 65536) (Figure 11(A)). Therefore, the shortened time state results in a higher number of win detections per unit of time.
[0139] In this time-saving state, the opening time of the electric tuner 12D per unit time is longer compared to the non-time-saving state, making it easier for game balls to enter the second start opening 12 more frequently. As a result, the base rate, which is the ratio of the number of prize balls to the number of balls launched, becomes higher. Therefore, in the time-saving state with a high base rate, it is possible to aim for a jackpot without significantly reducing the number of game balls held. Thus, it can be said that the time-saving state is a more advantageous game state for the player than the non-time-saving state.
[0140] When the PY1 pachinko machine is first powered on, it is set to a non-time-saving state. Then, for example, by winning a jackpot, the time-saving state can be set. In the time-saving state, a predetermined number of jackpot checks are performed without winning a jackpot, and it is possible to change from the time-saving state to the non-time-saving state by winning the next jackpot.
[0141] Furthermore, in the time-saving state, it is easier to win a prize, the normal symbol variation time tends to be shorter, and the opening time of the electric tuner 12D in a single auxiliary game tends to be longer compared to the non-time-saving state. In other words, the game related to the normal symbol is set to be advantageous to the player in three respects. However, it is not necessary for only some of these points to be advantageous to the player. Also, the special symbol variation pattern determination table in the time-saving state does not necessarily have to be more likely to select a special symbol variation pattern with a shorter special symbol variation time than the one in the non-time-saving state.
[0142] When the PY1 pachinko machine is first powered on, the game state is set to a "low probability, low base game state," which is a normal probability state and a non-time-saving state. This game state is also called the "normal game state." In the "jackpot game state," a normal symbol lottery (winning determination related to normal symbols) is performed, but a special symbol lottery (jackpot determination) is not performed, so a non-time-saving state is set when a jackpot game begins. Furthermore, it is possible to use all or only some of the game states described above. In addition, the various game states described in this specification can be arbitrarily expressed in the form of "nth game state" (where n is an integer of 1 or more). Furthermore, a low-probability, low-base game state (low-probability, low-base state) may be called a low-probability, non-shortened-time state, a low-probability, high-base game state (low-probability, high-base state) may be called a low-probability, shortened-time state, a high-probability, low-base game state (high-probability, low-base state) may be called a high-probability, non-shortened-time state, and a high-probability, high-base game state (high-probability, high-base state) may be called a high-probability, shortened-time state.
[0143] 4. Main effects of the gaming machine Next, the main effects performed by the pachinko game machine PY1 will be explained using Figures 18 to 24.
[0144] 4-1. Performance Mode First, let's explain the presentation modes. Presentation modes refer to categories of presentations (or higher-level conceptual attributes). The Pachinko game machine PY1 can be set to one of the following presentation modes: waiting-for-customers presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode.
[0145] The customer waiting performance mode can be set when no special symbol variation performance is being performed in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state," and is a performance mode that indicates a standby state in which no special symbol variation performance is being performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in Figure 18(A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display unit 50a. Also, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed, as shown in Figure 18(A-2). The performance settings include setting the volume of the sound output from the speaker 52, setting the brightness of the display unit 50a, and setting the frequency of the performances to be performed.
[0146] The normal performance mode can be set when a special symbol variation performance is being performed in a "low probability low base game state" or a "high probability low base game state," and is a performance mode that indicates that the game is not in a time-saving state. The normal performance mode includes, for example, a first normal performance mode in which a background image representing a daytime mountain landscape (daytime normal background image G102) is displayed on the display unit 50a, as shown in Figure 18(B-1); a second normal performance mode in which a background image representing an evening mountain landscape (evening normal background image G103) is displayed on the display unit 50a, as shown in Figure 18(B-2); and a third normal performance mode in which a background image representing a nighttime mountain landscape (nighttime normal background image G104) is displayed on the display unit 50a, as shown in Figure 18(B-3). These modes can be switched based on the condition that one or more special symbol variation performances are performed without winning a jackpot. Furthermore, each of the first to third normal performance modes has a normal pre-performance mode before a reach is established in the special symbol variation performance, and a normal post-performance mode after a reach is established. In the normal pre-performance mode, the display unit 50a displays one of the daytime normal background image G102, the evening normal background image G103, or the nighttime normal background image G104, while in the normal post-performance mode, a dedicated background image corresponding to the type of reach is displayed. In addition, a special performance mode may be provided that is set only in the "high probability low base game state".
[0147] The probability variation performance mode is a performance mode that can be set when a special symbol variation performance is being performed in a "high probability high base game state," and it is a performance mode that indicates that the state is both high probability and time-saving state. In the probability variation performance mode, for example, as shown in Figure 18 (B-4), a background image representing space (probability variation background image G105) is displayed on the display unit 50a. Furthermore, the probability variation performance mode has a pre-probability variation performance mode before a reach is established in the special symbol variation performance, and a post-probability variation performance mode after a reach is established. In the pre-probability variation performance mode, the probability variation background image G105 is displayed on the display unit 50a, but in the post-probability variation performance mode, a dedicated background image according to the type of reach is displayed.
[0148] The time-saving performance mode is a performance mode that can be set when a special symbol variation performance is being performed in a "low probability, high base game state," and it is a performance mode that indicates that the game is in a normal probability state and a time-saving state. In the time-saving performance mode, for example, as shown in Figure 18 (B-5), a background image representing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving performance mode has a pre-time-saving performance mode before a reach is established in the special symbol variation performance, and a post-time-saving performance mode after a reach is established. In the pre-time-saving performance mode, the time-saving background image G106 is displayed on the display unit 50a, but in the post-time-saving performance mode, a dedicated background image according to the type of reach is displayed.
[0149] The jackpot performance mode is a performance mode that can be set when a jackpot game is in progress in the "jackpot game state," and it is a performance mode that indicates that a jackpot game is in progress. In the jackpot performance mode, for example, during the opening of a jackpot game, as shown in Figure 18(C-1), the display unit 50a displays an opening image G107 that suggests the start of a jackpot game and a right-hand shooting image G108 that prompts the player to "shoot to the right," and a jackpot opening performance is performed. During the rounds of a jackpot game, as shown in Figure 18(C-2), the display unit 50a displays a round image G109 that indicates the number of rounds and a prize ball count image G110 that suggests the number of prize balls paid out, and a round performance is performed. During the ending of a jackpot game, as shown in Figure 18(C-3), the display unit 50a displays an ending image G111 that suggests the performance mode to be set after the jackpot game and a total prize ball count image G112 that suggests the total number of prize balls paid out, and a jackpot ending performance is performed.
[0150] Furthermore, the types of performance modes can be changed or added as needed.
[0151] 4-2. Special Symbol Variation Production Next, we will explain the special symbol variation effect (also simply called the "variation effect"). When the variable display of the special symbol begins, the pachinko game machine PY1 executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbol and the special symbol lottery results (jackpot judgment result, jackpot symbol type judgment result, reach judgment result, and special symbol variation pattern judgment result). In the special symbol variation effect, the variation of the effect symbol is displayed superimposed on a predetermined background image in the display unit 50a. In the variation of the effect symbol, the effect symbol stops after it has changed. That is, after the special symbol variation time and the variation of the effect symbol has been displayed, the variation stops and the stopped effect symbol is displayed. The result of the special symbol lottery is then announced by the stopped effect symbol display.
[0152] In addition to displaying the variation of the featured symbols, the special symbol variation effect allows for other effects to be performed using various effect devices such as the image display device 50, speaker 52, frame lamp 53, panel lamp 54, movable devices 55, 56, 58, normal button 40, and special button 41. In this case, it is possible to continue performing other effects even after the featured symbols have stopped.
[0153] 4-2-1. Display area for performance symbols As shown in Figure 19(A), the display unit 50a of the image display device 50 can be divided horizontally into three approximately equal sections, with the left, center, and right sections each providing a left performance symbol area 50b1, a middle performance symbol area 50b2, and a right performance symbol area 50b3. The left performance symbol area 50b1 is the area that displays the left performance symbol EZ1 when the performance symbols stop during the special symbol variation performance. Similarly, the middle performance symbol area 50b2 and the right performance symbol area 50b3 are the areas that display the middle performance symbol EZ2 and the right performance symbol EZ3, respectively.
[0154] Furthermore, as shown in Figure 19(A), it is possible to provide a small symbol area 50c in a section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is the area in which the small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner when the special symbol is being displayed.
[0155] In Figure 19(A), the left performance symbol area 50b1, the middle performance symbol area 50b2, the right performance symbol area 50b3, and the small symbol area 50c are indicated by dashed lines. These are included to represent the ranges of the left performance symbol area 50b1, the middle performance symbol area 50b2, the right performance symbol area 50b3, and the small symbol area 50c, and are not actually displayed. The ranges of each area can be changed as needed. In addition, not only the performance symbols EZ1, EZ2, and EZ3 (left performance symbol EZ1, middle performance symbol EZ2, and right performance symbol EZ3), but also the small symbols KZ1, KZ2, and KZ3 are examples of "performance symbols" as they are symbols displayed on the display unit 50a for performance purposes.
[0156] 4-2-2. Normal fluctuations The Pachinko game machine PY1 allows for a normal spin to occur first in the special symbol variation sequence. The normal spin functions as a sequence that indicates the start of the variable display of the special symbols.
[0157] When the variable display of the special symbols is started, for example, as shown in Figure 19(A), the display unit 50a shows the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 as stopped, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 as stopped, and the variable display of the special symbols is not being performed, and the unit is in a state of waiting for the variable display of the special symbols to start, as shown in Figure 19(B), when the variable display of the special symbols starts, the variable display of the performance symbols EZ1, EZ2, and EZ3 starts, and the variable display of the small symbols KZ1, KZ2, and KZ3 also starts. Then, if the variable display pattern of the special symbol is, for example, a "normal miss variation," then, as shown in Figure 19(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in Figure 19(D), the performance symbols EZ1, EZ2, and EZ3 stop in a stopping pattern that suggests a miss (a so-called scattered pattern). At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a stopping pattern that suggests a miss. On the other hand, if the variable display pattern of the special symbol is a special symbol variation pattern with a reach, such as a "N miss variation," then, as shown in Figure 19(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 temporarily stop in the same stopping pattern, and a reach is established. At this time, the variation display of the small symbols KZ1, KZ2, and KZ3 continues, and a reach performance corresponding to the special symbol variation pattern is performed. Furthermore, the stopping order and stopping manner of the EZ1, EZ2, and EZ3 symbols can be changed as appropriate.
[0158] 4-2-3.N reach The Pachinko machine PY1 allows for an "N-Reach" to occur when a reach is achieved during normal gameplay. The N-Reach is a visual effect that suggests there is a possibility that the jackpot result was a "jackpot," and it functions as a visual effect to make the player anticipate a jackpot.
[0159] In an N-reach, as shown in Figure 20(A), the state in which a reach is established is maintained for a predetermined time (for example, 10 seconds), and as shown in Figure 20(B), the fluctuation speed of the middle performance symbol EZ2 gradually slows down. Then, if the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N-miss fluctuation", the performance symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern that suggests a miss (so-called scattered symbols), as shown in Figure 20(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern that suggests a miss. On the other hand, if the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N-jackpot fluctuation", the symbols stop and display in a stopping pattern that suggests a jackpot (so-called matching symbols), as shown in Figure 20(C-2). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern that suggests a jackpot. Furthermore, the presentation of the N-Reach is not limited to the EZ2 middle symbol gradually slowing down; it can be changed or added as appropriate.
[0160] Furthermore, regarding the stopping patterns of the EZ1, EZ2, and EZ3 symbols that indicate a loss, the scattered patterns when a reach is not achieved are called "non-reach scattered patterns" or "non-reach miss patterns," and the scattered patterns when a reach is achieved are called "reach scattered patterns" or "reach miss patterns." The combination of each symbol EZ1, EZ2, and EZ3 that constitutes a non-reach scattered pattern (for example, "2-3-1" or "5-8-6") and the combination of each symbol EZ1, EZ2, and EZ3 that constitutes a reach scattered pattern (for example, "2-1-2" or "5-4-5") are selected by the microcontroller 121 for performance control. Furthermore, the combination of the EZ1, EZ2, and EZ3 symbols that constitute a stopping pattern (matching numbers) that suggests a jackpot (for example, "2-2-2" or "7-7-7") is selected by the performance control microcomputer 121 based on the type of jackpot symbol that was won.
[0161] 4-2-4.SP Reach The Pachinko machine PY1 allows for an SP Reach to occur after an N Reach. An SP Reach is a visual effect that suggests a higher probability of a "jackpot" result than an N Reach, and functions to raise the player's expectations of a jackpot.
[0162] In an SP Reach, after an N Reach, for example, as shown in Figure 21(A), a background image specifically for SP Reaches (SP Reach background image G113) is displayed on the display unit 50a, and an image indicating the start of an SP Reach (SP Reach start title image) G1 is displayed in the center of the display unit 50a. Then, as shown in Figure 21(B), an SP Reach-specific performance (for example, a battle performance) is performed. When the SP Reach-specific performance reaches its final stage, if the variable display pattern of the special symbols is, for example, an "SP Jackpot Performance," then, as shown in Figure 21(C-1), an performance suggesting a jackpot (for example, a display showing the main character (one of the allied characters) standing proudly after winning a battle) is shown on the display unit 50a, and the performance symbols EZ1, EZ2, and EZ3 stop in a manner that suggests a jackpot (so-called matching numbers). At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a manner that suggests a jackpot. On the other hand, if the variable display pattern of the special symbol is, for example, an "SP miss variation," then, as shown in Figure 21(C-2), an effect suggesting a miss (for example, an enemy character standing proudly after winning a battle) is displayed, and the effect symbols EZ1, EZ2, and EZ3 stop in a manner that suggests a miss (a so-called scattered pattern). At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a manner that suggests a miss. Note that the content of the SP reach effects can be changed or added as appropriate.
[0163] Here, we will explain in detail the probability (expected probability of winning) that the EZ1, EZ2, and EZ3 symbols for each reach will stop in a manner indicating a jackpot. The expected probability of winning for each reach is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of the N reach is set to 10% when the jackpot judgment result is "miss" and 100% when the jackpot judgment result is "jackpot", and the execution probability of the SP reach is set to 4% when the jackpot judgment result is "miss" and 100% when the jackpot judgment result is "jackpot", then it is possible to set the expected probability of winning for the SP reach higher than the expected probability of winning for the N reach. Furthermore, by making SP Reach A and SP Reach B available as special reaches, and setting the execution probability of SP Reach A to 2% if the jackpot result is a "miss" and 30% if the jackpot result is a "jackpot," and setting the execution probability of SP Reach B to 2% if the jackpot result is a "miss" and 20% if the jackpot result is a "jackpot," it is possible to set the jackpot expectation rate of SP Reach A higher than that of SP Reach B. In this way, it is possible to set the jackpot expectation rate by appropriately setting the execution probability according to the result of the jackpot judgment.
[0164] 4-2-5.L Reach The pachinko game machine PY1 is capable of performing an L-reach after an N-reach. An L-reach is a performance that suggests the probability of the special symbol lottery result being a "jackpot" is lower than that of an SP-reach but higher than that of an N-reach, and functions as a performance to make the player anticipate a jackpot. The execution time of the L-reach performance is shorter than that of the SP-reach performance (Figures 13 and 14). Therefore, in the L-reach performance, for example, a shorter video than that of the SP-reach performance is displayed on the display unit 50a. The content of the L-reach performance can be changed as appropriate. In addition, a special symbol variation pattern may be provided in which the SP-reach performance is executed in an advanced manner after the L-reach performance.
[0165] 4-3. Display area for the hold icon As shown in Figure 22(A), the display unit 50a of the image display device 50 can be provided with a hold icon display area 50d consisting of four display areas. The hold icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and the hold icon HA can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 depending on the number of hold icons in Feature 1 or Feature 2. For example, if the number of hold icons in Feature 1 is '1', the hold icon HA is displayed in the first display area 50d1, and if the number of hold icons in Feature 1 is '2', the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2.
[0166] Furthermore, as shown in Figure 22(A), it is possible to provide an icon display area 50e consisting of a single display area in the vicinity of the hold icon display area 50d. The icon display area 50e can display the same icon TA (also called the hold icon TA) as the hold icon HA when the special feature variation effect is started. It should be noted that a different icon from the hold icon HA may be displayed as the icon TA.
[0167] The number of display areas constituting the hold icon display area 50d can be changed as appropriate. Furthermore, the hold icon display area 50d can be configured to display both the number of holds in Special Feature 1 and the number of holds in Special Feature 2, or to display only one of them. It is also possible to have a configuration where the hold icon display area 50d is provided but the icon display area 50e is not, or where neither is provided.
[0168] 4-3-1.Hold performance The pachinko game machine PY1 is capable of performing a hold animation when a game ball enters the first start opening 11 or the second start opening 12. The hold animation can inform the player of the number of special symbol 1 hold or special symbol 2 hold.
[0169] In the hold animation, when the number of hold balls in Special Symbol 1 is '0' and a game ball enters the first start opening 11, the special symbol variation animation starts, and for example, as shown in Figure 22(B), the icon TA is displayed in the icon display area 50e. Then, when two more game balls enter the first start opening 11 during the special symbol variation animation, as shown in Figure 22(C), the hold icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, informing the player that the number of hold balls in Special Symbol 1 is '2'. Subsequently, when the special symbol variation effect ends and a new special symbol variation effect begins, as shown in Figure 22(D), the reserve icon HA that was displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA that was displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, informing the player that the number of special symbol 1 reserves is '1'.
[0170] 4-4. Trailer Production The Pachinko game machine PY1 can perform a pre-announcement effect at any timing during the special symbol variation effect. The pre-announcement effect is an effect that uses an image display device 50, speaker 52, frame lamp 53, panel lamp 54, movable devices 55, 56, 58, input devices (normal button 40, special button 41), etc., and can suggest the result of the jackpot judgment or the result of the special symbol variation pattern judgment.
[0171] 4-4-1. Movable object production The Pachinko game machine PY1 is capable of performing a movable body effect using movable devices 55, 56, and 58 as a pre-announcement effect. The movable body effect is an effect that activates the movable devices 55, 56, and 58, and functions as an effect that makes the player expect a big win.
[0172] In the movable body effect, for example, when developing from an N-reach to an SP-reach, as shown in Figure 23(A), the on-board movable device 55 and the under-board movable device 56 are activated, and the on-board movable body 55k and the under-board movable body 56k move so that they overlap on the display unit 50a, suggesting that the game will develop into an SP-reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. After that, as shown in Figure 23(B), the on-board movable body 55k and the under-board movable body 56k return to their normal standby state (initial position) and the game develops into an SP-reach. This movable body effect is one example of a development effect. Note that the movable body effect is not limited to suggesting development into an SP-reach and can be changed or added as appropriate. Also, the operation of the movable devices in the movable body effect can be changed or added as appropriate. In addition, the movable devices activated in the movable body effect can be changed as appropriate. Furthermore, if the performance does not develop further (for example, in the case of a non-winning spin), it is possible to perform a movable body animation as a so-called false alarm. A movable body animation is also called a movable body drive animation.
[0173] 4-4-2. Operation direction The Pachinko machine PY1 can perform operational animations using the regular button 40 and special button 41 as a pre-announcement effect. These operational animations involve the player operating the regular button 40 or special button 41, and function as an effect to make the player anticipate a big win.
[0174] In the operation animation, for example, during an SP reach, a period occurs in which pressing the input device (special button 41) is valid (operation validity period). When this operation validity period occurs, an animation prompting the player to press the special button 41 (operation promotion animation) is performed, as shown in Figure 24(A). In the operation promotion animation, an operation promotion image G30 is displayed on the display unit 50a. The operation promotion image G30 includes an image that mimics the special button 41 (special button image G31), an image that shows how to operate the special button 41 (i.e., pressing the button) (operation method instruction image G32), and an image that shows the remaining time of the operation validity period (validity period image G33). The validity period image G33 is generally a curved progress bar that changes over time so that the player can easily understand the remaining time of the operation validity period. Subsequently, in response to the special button 41 being pressed during the operation validity period, or after the operation validity period has elapsed without the special button 41 being operated, the on-board movable device 55 is activated as shown in Figure 24(B), and the on-board movable body 55k moves so as to overlap the display unit 50a, indicating the probability of a big win. Note that the operation effects are not limited to the operation of the on-board movable device 55 and can be changed or added as appropriate. Operation-promoting effects that encourage the operation of operating means (operating parts) such as the special button 41 and the normal button 40 are also called operation instruction effects.
[0175] 4-4-3. Predictive effects The Pachinko machine PY1 can perform a pre-announcement effect for special symbol 1 or special symbol 2 reserves that have not yet been drawn for special symbol lottery. The pre-announcement effect functions to hint in advance at the result of the special symbol lottery for special symbol 1 or special symbol 2 reserves.
[0176] In the pre-announcement effect, for example, if the result of the pre-announcement judgment for the special symbol 1 reserve is "Big Win", the reserve icon HA, which is normally displayed as "○", may be displayed as "☆" in the reserve icon display area 50d, as shown in Figure 22(C). Also, if the result of the pre-announcement judgment is "Miss", the reserve icon HA may be displayed as "☆" as a so-called false alarm effect. In this way, a pre-announcement effect that displays the reserve icon HA or the corresponding icon TA in a special form (for example, "☆", also called the special display form in this form) instead of the normal form (for example, "○", also called the normal display form) is called a reserve change effect. The reserve icon HA and the corresponding icon TA are collectively referred to as the reserve display. In this form, the reserve display shows the reserve icon HA and the corresponding icon TA, but it is also possible to configure it to display only the reserve icon HA and not the corresponding icon TA. Furthermore, the timing for displaying a special type of hold in the hold change animation may be when the starting win that triggers the hold display occurs, when the hold display shifts (when the display area of the hold icon HA is changed), or during the execution of the special feature variation (the so-called variation) corresponding to the hold display (when the icon is displayed as TA). In addition, there may be multiple types of special types of hold displays.
[0177] Furthermore, pre-announcement effects can be applied to either or both of the Special Symbol 1 and Special Symbol 2 reserves. Also, pre-announcement effects are not limited to changes in the display of the reserve icon HA, but can be modified or added as appropriate. Examples of pre-announcement effects other than reserve change effects include so-called consecutive announcements.
[0178] 5. Game control by the microcontroller 101 for game control Next, the control of the game by the game control microcontroller 101 will be explained based on Figures 25 to 26. Note that the counters, timers, buffers, etc., that appear in the game control by the game control microcontroller 101 described below are located in the game RAM 104.
[0179] [1. Main control processing] When the pachinko game machine PY1 is powered on, the game control microcomputer 101 on the main control board 100 reads the main control main processing program shown in Figure 25 from the game ROM 103 and executes it. As shown in the figure, the main control main processing first performs power-on processing (S001). Power-on processing includes setting permission to access the game RAM 104, setting the game CPU 102, and setting SIO, PIO, CTC (circuit for managing interrupt time), etc.
[0180] Furthermore, during power-on processing (S001), the game control microcomputer 101 performs a RAM clear when it receives a signal based on a press operation of the RAM clear switch 191. When a RAM clear is performed, the game information stored in the game RAM 104 (for example, information on the game state such as a high probability state, the number of special symbol reserves, and the result of the jackpot determination) is erased. As a result, the game state is set to the normal game state (low probability low base state, low probability non-time reduction state). However, even when a RAM clear is performed, the information on the total number of prize balls stored in the total number of prize balls storage unit 107a, the information on the total number of balls fired stored in the total number of balls fired storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c are not cleared.
[0181] Following the power-on processing, interrupts are disabled (S002), and the normal and special symbol main random number update processing (S003) is executed. In this normal and special symbol main random number update processing (S003), the counter values of the various random numbers shown in Figures 10(A) and 10(B) are updated by incrementing by 1. When the counter value of each random number reaches its upper limit, it resets to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. In addition, at least some of the random numbers may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.
[0182] When the normal and special symbol main random number update process (S003) is completed, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a 4 msec period. That is, the main timer interrupt process (S005) is executed at a 4 msec period. Then, between the completion of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the process of updating the counter values of various random numbers by the normal and special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the game CPU 102 when interrupts are disabled, the main timer interrupt process (S005) will not start immediately, but will start after interrupts are enabled (S004).
[0183] [2. Main timer interrupt handling] Next, the main timer interrupt processing (S005) will be explained. As shown in Figure 26, the main timer interrupt processing (S005) first executes input processing (S102). In input processing (S102), the game control microcontroller 101 receives, for example, a detection signal from the lower tray full switch that detects when the lower tray 35 is full, and stores it as lower tray full data in the output buffer of the game RAM 104.
[0184] The next process, updating the main random numbers for normal and special symbols (S103), is the same as the main random number update process for normal and special symbols (S003) performed in the main control process shown in Figure 25. That is, the update process for the counter values of the various random numbers shown in Figures 10(A) and 10(B) is performed both during the execution period of the main timer interrupt process (S005) and during other periods (the period from the end of the main timer interrupt process (S005) until the start of the next main timer interrupt process (S005)).
[0185] Following the regular and special symbol main random number update process (S103), the game control microcomputer 101 performs sensor detection processing (S104), followed by normal operation processing (S105), and then special operation processing (S107). Sensor detection processing, normal operation processing, and special operation processing will be described later.
[0186] Following the special operation processing (S107), a distribution device control processing (S108) is performed to control the distribution device 16D. The distribution device 16D is activated when a special game using the second major prize device 15D is played. However, the distribution device 16D may always be operated at a constant rate from power-on.
[0187] Next, the game control microcontroller 101 executes output processing (S112). In output processing (S112), commands and the like that set in the output buffer provided in the game RAM 104 of the main control board 100 in each of the above processes are output to the sub-control board 120, the payout control board 170, etc.
[0188] Subsequently, the game control microcontroller 101 executes other processing (S113) and terminates the main timer interrupt processing (S005). Other processing (S113) includes power outage monitoring processing when the power is cut off, and updating the timers in the game RAM 104. In addition, payout control processing is performed as another other processing (S113) to dispense prize balls to the player. In the payout control processing, a prize ball request signal is sent to the payout control board 170 in response to the entry of game balls into each prize slot. In other words, the payout control board 170 dispenses prize balls based on the prize ball request signal.
[0189] Then, the game control microcontroller 101 repeatedly executes steps S002 to S004 of the main control processing until an interrupt pulse is input to the game CPU 102 (see Figure 25). When an interrupt pulse is input (approximately 4 msec later), it executes the main timer interrupt processing (S005) again.
[0190] [2-1. Sensor detection process] In the sensor detection process (S104), the general prize entry sensor process, gate sensor process, second start entry sensor process, first start entry sensor process, first major prize entry sensor process, second major prize entry sensor process, specific area sensor process, and discharge port sensor process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0191] In the general prize slot sensor processing, it is determined whether or not a game ball has been detected by the general prize slot sensor 10a. Furthermore, a command for the general prize slot sensor is generated based on the result of this processing.
[0192] In the gate sensor processing, it is determined whether or not a game ball has been detected by the gate sensor 13a. If it is determined that a game ball has been detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is obtained, and the obtained normal symbol random number is stored in the normal symbol hold storage unit 106 provided in the game RAM 104. Note that if a predetermined number (for example, 4) of normal symbol random numbers are already stored in the normal symbol hold storage unit 106, the newly obtained normal symbol random number is not stored. In addition, a gate sensor command is generated according to the result of this processing.
[0193] In the second start-out sensor processing, it is determined whether or not a game ball has been detected by the second start-out sensor 12a. If it is determined that a game ball has been detected, a special symbol 2 related random number is obtained, consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter. The obtained special symbol 2 related random number is stored in the special symbol 2 reserve storage unit 105b provided in the game RAM 104. The special symbol 2 reserve storage unit 105b has multiple storage areas from the first area to the nth area (where n is an integer of 2 or more, for example, "4"), and the obtained special symbol 2 related random numbers are stored sequentially from the first area. Note that if special symbol 2 related random numbers have been stored up to the nth area, newly obtained special symbol 2 related random numbers are not stored. Furthermore, a second pre-read determination is performed using the obtained special symbol 2 related random number and the second pre-read determination table. Furthermore, depending on the result of the processing, commands for the second start port sensor are generated, including a Special Feature 2 Reserved Number command, which represents the number of Special Feature 2-related random numbers (Special Feature 2 Reserved Number) stored in the Special Feature 2 Reserved Storage Unit 105b, and a Second Start Award Command, which represents the result of the second pre-read judgment.
[0194] In the first start-out sensor processing, it is determined whether or not a game ball has been detected by the first start-out sensor 11a. If it is determined that a game ball has been detected, a special symbol 1 related random number is obtained, consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter, and the obtained special symbol 1 related random number is stored in the special symbol 1 reserve storage unit 105a provided in the game RAM 104. The special symbol 1 reserve storage unit 105a has multiple storage areas from the first area to the nth area (where n is an integer of 2 or more, for example, "4"), and the obtained special symbol 1 related random numbers are stored sequentially from the first area. Note that if special symbol 1 related random numbers have been stored up to the nth area, newly obtained special symbol 1 related random numbers are not stored. Furthermore, the first pre-read judgment is performed using the obtained special symbol 1 related random number and the first pre-read judgment table. Furthermore, depending on the result of the processing, a command for the first start slot sensor is generated, which includes a Special Feature 1 Reserved Number command representing the number of Special Feature 1-related random numbers (Special Feature 1 Reserved Number) stored in the Special Feature 1 Reserved Storage Unit 105a, and a First Start Prize Command representing the result of the First Pre-read Judgment.
[0195] The first major prize slot sensor processing determines whether or not a game ball has been detected by the first major prize slot sensor 14a. It also generates a command for the first major prize slot sensor based on the result of this processing.
[0196] The second major prize slot sensor processing determines whether or not a game ball has been detected by the second major prize slot sensor 15a. It also generates a command for the second major prize slot sensor based on the result of this processing.
[0197] In the specific area sensor processing, it is determined whether or not a game ball has been detected by the specific area sensor 16a. Furthermore, a command for the specific area sensor is generated based on the result of this processing.
[0198] In the discharge sensor processing, it is determined whether or not a game ball has been detected by the discharge sensor.
[0199] [2-2. Normal Operation Processing] In the normal operation process (S105), the normal symbol waiting process, normal symbol variation process, normal symbol confirmation process, and auxiliary game control process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0200] The normal symbol standby process is performed while the variable display of the normal symbols and auxiliary gameplay are not taking place. In the normal symbol standby process, a win determination is made based on the normal symbol random numbers stored in the normal symbol hold memory unit 106. A normal symbol variation pattern determination is also made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated, which includes information regarding the results of the win determination and the normal symbol variation pattern. After that, the variable display of the normal symbols is started on the normal symbol display unit 82 based on the normal symbol variation time associated with the determined normal symbol variation pattern.
[0201] The normal symbol variation process is performed while the normal symbol is being displayed in a variable state. During the normal symbol variation process, the normal symbol is stopped based on the hit detection result, depending on the amount of time that has elapsed since the variable display of the normal symbol began. Then, a normal symbol variation stop command is generated to indicate the end of the variable display of the normal symbol.
[0202] The normal symbol confirmation process is performed when a normal symbol is displayed in a stopped state. In the normal symbol confirmation process, after a predetermined stop time (for example, 0.8 seconds) has elapsed since the normal symbol in progress began to be displayed in a stopped state, it is determined whether the displayed normal symbol is a winning symbol or not. If a winning symbol is displayed in a stopped state, the auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command is generated to indicate the start of the auxiliary game.
[0203] The auxiliary game control process is performed when an auxiliary game is in progress. This process controls the auxiliary game based on the current game state and the auxiliary game control table. Furthermore, it generates auxiliary game control commands based on the results of this process.
[0204] [2-3. Special Operation Processing] In the special operation process (S107), the special symbol waiting process, special symbol variation process, special symbol confirmation process, jackpot game control process, and game state setting process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0205] [2-3-1. Special Symbol Waiting Process] The special symbol standby process is performed when the special symbol is not in a jackpot game state and is not being displayed in variable form. In the special symbol standby process, special symbol 2 determination processing and special symbol 2 variation pattern determination processing are performed based on the special symbol 2 related random numbers stored in the special symbol 2 reserve memory unit 105b, as well as special symbol 2 reserve memory unit shift processing. In addition, special symbol 1 determination processing and special symbol 1 variation pattern determination processing are performed based on the special symbol 1 related random numbers stored in the special symbol 1 reserve memory unit 105a, as well as special symbol 1 reserve memory unit shift processing.
[0206] In the Special Symbol 2 determination process, a jackpot determination is performed to determine whether it is a jackpot or a miss, using the special symbol random number from the Special Symbol 2 related random numbers stored in the first area of the Special Symbol 2 reserve memory unit 105b and the jackpot determination table corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number from the Special Symbol 2 related random numbers and the Special Symbol 2 jackpot symbol type determination table. Then, a symbol specification command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol specification command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss symbol may be determined. In this case, it is advisable to include information indicating the type of miss symbol in the symbol specification command.
[0207] The Special Feature 2 Variation Pattern Determination Process is performed after the Special Feature 2 Determination Process. In the Special Feature 2 Variation Pattern Determination Process, the Special Feature 2 variation pattern is determined using the Special Feature 2 related random numbers stored in the first area of the Special Feature 2 Reserve Storage Unit 105b and the Special Feature 2 Variation Pattern Determination Table corresponding to the current game state. In the Special Feature 2 Variation Pattern Determination Process when the result of the jackpot determination is a miss, a reach determination is made, and the Special Feature 2 variation pattern is determined according to the result of that reach determination. The determination of the Special Feature 2 variation pattern is also associated with the number of Special Feature 2 related random numbers (Special Feature 2 Reserve Number) stored in the Special Feature 2 Reserve Storage Unit 105b. Then, a Special Feature 2 Variation Start Command representing the determined Special Feature 2 variation pattern is generated. The Special Feature 2 Variation Start Command includes information about it being Special Feature 2, information about the result of the jackpot determination, information about the result of the jackpot symbol type determination, information about the result of the reach determination, and information about the Special Feature variation time associated with the Special Feature 2 variation pattern. Then, based on the special figure variation time associated with the determined special figure variation pattern, the special figure variation display 81b is started to display the variable special figure variation.
[0208] The Special Feature 2 Reserved Memory Shift Processing is performed when the Special Feature 2 Judgment Processing and the Special Feature 2 Variation Pattern Judgment Processing are carried out. In the Special Feature 2 Reserved Memory Shift Processing, the Special Feature 2 related random numbers stored in the Special Feature 2 Reserved Memory 105b are shifted one position to the first area, and the Special Feature 2 related random numbers in the first area are cleared from the Special Feature 2 Reserved Memory 105b. In this way, the Special Feature 2 related random numbers are consumed in the order they were acquired. Then, a Special Feature 2 Reserved Number command representing the number of Special Feature 2 reserved numbers after the processing is generated.
[0209] In the Special Symbol 1 determination process, a jackpot determination is performed to determine whether it is a jackpot or a miss, using the special symbol random number from the Special Symbol 1 related random numbers stored in the first area of the Special Symbol 1 reserve memory unit 105a and the jackpot determination table corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number from the Special Symbol 1 related random numbers and the Special Symbol 1 jackpot symbol type determination table. Then, a symbol specification command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol specification command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss symbol may be determined. In this case, it is advisable to include information indicating the type of miss symbol in the symbol specification command.
[0210] The Special Feature 1 Variation Pattern Determination Process is performed after the Special Feature 1 Determination Process. In the Special Feature 1 Variation Pattern Determination Process, the Special Feature 1 variation pattern is determined using the Special Feature 1 related random numbers stored in the first area of the Special Feature 1 Reserve Storage Unit 105a and the Special Feature 1 Variation Pattern Determination Table corresponding to the current game state. In the Special Feature 1 Variation Pattern Determination Process when the result of the jackpot determination is a miss, a reach determination is made, and the Special Feature 1 variation pattern is determined according to the result of that reach determination. The determination of the Special Feature 1 variation pattern is also associated with the number of Special Feature 1 related random numbers (Special Feature 1 Reserve Number) stored in the Special Feature 1 Reserve Storage Unit 105a. Then, a Special Feature 1 Variation Start Command representing the determined Special Feature 1 variation pattern is generated. The Special Feature 1 Variation Start Command includes information about it being Special Feature 1, information about the result of the jackpot determination, information about the result of the jackpot symbol type determination, information about the result of the reach determination, and information about the Special Feature 1 variation time associated with the Special Feature 1 variation pattern. Then, based on the determined variation pattern of Feature 1 and the corresponding variation time of Feature 1, the Feature 1 display unit 81a is started to display the variable Feature 1.
[0211] The Special Feature 1 Reserved Memory Shift Processing is performed when the Special Feature 1 Judgment Processing and the Special Feature 1 Variation Pattern Judgment Processing are carried out. In the Special Feature 1 Reserved Memory Shift Processing, the Special Feature 1 related random numbers stored in the Special Feature 1 Reserved Memory 105a are shifted one position to the first area, and the Special Feature 1 related random numbers in the first area are cleared from the Special Feature 1 Reserved Memory 105a. In this way, the Special Feature 1 related random numbers are consumed in the order in which they were acquired. Then, a Special Feature 1 Reserved Number command is generated to represent the number of Special Feature 1 reserved numbers after the processing.
[0212] Furthermore, if both the number of reserved balls for Special Feature 2 and the number of reserved balls for Special Feature 1 exist, the Special Feature 2 determination process takes priority, and the variable display of Special Feature 2 and the variable display of Special Feature 1 are not performed in parallel. In other words, if there are reserved balls for Special Feature 2, the game control microcomputer 101 will not perform the Special Feature 1 determination process even if there are reserved balls for Special Feature 1. Furthermore, the variable display of Special Feature 2 and the variable display of Special Feature 1 may be configured to be performed in the order of winning, or to be performed simultaneously.
[0213] [2-3-2. Special Symbol Fluctuation Processing] The special symbol variation process is performed while the special symbols are being displayed variably. During the special symbol variation process, as the special symbol variation time elapses, the special symbol display 81 is instructed to end the variable display of the special symbols and to stop displaying the special symbols according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed; if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated to indicate the end of the variable display of the special symbols.
[0214] [2-3-3. Special Symbol Confirmation Process] The special symbol confirmation process is performed when a special symbol is displayed. In the special symbol confirmation process, if the currently displayed special symbol is a jackpot symbol, the game transitions to the jackpot game state. Then, an opening command is generated to indicate the start of the jackpot game. The opening command contains information regarding the result of the jackpot symbol type determination. If the currently displayed special symbol is a losing symbol and the high probability state is to end, the normal probability state is set. Then, a high probability end command is generated to indicate the transition to the normal probability state. If the currently displayed special symbol is a losing symbol and the time-saving state is to end, the non-time-saving state is set. Then, a time-saving end command is generated to indicate the transition to the non-time-saving state. If the currently displayed special symbol is a losing symbol and the number of reserved special symbol 2 and special symbol 1 are "0", a customer waiting command is generated to indicate that the pachinko game machine PY1 is in a standby state.
[0215] [2-3-4. Jackpot Game Control Processing] The jackpot game control process is performed during the jackpot game state. During the jackpot game control process, the jackpot game is played according to the jackpot game control table. After transitioning to the jackpot game state, each round of gameplay is started according to the elapsed opening or closing time. Then, a round game command is generated to indicate the start of each round. Furthermore, the ending is started upon completion of the final round of gameplay. Then, an ending command is generated to indicate the end of the jackpot game. The ending command includes information regarding the result of the jackpot symbol type determination.
[0216] [2-3-5. Game state setting process] The game state setting process is performed when the jackpot game state ends. In the game state setting process, if the game state changes from the normal probability state to the high probability state, the high probability state is set when the jackpot game state ends. If the duration of the high probability state is to be limited, the duration of the high probability state (for example, the number of variable displays of the special symbols that allow the high probability state to continue without winning a jackpot) is also set. Then, a high probability setting command indicating the setting of the high probability state is generated. Also, if the game state changes from the non-time-saving state to the time-saving state, the time-saving state is set when the jackpot game state ends. If the duration of the time-saving state is to be limited, the duration of the time-saving state (for example, the number of variable displays of the special symbols that allow the time-saving state to continue without winning a jackpot) is also set. Then, a time-saving setting command indicating the setting of the time-saving state is generated.
[0217] Furthermore, the commands generated by the game control microcontroller 101 in each process can be added or modified as appropriate.
[0218] 6. Control of the effects by the microcontroller 121 for effect control Next, the control of the effects by the effect control microcontroller 121 will be explained based on Figures 27 to 29. Note that the counters, timers, flags, buffers, etc., that appear in the following explanation of the effect control by the effect control microcontroller 121 are located in the effect RAM 124.
[0219] [1. Sub - control main process] When the pachinko gaming machine PY1 is powered on, the effect - control microcomputer 121 provided on the sub - control board 120 reads out and executes the program of the sub - control main process shown in FIG. 27 from the effect ROM 123. As shown in the figure, in the sub - control main process, first, a power - on process in response to power - on is performed (S4001). In the power - on process, for example, settings of the effect CPU 122, settings of SIO, PIO, CTC (a circuit for managing interrupt time), etc. are performed.
[0220] Next, interrupts are prohibited (S4002), and a random - number update process is executed (S4003). In the random - number update process (S4003), the values of various random - number counters for effect determination related to various effects are updated. As an example, the method of updating the random - number counters for effect determination for various effects can be the same as the random - number update process performed by the aforementioned main - control board 100. Instead of adding 1 to the random - number value one by one during update, it may be added by 2 or the like. This is also the same in the random - number update process performed by the aforementioned main - control board 100.
[0221] When the random - number update process ends, a command - transmission process is executed (S4004). In the command - transmission process, various commands stored in the output buffer in the effect RAM 124 of the sub - control board 120 are transmitted to the image - control board 140. The image - control board 140 that receives the commands displays images on the display unit 50a according to the received commands (performs various effects by images). Note that the sub - control board 120, together with various effects performed by the image - control board 140, outputs sounds from the speaker 52 via the audio - control circuit 161 (performs various sound effects by sound), causes the frame lamp 5 and the panel lamp 54 to emit light via the lamp - control circuit 151 (performs various light - emission effects by light - emission), and operates the movable devices 55, 56, 58 (performs various movable - body effects by operation). In this way, various effects (special figure - change effects, hold - over effects, operation effects, prediction effects, other notice effects, jackpot - game effects, customer - waiting effects, control of effect modes, etc.) are realized.
[0222] The microcontroller 121 for performance control then enables interrupts (S4005). From here, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute receive interrupt processing (S4010), 1ms timer interrupt processing (S4011), and 10ms timer interrupt processing (S4012).
[0223] The receive interrupt handler (S4010) is executed whenever various commands sent from the main control board 100 are input to the performance control microcontroller 121. In the receive interrupt handler (S4010), the performance control microcontroller 121 stores the various commands that were sent and received by the output handler (S112) of the main control board 100 into the receive buffer of the performance RAM 124. This receive interrupt handler is executed in priority over other interrupt handlers (S4011, S4012).
[0224] [2.1ms Timer Interrupt Processing] The 1ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a period of 1 msec is input to the sub-control board 120. In the 1ms timer interrupt processing (S4011), as shown in Figure 28, the input processing (S4101), light emission data output processing (S4102), movable device control processing (S4103), and watchdog timer processing (S4104) are performed sequentially.
[0225] In the input processing, operations on the player-operable control section, such as the normal button detection switch 40a and the special button detection switch 41a, are detected, and commands are set or performance data is created according to the detection results. In the light emission data output processing, based on the performance data created in the input processing and the performance data creation processing described later, light emission data is output to the lamp control circuit 151 in order to light up the frame lamp 53 and the panel lamp 54 at timings that match the image-based performances. In other words, the performance control microcontroller 121 lights up the frame lamp 53 and the panel lamp 54 in predetermined light emission patterns according to the light emission data. In the movable device control processing, based on the performance data created in the input processing and the performance data creation processing described later, drive data is output in order to perform a movable body performance by operating the movable devices 55, 56, 58, etc. at predetermined timings. In other words, the performance control microcontroller 121 performs a movable body performance by operating the movable devices 55, 56, 58, etc. in predetermined operating patterns according to the drive data. In the watchdog timer processing, the watchdog timer reset setting is performed.
[0226] [3.10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a period of 10 msec is input to the sub-control board 120. In the 10ms timer interrupt processing (S4012), as shown in Figure 29, the received command analysis processing (S4201), the performance timer update processing (S4202), the voice control processing (S4203), and the performance data creation processing (S4204) are performed in sequence.
[0227] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 is analyzed by the receive interrupt process (S4010), and processing is performed according to that command (for example, selecting a performance, setting a performance mode, setting a command, etc.). In the performance timer update process, the timers used to measure the time for each performance are updated. For example, in the performance timer update process, the start and end timings of the operation validity period of the control unit, such as the normal button 40 and the special button 41, are measured. In the voice control process, voice data (data that controls the output of sound from the speaker 52) is created and output to the voice control circuit 161 based on the processing results of the input processing and received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.
[0228] Here, we will explain an example of the processing that occurs when the performance control microcontroller 121 receives a command from the game control microcontroller 101. The command received by the performance control microcontroller 121 is a special symbol variation start command (special symbol 1 variation start command or special symbol 2 variation start command). In the received command analysis processing (S4201), if the performance control microcontroller 121 determines that it has received a special symbol variation start command, as processing when a variation start command is received, it selects a special symbol variation performance pattern (sub-variation pattern) based on the special symbol variation pattern indicated by that command, sets the information of that sub-variation pattern, and sets a variation performance start command containing the information of that sub-variation pattern in the output buffer. For example, if the special symbol variation pattern indicated by the special symbol variation start command is an SP variation (SP jackpot variation or SP miss variation), it selects a sub-variation pattern that performs an SP reach and sets a variation performance start command corresponding to that sub-variation pattern in the output buffer. Subsequently, each process (command transmission process (S4004), light emission data output process (S4102), movable device control process (S4103), voice control process (S4203), etc.) is executed to realize the special feature variation effect corresponding to the selected sub-variation pattern. The processing flow for realizing such effects is basically the same for other effects such as jackpot game effects, customer waiting effects, pre-announcement effects, and so-called notification effects associated with the variation in question.
[0229] 7. Features of the Pachinko Game Machine PY1 The following is a detailed explanation of the features of the PY1 pachinko machine. One of the features of the PY1 pachinko machine is its dialogue presentation.
[0230] First, we will explain the jackpot games that the game control microcontroller 101 of the pachinko game machine PY1 can execute. The game control microcontroller 101 can execute various jackpot games (jackpot games 1 to 4) as shown in the jackpot game control table in Figure 30.
[0231] As shown in Figure 30, the microcomputer 101 for game control can determine either "jackpot symbol 1" or "jackpot symbol 2" in the special symbol 1 determination process (special symbol determination process based on entry into the first start opening 11). More specifically, the microcomputer 101 for game control determines "jackpot symbol 1" with a 60% probability and "jackpot symbol 2" with a 40% probability. In addition, the microcomputer 101 for game control can determine either "jackpot symbol 3" or "jackpot symbol 4" in the special symbol 2 determination process (special symbol determination process based on entry into the second start opening 12). More specifically, the microcomputer 101 for game control determines "jackpot symbol 3" with a 60% probability and "jackpot symbol 4" with a 40% probability.
[0232] The game control microcomputer 101 then executes a jackpot game according to the type of jackpot symbol that has been determined. Specifically, in "Jackpot Game 1," which is executed when "Jackpot Symbol 1" is determined, and in "Jackpot Game 2," which is executed when "Jackpot Symbol 2" is determined, round games are played 10 times. From rounds 1 to 4, the first large prize slot 14 is opened for a maximum of 29.5 seconds per round game, and from rounds 5 to 10, the first large prize slot 14 is opened for a maximum of 0.1 seconds per round game. In rounds 5 to 10 of this jackpot game, the opening time of the first large prize slot 14 is extremely short, and in reality, it is not possible to win a prize in the first large prize slot 14 during these rounds. In other words, although the total number of round games in this jackpot game is 10, the actual number of round games is 4.
[0233] Furthermore, in "Big Win Game 3," which is executed when "Big Win Symbol 3" is determined, and in "Big Win Game 4," which is executed when "Big Win Symbol 4" is determined, 10 rounds of gameplay are performed. In all rounds from 1R to 10R, the first big prize slot 14 is opened for a maximum of 29.5 seconds per round of gameplay. In other words, this big win game has 10 rounds in total and 10 actual rounds of gameplay.
[0234] Therefore, "Big Win Game 3" and "Big Win Game 4," which have an effective number of rounds of play (10 rounds), are more advantageous to the player than "Big Win Game 1" or "Big Win Game 2," which have an effective number of rounds of play (4 rounds). In other words, the state in which "Big Win Game 3" or "Big Win Game 4" is played is more advantageous to the player than the state in which "Big Win Game 1" or "Big Win Game 2" is played.
[0235] Next, the game states that the game control microcomputer 101 can control will be explained. Regardless of which of the following jackpot games, "Jackpot Game 1," "Jackpot Game 2," "Jackpot Game 3," and "Jackpot Game 4," is executed, the game state after the jackpot is set to the time-saving state (high base state). Furthermore, if either "Jackpot Game 1" or "Jackpot Game 3" is executed, the game state after the jackpot is set to the high probability state, while if either "Jackpot Game 2" or "Jackpot Game 4" is executed, the game state after the jackpot is set to the normal probability state. In other words, after "Big Win Game 1" or "Big Win Game 3," the game is controlled to a high-probability, high-base game state (high-probability state and time-saving state), and after "Big Win Game 2" or "Big Win Game 4," the game is controlled to a low-probability, high-base game state (normal probability state and time-saving state).
[0236] In this configuration, if a jackpot is won (referred to as a probability variation jackpot), which is controlled to a high-probability, high-base game state upon the end of a jackpot game, the final stopping pattern of the EZ1, EZ2, and EZ3 symbols in the reel spinning animation will display a sequence of odd-numbered symbols (1, 3, 5, 7, or 9) or an even-numbered symbol (2, 4, 6, or 8). On the other hand, if a jackpot is won (referred to as a normal jackpot or a time-saving jackpot), which is controlled to a low-probability, high-base game state upon the end of a jackpot game, the final stopping pattern of the EZ1, EZ2, and EZ3 symbols in the reel spinning animation will display a sequence of even-numbered symbols, and a sequence of odd-numbered symbols will never be displayed. In other words, a sequence of odd-numbered symbols guarantees a probability variation jackpot. Therefore, odd-numbered symbols are also called probability variation symbols. Also, matching even-numbered symbols usually indicate a jackpot. Therefore, even-numbered symbols are also called regular symbols.
[0237] In this configuration, the "high probability, high base game state" can continue until the next jackpot game is executed. On the other hand, the "low probability, high base game state" can continue until the number of times the special symbol's variable display is 100 (a predetermined upper limit of executions).
[0238] Therefore, "Big Win Game 1" or "Big Win Game 3," which subsequently sets a high probability state, can be said to be a more advantageous big win game for the player than "Big Win Game 2" or "Big Win Game 4," which subsequently does not set a high probability state. Furthermore, the big win game state in which "Big Win Game 1" or "Big Win Game 3" is executed can be said to be a more advantageous game state for the player than the big win game state in which "Big Win Game 2" or "Big Win Game 4" is executed.
[0239] Furthermore, regardless of the type of winning symbol, a jackpot game state is considered a more advantageous game state than a normal game state. Also, a "high probability high base game state," which is one of the high probability states, is considered a more advantageous game state for the player than a "low probability high base game state," which is one of the normal probability states. In this specification, a game state that is advantageous to the player may be referred to as an advantageous game state or advantageous state.
[0240] Next, we will explain how to determine the variation pattern of Special Figure 1 in a non-time-saving state. In a non-time-saving state, the game control microcomputer 101 determines the variation pattern of Special Figure 1 using the Special Figure 1 variation pattern determination table shown in Figure 31.
[0241] The game control microcomputer 101, in the special symbol 1 variation pattern determination process when set to a non-time-saving state, determines the special symbol 1 variation pattern based on the result of the jackpot determination (special symbol determination) performed in the special symbol 1 determination process, the result of the reach determination, and the special symbol variation pattern random number. More specifically, as shown in Figure 31, when the game control microcomputer 101 determines that a jackpot has been won in the jackpot determination, it can determine one of "THP001" to "THP005" as the special symbol 1 variation pattern, whether it is "jackpot symbol 1" or "jackpot symbol 2". Which special symbol 1 variation pattern is determined is determined by the special symbol variation pattern random number. The distribution rate is as shown in Figure 31. The distribution rate (selection ratio) of the special symbol variation patterns can be changed as appropriate within a range that does not interfere with gameplay. This is also true for special symbol variation patterns other than "THP001" to "THP005".
[0242] Furthermore, if the game control microcomputer 101 determines that the jackpot is a miss, and the result of the reach determination is "reach available", it can determine one of "THP021" to "THP025" as the special figure 1 variation pattern.
[0243] Furthermore, if the game control microcomputer 101 determines that the jackpot is a miss and the result of the reach determination is "no reach", it can decide on one of three types of special symbol 1 variation patterns: "THP041", "THP042", or "THP043". Which of these three special symbol 1 variation patterns is decided is determined by the number of special symbol 1 reserved balls. When the number of special symbol 1 reserved balls is 0 to 2, a special symbol variation pattern with a relatively long variation time is more likely to be determined, and when the number of special symbol 1 reserved balls is 3 to 4, a special symbol variation pattern with a relatively short variation time is more likely to be determined.
[0244] Here, the special symbol 1 variation patterns "THP001", "THP002", "THP003", "THP021", "THP022", and "THP023" are variations in which a pseudo-consecutive effect is executed. A pseudo-consecutive effect is an effect that makes it appear as if multiple variations are occurring in a single variation of the special symbols (special symbol variation). Variation effects accompanied by a pseudo-consecutive effect include one or more re-variation displays in which all effect symbols EZ1, EZ2, and EZ3 are temporarily stopped and then displayed again. In this form, the outcomes of the effect symbols EZ1, EZ2, and EZ3 related to the temporary stop display are predetermined pseudo-consecutive outcomes. Specifically, the outcome is that the middle effect symbol EZ2 is set to the pseudo-consecutive effect symbol GZ, which suggests the execution of a pseudo-consecutive effect (see Figure 41(E)). The pseudo-consecutive effect symbol GZ is an effect symbol (icon) that includes the word "pseudo", which signifies a pseudo-consecutive effect. The display of the pseudo-consecutive GZ symbol (pseudo-consecutive display) can be interpreted as an indication that the currently running animation is a pseudo-consecutive animation, or as an indication that a pseudo-consecutive animation will be performed. The pseudo-consecutive animation is also simply called "pseudo-consecutive." As will be explained later, the pseudo-consecutive animation is performed in such a way that the more times it is performed, the higher the expectation of a big win.
[0245] Note that the pseudo-stop display means that although the variation speed of the presentation symbol is "0", the presentation symbol changes such as swaying, expanding, or contracting repeatedly at the position where it is displayed, and it is not in a completely stopped state. In contrast, when referring to the definite stop display (definitive stop display) or the final stop display (final stop display), it means that the presentation symbol is in a completely stopped state. When simply referring to "stop display", it may refer to the pseudo-stop display or the definite stop display.
[0246] Special figure variation patterns "THP001" and "THP021" are variations that start the variation display of the presentation symbols EZ1, EZ2, and EZ3, go through two pseudo-continuations (re-variations), perform N reaches, and develop into SP reaches. Also, special figure variation patterns "THP002" and "THP022" are variations that start the variation display of the presentation symbols EZ1, EZ2, and EZ3, go through one pseudo-continuation (re-variation), perform N reaches, and develop into SP reaches. Also, special figure variation patterns "THP003" and "THP023" are variations that start the variation display of the presentation symbols EZ1, EZ2, and EZ3, go through one pseudo-continuation (re-variation), perform N reaches, but do not develop into SP reaches. A variation including one pseudo-continuation (re-variation) is called a pseudo-two-variation, and a variation including two pseudo-continuations (re-variations) is called a pseudo-three-variation. That is, the special figure variation pattern "THP001" is a pseudo-three-SP jackpot variation, the special figure variation pattern "THP002" is a pseudo-two-SP jackpot variation, and the special figure variation pattern "THP003" is a pseudo-two-N jackpot variation. Also, the special figure variation pattern "THP021" is a pseudo-three-SP loss variation, the special figure variation pattern "THP022" is a pseudo-two-SP loss variation, and the special figure variation pattern "THP023" is a pseudo-two-N loss variation.
[0247] When pseudo-connection (re-variation) is to be performed, prior to that, pseudo-connection incitement for inciting whether pseudo-connection is to be performed or not is carried out. Specifically, the pseudo-connection incitement is an effect performed after the left effect symbol EZ1 and the right effect symbol EZ3 are stopped and displayed, and is an effect for inciting whether a pseudo-connection symbol GZ is to be stopped and displayed as the middle effect symbol EZ2 (see Fig. 41(D)). In the pseudo-connection incitement, the pseudo-connection symbol GZ which is the middle effect symbol EZ2 is moved and displayed relatively slowly toward the stop position. Thereby, it is incited whether the pseudo-connection symbol GZ is to be stopped and displayed as the middle effect symbol EZ2. The pseudo-connection incitement functions as an effect for making the user expect that pseudo-connection will be executed.
[0248] The pseudo-connection incitement has a successful mode in which the pseudo-connection symbol GZ is stopped and displayed as the middle effect symbol EZ2, and a failed mode in which the pseudo-connection symbol GZ is not stopped and displayed. In the failed pseudo-connection incitement, the pseudo-connection symbol GZ is moved and displayed until it frames out from the display unit 50a without stopping at the predetermined stop position (the stop position of the middle effect symbol EZ2), and as the middle effect symbol EZ2, numerical symbols constituting a losing combination (a scattered combination) are stopped and displayed.
[0249] The pseudo-connection (re-variation) is carried out after a successful pseudo-connection incitement (specific pattern of special figure variation “THP001”, “THP002”, “THP003”, “THP021”, “THP022”, “THP023” shown in Fig. 31). On the other hand, when a failed pseudo-connection incitement is carried out, the effect symbols EZ1, EZ2, EZ3 are stopped and displayed with a losing combination. The special figure variation pattern “THP041” is a variation in which after the variation display of the effect symbols EZ1, EZ2, EZ3 is started, a failed pseudo-connection incitement is carried out and the effect symbols EZ1, EZ2, EZ3 are stopped and displayed with a losing combination. The special figure variation pattern “THP041” is called a pseudo-galse variation.
[0250] Also, as shown in Fig. 31, the special figure 1 variation pattern “THP004” is an “SP big win variation” that develops to SP reach without performing a pseudo-connection effect, and the special figure 1 variation pattern “THP005” is an “N big win variation” in which the effect symbols EZ1, EZ2, EZ3 reach but do not develop to SP reach without performing a pseudo-connection effect.
[0251] Furthermore, the special feature 1 variation pattern "THP024" is an "SP miss variation" that develops to an SP reach without a pseudo-consecutive performance, and the special feature 1 variation pattern "THP025" is an "N miss variation" where the performance symbols EZ1, EZ2, and EZ3 become reach without a pseudo-consecutive performance, but do not develop into an SP reach.
[0252] Furthermore, the special feature 1 variation pattern "THP042" is a "normal A losing variation" in which the variation animation ends in 10 seconds without the performance symbols EZ1, EZ2, and EZ3 becoming a winning combination, and "THP042" is a "normal B losing variation" in which the variation animation ends in 5 seconds without the performance symbols EZ1, EZ2, and EZ3 becoming a winning combination. Note that a winning combination is a state in which only one of the multiple performance symbols remains to be displayed in the variation animation, and depending on which symbol the remaining variation symbol stops on, it will result in a game state that is advantageous to the player (for example, a jackpot game state) (for example, the state of "7↓7").
[0253] In this configuration, as shown in Figure 31, when a jackpot is won (jackpot variation), the variation sequence that develops to an SP reach is more likely to be executed than the variation sequence that ends at an N reach. On the other hand, when a loss occurs (loss variation), the variation sequence that ends at an N reach is more likely to be executed than the variation sequence that develops to an SP reach. In other words, in this configuration, the SP reach is a variation sequence with a higher probability of winning a jackpot than the N reach.
[0254] Furthermore, in this configuration, as shown in Figure 31, when a jackpot is won (jackpot variation), variations including pseudo-consecutive spins (THP001~003) are more likely to be selected than variations without pseudo-consecutive spins (THP004~005), and pseudo-3 variation (THP001) is more likely to be selected than pseudo-2 variation (THP002~003). On the other hand, when a loss occurs (loss variation), variations without pseudo-consecutive spins (THP024~025) are more likely to be selected than variations including pseudo-consecutive spins (THP021~023), and pseudo-2 variation (THP022~023) is more likely to be selected than pseudo-3 variation (THP021). In other words, in this configuration, pseudo-3 variation has a higher probability of winning a jackpot than pseudo-2 variation, and pseudo-2 variation has a higher probability of winning a jackpot than variation without pseudo-consecutive spins.
[0255] In this mode, a Battle Reach is performed as an SP Reach. A Battle Reach is a reach animation in which the main character and the enemy character battle. A Battle Reach has a branching point, which can lead to a success animation (victory animation) where the main character defeats the enemy character, or a failure animation (defeat animation) where the main character is defeated by the enemy character. The success animation functions as an animation that suggests to the player that they have won a jackpot. The failure animation functions as an animation that suggests to the player that they have not won a jackpot. In this mode, the reach animation shown in Figure 21 is performed as a Battle Reach based on the lottery of Special Figure 1 in a non-time-saving state. Furthermore, the microcontroller 121 for controlling the performance displays a performance image on the display unit 50a for each performance that constitutes the special symbol variation performance (normal variation, pseudo-consecutive win buildup, pseudo-consecutive win performance, N-reach, SP-reach, etc.), and in response to the display of the performance image, it can execute lighting effects using the frame lamp 53 and the panel lamp 54, sound effects using the speaker 52, movable body effects using the movable devices 55, 56, and 58, and operation effects using the input devices (normal button 40, special button 41).
[0256] Next, we will explain the determination of the fluctuation pattern of Special Figure 2 in the time-saving state (high probability time-saving state (high probability state and time-saving state), low probability time-saving state (normal probability state and time-saving state)). In the time-saving state, the game control microcomputer 101 determines the fluctuation pattern of Special Figure 2 using the Special Figure 2 fluctuation pattern determination table shown in Figure 32.
[0257] The game control microcomputer 101 determines the special symbol 2 variation pattern in the special symbol 2 variation pattern determination process when the machine is set to a time-saving state, based on the result of the jackpot determination (special symbol determination), the result of the reach determination, and the special symbol variation pattern random number performed in the special symbol 2 determination process. More specifically, as shown in Figure 32, when the game control microcomputer 101 determines that a jackpot has been won in the jackpot determination, it selects "THP051" as the special symbol 2 variation pattern, regardless of whether the result of the jackpot symbol type determination is "jackpot symbol 3" or "jackpot symbol 4". Also, when the game control microcomputer 101 determines that a jackpot has been lost, and the result of the reach determination is "reach available", it selects "THP061" as the special symbol 2 variation pattern.
[0258] Furthermore, if the game control microcomputer 101 determines that the jackpot is a miss and the result of the reach determination is "no reach", it selects either "THP071" or "THP072" as the special symbol 2 variation pattern. The distribution rate for selecting one of these two special symbol 2 variation patterns differs depending on the number of special symbol 2 reserved balls. Specifically, when the number of special symbol 2 reserved balls is 0 to 1, a special symbol variation pattern with a relatively long variation time is more likely to be determined, and when the number of special symbol 2 reserved balls is 2 to 4, a special symbol variation pattern with a relatively short variation time is more likely to be determined.
[0259] Here, the special drawing 2 variation pattern "THP051" is a variation (SP big win variation) in which when the variation display of the effect symbol starts, it develops into an SP reach through N reaches, and as a result of that SP reach, a success effect (winning notification effect) is executed. Also, the special drawing 2 variation pattern "THP061" is a variation (SP loss variation) in which when the variation display of the effect symbol starts, it develops into an SP reach through N reaches, and as a result of that SP reach, a failure effect (losing notification effect) is executed. Further, the special drawing 2 variation pattern "THP071" is a "normal C loss variation" in which the variation effect ends in 10 seconds without the effect symbol reaching a reach, and the special drawing 2 variation pattern "THP072" is a "normal D loss variation" in which the variation effect ends in 3 seconds without the effect symbol reaching a reach.
[0260] Next, the execution of the dialogue effect by the effect control microcomputer 121 will be described. In this embodiment, the effect control microcomputer 121 can execute a dialogue effect as a kind of so-called preview effect in the variation effect based on the lottery of special drawing 1 during the non-time shortening state. There are multiple types of dialogue effects. There are three types: a character movement dialogue effect, a horizontally written dialogue effect, and a vertically written dialogue effect. Each dialogue effect is an effect in which a plurality of characters converse (exchange dialogues, send messages), but the display mode of the characters, the display mode of the dialogues, the output mode of the voices corresponding to the dialogues, etc. are different.
[0261] Briefly, the character movement dialogue effect is an effect in which two characters move from the right end to the left end of the display unit 50a while conversing (see FIGS. 41 and 42). The horizontally written dialogue effect is an effect in which the characters are displayed as still images and the dialogues uttered by those characters are displayed in horizontal writing (see FIG. 43). The vertically written dialogue effect is an effect in which the characters are displayed as still images and the dialogues uttered by those characters are displayed in vertical writing (see FIG. 44). Details of the aspects of each dialogue effect will be described later.
[0262] The execution of dialogue sequences is determined by a lottery based on the table shown in Figure 33. As shown in Figure 33, the microcontroller 121 for performance control selects a "character movement dialogue sequence" 40% of the time, a "horizontal dialogue sequence" 20% of the time, and a "vertical dialogue sequence" 30% of the time if the special symbol variation pattern indicated by the special symbol variation start command received from the microcontroller 101 for game control is "pseudo 3SP jackpot variation" (THP001), "pseudo 2SP jackpot variation" (THP002), or "pseudo 2N jackpot variation" (THP003). The percentage of times no dialogue sequence is executed is 10%. In this configuration, the character movement dialogue sequence, horizontal dialogue sequence, and vertical dialogue sequence will not be performed more than once during a single variation sequence.
[0263] Furthermore, if the special feature variation pattern indicated by the special feature variation start command received from the game control microcontroller 101 is either "SP jackpot variation" (THP004) or "N jackpot variation" (THP005), the performance control microcontroller 121 will select "horizontal dialogue performance" 20% of the time and "vertical dialogue performance" 30% of the time. The percentage of times neither dialogue performance is executed is 50%, and the "character movement dialogue performance" is never selected.
[0264] Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcontroller 101 is "pseudo 3SP miss variation" (THP021), "pseudo 2SP miss variation" (THP022), or "pseudo 2N miss variation" (THP023), the performance control microcontroller 121 selects "character movement dialogue effect" with a 10% probability, "horizontal dialogue effect" with a 10% probability, and "vertical dialogue effect" with a 10% probability. The probability of not executing any dialogue effect is 70%.
[0265] Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcontroller 101 is either an "SP miss variation" (THP024) or an "N miss variation" (THP025), the performance control microcontroller 121 will select a "horizontal dialogue effect" with a 10% probability and a "vertical dialogue effect" with a 10% probability. The probability of not executing either dialogue effect is 80%, and the "character movement dialogue effect" will never be selected.
[0266] Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received by the game control microcomputer 101 is "pseudo-false variation" (THP041) or "normal A miss variation" (THP042), the performance control microcomputer 121 will select "horizontal dialogue effect" with a 5% probability and "vertical dialogue effect" with a 5% probability. The probability of not executing any dialogue effect is 90%, and the "character movement dialogue effect" will never be selected. Note that if the special symbol variation pattern indicated by the special symbol variation start command received by the performance control microcomputer 121 is "normal B miss variation" (THP043), neither dialogue effect will be executed.
[0267] Thus, in this configuration, each dialogue animation is more likely to occur during winning spins than during losing spins. Therefore, each dialogue animation functions as an animation that raises expectations of a big win. Furthermore, the probability of each dialogue animation being executed is as shown in the table in Figure 33, so the expectation of a big win for each dialogue animation is in the order of character movement dialogue animation > vertical dialogue animation > horizontal dialogue animation. In addition, the character movement dialogue animation may only be executed during spins in which a pseudo-consecutive spin animation occurs (THP001~THP003, THP021~THP023). Therefore, the character movement dialogue animation also functions as an animation that suggests the execution of a pseudo-consecutive spin animation (in other words, an animation that suggests a spin with a high expectation of a big win). It should be noted that the character movement dialogue animation may also be configured to be executed during spins in which a pseudo-consecutive spin animation does not occur. Furthermore, the vertical and horizontal dialogue effects are more likely to occur during spins where a reach is achieved (THP021~THP025, THP001~THP005) than during spins where a reach is not achieved (THP041, THP042), thus functioning as effects that raise expectations for a reach to occur.
[0268] If the result of the dialogue performance execution lottery determines that one of the following will be performed: character movement dialogue performance, horizontal dialogue performance, or vertical dialogue performance, the type of dialogue performance to be performed is determined. Specifically, if it is determined that a character movement dialogue performance will be performed, the type of character movement dialogue performance is selected based on the type selection table shown in Figure 34. There are three types of character movement dialogue performances ("Character A & B and normal dialogue", "Character A & B and special dialogue", and "Character C & D"), and each type differs in the type of character who speaks the dialogue and the content of the dialogue spoken by the character.
[0269] The mode of "Character A & B and Normal Dialogue" is a mode in which Character A and Character B utter (have a conversation with) normal dialogue. The mode of "Character A & B and Special Dialogue" is a mode in which Character A and Character B utter (have a conversation with) special dialogue. The mode of "Character C & D" is a mode in which Character C and Character D utter (have a conversation with) dialogue. In this form, it is assumed that Character A is a high school student who is a pitcher in the baseball club, Character B is a high school student who is a power hitter in the baseball club, Character C is a high school student who is a power hitter in the baseball club of a rival school, and Character D is a high school student who is a manager in the baseball club of a rival school. The characters can be appropriately changed according to the motif of the gaming machine. Also, the normal dialogue and the special dialogue only need to have different contents from each other, and the content of the dialogue can be appropriately changed. Note that the production example described later based on FIGS. 41 and 42 is in the mode of "Character A & B and Normal Dialogue".
[0270] In the lottery for the character movement dialogue performance shown in Figure 34, if the special feature variation pattern indicated by the special feature 1 variation start command received from the game control microcomputer 101 is "pseudo 3SP jackpot variation" (THP001), the performance control microcomputer 121 selects "characters A & B and normal dialogue" with a 20% probability, "characters A & B and special dialogue" with a 30% probability, and "characters C & D" with a 50% probability. Furthermore, if the special feature variation pattern indicated by the special feature 1 variation start command received from the game control microcomputer 101 is "pseudo 2SP jackpot variation" (THP002), the performance control microcomputer 121 selects "characters A & B and normal dialogue" with a 20% probability, "characters A & B and special dialogue" with a 50% probability, and "characters C & D" with a 30% probability. Furthermore, if the special feature variation pattern indicated by the special feature variation start command received from the game control microcontroller 101 is a "pseudo 2N jackpot variation" (THP003), the performance control microcontroller 121 selects "characters A & B and normal dialogue" with a 40% probability, "characters A & B and special dialogue" with a 30% probability, and "characters C & D" with a 30% probability.
[0271] Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is "pseudo 3SP miss variation" (THP021), the performance control microcomputer 121 selects "character A & B and normal dialogue" with a 55% probability, "character A & B and special dialogue" with a 25% probability, and "character C & D" with a 20% probability. Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is "pseudo 2SP miss variation" (THP022), the performance control microcomputer 121 selects "character A & B and normal dialogue" with a 65% probability, "character A & B and special dialogue" with a 20% probability, and "character C & D" with a 15% probability. Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is a "pseudo 2N miss variation" (THP023), the performance control microcomputer 121 selects "characters A & B and normal dialogue" with a 75% probability, "characters A & B and special dialogue" with a 15% probability, and "characters C & D" with a 10% probability.
[0272] Thus, in this embodiment, "Character A & B and Normal Line" is more likely to be selected when it is a losing variation than when it is a jackpot variation. On the other hand, "Character A & B and Special Line" and "Character C & D" are more likely to be selected when it is a jackpot variation than when it is a losing variation. Also, "Character C & D" is less likely to be selected in a losing variation than "Character A & B and Special Line". Therefore, in this embodiment, the jackpot expectation degrees of each aspect of the character movement line performance are in the relationship of "Character A & B and Normal Line" < "Character A & B and Special Line" < "Character C & D". Also, in the pseudo 2N jackpot variation among the jackpot variations, "Character A & B and Normal Line" is the most likely to be selected, in the pseudo 2SP jackpot variation, "Character A & B and Special Line" is the most likely to be selected, and in the pseudo 3SP jackpot variation, "Character C & D" is the most likely to be selected. Therefore, "Character C & D" functions as an effect that makes the player expect that the SP reach will be executed after going through two pseudo sequences (pseudo 3), and "Character A & B and Special Line" functions as an effect that makes the player expect that the SP reach will be executed after going through one pseudo sequence (pseudo 2).
[0273] Next, the lottery for the aspect of the horizontal writing line performance will be described. When the performance control microcomputer 121 determines to execute the horizontal writing line performance in the execution lottery of the line performance, it selects the aspect of the horizontal writing line performance based on the aspect selection table shown in FIG. 35. There are three aspects in the horizontal writing line performance ("Character A & B, Conversation 1, Normal Frame", "Character A & B, Conversation 2, Normal Frame", "Character A & B, Conversation 3, Special Frame"), and in each aspect, the content of the line spoken by the character (the content of the conversation) is different, or the aspect of the frame surrounding the line is different.
[0274] The "Character A & B, Conversation 1, Normal Frame" mode is a mode in which Character A and Character B have a conversation (Conversation 1) about a certain topic. The "Character A & B, Conversation 2, Normal Frame" mode is a mode in which Character A and Character B have a conversation (Conversation 2) about a different topic. The "Character A & B, Conversation 3, Special Frame" mode is a mode in which Character A and Character B have yet another conversation (Conversation 3) about a different topic. In horizontal dialogue presentation, an image of a frame (frame image) is displayed surrounding the lines spoken by each character. The lines in Conversation 1 and Conversation 2 are surrounded by a normal frame (normal frame), but Conversation 3 is surrounded by a special frame (special frame) that is different from the normal frame. In other words, the "Character A & B, Conversation 1, Normal Frame" and "Character A & B, Conversation 2, Normal Frame" configurations are those in which the characters' lines are enclosed in a normal frame, while the "Character A & B, Conversation 3, Special Frame" configuration is those in which the characters' lines are enclosed in a special frame. Note that the normal frame and special frame can be changed as appropriate, as long as they are different types of frames. Also, the content of each conversation (the content of the lines) in the horizontally written dialogue presentation can be changed as appropriate. Note that the presentation example that will be explained later based on Figure 43 is the "Character A & B, Conversation 1, Normal Frame" configuration, and frame images G72 and G75 shown in Figure 43 are normal frames.
[0275] In the lottery for the horizontal dialogue presentation shown in Figure 35, if the special feature variation pattern indicated by the special feature 1 variation start command received from the game control microcomputer 101 is a jackpot variation that develops into an SP reach (THP001, THP002, THP004), the microcomputer for performance control 121 selects "Character A&B, Conversation 1, Normal Frame" with a 15% probability, "Character A&B, Conversation 2, Normal Frame" with a 35% probability, and "Character A&B, Conversation 3, Special Frame" with a 50% probability. Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is a jackpot variation that ends with an N reach (THP003, THP005), the performance control microcomputer 121 selects "Character A & B, Conversation 1, Normal Frame" with a 20% probability, "Character A & B, Conversation 2, Normal Frame" with a 35% probability, and "Character A & B, Conversation 3, Special Frame" with a 45% probability.
[0276] Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is a losing variation that develops into an SP reach (THP021, THP022, THP024), the performance control microcomputer 121 selects "Character A&B, Conversation 1, Normal Frame" with a 60% probability, "Character A&B, Conversation 2, Normal Frame" with a 30% probability, and "Character A&B, Conversation 3, Special Frame" with a 10% probability. Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is a losing variation that ends with an N reach (THP023, THP025), the performance control microcomputer 121 selects "Character A & B, Conversation 1, Normal Frame" with a 70% probability, "Character A & B, Conversation 2, Normal Frame" with a 20% probability, and "Character A & B, Conversation 3, Special Frame" with a 10% probability.
[0277] Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is a losing variation (THP041, THP042) in which a reach is not established, the performance control microcomputer 121 will select "Character A & B, Conversation 1, Normal Frame" with a 95% probability, "Character A & B, Conversation 2, Normal Frame" with a 4% probability, and "Character A & B, Conversation 3, Special Frame" with a 1% probability.
[0278] Thus, in this form, "Character A & B, Conversation 1, Normal Frame" is more likely to be selected when it is a losing spin than when it is a winning spin. On the other hand, "Character A & B, Conversation 2, Normal Frame" and "Character A & B, Conversation 3, Special Frame" are more likely to be selected when it is a winning spin than when it is a losing spin. Also, "Character A & B, Conversation 3, Special Frame" is less likely to be selected in losing spins and more likely to be selected in winning spins than "Character A & B, Conversation 2, Normal Frame". Therefore, in this form, the probability of winning a jackpot for each type of horizontal dialogue presentation is in the following relationship: "Character A & B, Conversation 1, Normal Frame" < "Character A & B, Conversation 2, Normal Frame" < "Character A & B, Conversation 3, Special Frame". Also, "Character A & B, Conversation 3, Special Frame" is more likely to be selected when it develops into an SP Reach than when it ends in an N Reach. Therefore, "Characters A & B, Conversation 3, Special Frame" functions as a presentation that makes you anticipate the development into an SP Reach. On the other hand, "Characters A & B, Conversation 1, Normal Frame" is more likely to result in a normal reach than a variation that develops into an SP Reach. Therefore, it functions as a presentation that suggests the game will not develop into an SP Reach.
[0279] Next, the lottery for the mode of vertical dialogue performance will be explained. When the performance control microcontroller 121 decides to perform a vertical dialogue performance in the lottery for the execution of a dialogue performance, it selects a mode of vertical dialogue performance based on the mode selection table shown in Figure 36. There are three modes of vertical dialogue performance ("Character C&D, Conversation 1, Normal Text Color", "Character C&D, Conversation 2, Normal Text Color", and "Character C&D, Conversation 3, Special Text Color"), and each mode differs in the content of the dialogue spoken by the character (content of the conversation) or the color of the text representing the dialogue.
[0280] The "Character C&D, Conversation 1, Normal Text Color" mode is a mode in which Character C and Character D have a conversation (Conversation 1) about a certain topic. The "Character C&D, Conversation 2, Normal Text Color" mode is a mode in which Character C and Character D have a conversation (Conversation 2) about a different topic. The "Character C&D, Conversation 3, Special Text Color" mode is a mode in which Character C and Character D have yet another conversation (Conversation 3) about a different topic. In vertical text dialogue, the text representing the lines spoken by each character may be displayed in the normal color (normal text color) or in a special color different from the normal color (special text color). The lines in Conversation 1 and Conversation 2 are displayed in the normal text color, but Conversation 3 is displayed in the special text color. In other words, the "Character C&D, Conversation 1, Normal Text Color" and "Character C&D, Conversation 2, Normal Text Color" modes display the character's dialogue in the normal text color, while the "Character C&D, Conversation 3, Special Text Color" mode displays the character's dialogue in the special text color. Note that the normal text color and special text color can be set to any different color. Also, the content of each conversation (the content of the dialogue) in the vertical text dialogue display can be changed as appropriate. The example of the display that will be explained later based on Figure 44 is the "Character C&D, Conversation 1, Normal Text Color" mode.
[0281] In the lottery for the vertical dialogue presentation shown in Figure 36, the performance control microcomputer 121 selects "Character C&D, Conversation 1, Normal Text Color" with a 10% probability, "Character C&D, Conversation 2, Normal Text Color" with a 35% probability, and "Character C&D, Conversation 3, Special Text Color" with a 55% probability, if the special feature variation pattern indicated by the special feature variation start command received from the game control microcomputer 101 is a jackpot variation that develops into an SP reach (THP001, THP002, THP004). Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is a jackpot variation that ends with an N reach (THP003, THP005), the performance control microcomputer 121 selects "character C&D, conversation 1, normal text color" at a rate of 15%, "character C&D, conversation 2, normal text color" at a rate of 35%, and "character C&D, conversation 3, special text color" at a rate of 50%.
[0282] Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is a losing variation that develops into an SP reach (THP021, THP022, THP024), the performance control microcomputer 121 selects "character C&D, conversation 1, normal text color" at a rate of 65%, "character C&D, conversation 2, normal text color" at a rate of 30%, and "character C&D, conversation 3, special text color" at a rate of 5%. Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is a losing variation that ends with an N reach (THP023, THP025), the performance control microcomputer 121 selects "Character C&D, Conversation 1, Normal text color" at a rate of 75%, "Character C&D, Conversation 2, Normal text color" at a rate of 20%, and "Character C&D, Conversation 3, Special text color" at a rate of 5%.
[0283] Furthermore, if the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is a losing variation (THP041, THP042) in which a reach is not established, the performance control microcomputer 121 selects "Character C&D, Conversation 1, Normal text color" with a 95% probability, "Character C&D, Conversation 2, Normal text color" with a 4% probability, and "Character C&D, Conversation 3, Special text color" with a 1% probability.
[0284] Thus, in this form, "Character C&D, Conversation 1, Normal Text Color" is more likely to be selected in losing spins than in winning spins. On the other hand, "Character C&D, Conversation 2, Normal Text Color" and "Character C&D, Conversation 3, Special Text Color" are more likely to be selected in winning spins than in losing spins. Also, "Character C&D, Conversation 3, Special Text Color" is less likely to be selected in losing spins and more likely to be selected in winning spins than "Character C&D, Conversation 2, Normal Text Color". Therefore, in this form, the probability of winning a jackpot for each type of vertical dialogue presentation is in the following relationship: "Character C&D, Conversation 1, Normal Text Color" < "Character C&D, Conversation 2, Normal Text Color" < "Character C&D, Conversation 3, Special Text Color". In addition, "Character C&D, Conversation 3, Special Text Color" is more likely to be selected in spins that develop into SP Reach than in spins that end in N Reach. Therefore, "Character C&D, Conversation 3, Special Text Color" functions as a presentation that makes you anticipate the development into an SP Reach. On the other hand, "Character C&D, Conversation 1, Normal Text Color" is more likely to result in a normal reach than a variation that develops into an SP Reach. Therefore, it functions as a presentation that suggests the game will not develop into an SP Reach.
[0285] Next, we will explain the pre-reading determination related to Special Symbol 2 during the time-saving state. In the time-saving state, the game control microcomputer 101 performs pre-reading determination related to Special Symbol 2 (pre-reading determination based on entry into the second start opening 12) based on the Special Symbol 2 pre-reading determination table (second pre-reading determination table) shown in Figure 37. The pre-reading determination in the time-saving state includes determining whether the special symbol random number will be determined as a "jackpot" in the jackpot determination, determining whether the reach random number will be determined as "reach present" or "no reach" in the reach determination, and determining which special symbol variation pattern the special symbol variation pattern random number will be determined as in the special symbol variation pattern determination.
[0286] The game control microcomputer 101 then generates a start-win command that includes information on the special symbol variation pattern determined by the pre-read judgment and sets it in the output buffer. Specifically, for example, as shown in Figure 37, if the pre-read judgment result indicates that the special symbol 2 variation pattern is an "SP jackpot variation", it generates a start-win command (command 121) indicating this and sets it in the output buffer. Also, if the pre-read judgment result indicates that the special symbol 2 variation pattern is an "SP miss variation", it generates a start-win command (command 122) indicating this and sets it in the output buffer. Furthermore, if the pre-read judgment result indicates that the special symbol 2 variation pattern is a "normal miss variation" (normal C miss variation or normal D miss variation), it generates a start-win command (command 123) indicating this and sets it in the output buffer.
[0287] Next, we will explain the lottery for pre-read animations (animations executed based on the result of a pre-read judgment) when the microcontroller 121 for performance control receives each of the above-mentioned start-up winning commands. In this form of pachinko game machine PY1, a pre-read dialogue animation can be executed as a pre-read animation during the time-saving state. The pre-read dialogue animation is a dialogue animation that is executed over one or more consecutive special symbol variations based on the result of a pre-read judgment, and is an animation in which dialogue (messages) exchanged between multiple characters takes place at a rate of once per variation (see Figures 46 and 47). The special symbol reserve that triggers the execution of the pre-read animation will be called the target reserve. In other words, the pre-read dialogue animation can be said to be an animation that can be executed over multiple consecutive variation variations, from the variation animation based on the special symbol reserve stored before the target reserve to the variation animation based on the target reserve. The above-mentioned dialogue animations (character movement dialogue animation, horizontal dialogue animation, vertical dialogue animation) will also be called variation-time dialogue animations in order to distinguish them from the pre-read dialogue animation. In this specification, the term "dialogue effect" may refer only to dialogue effects during reel changes, or it may refer collectively to both pre-announcement dialogue effects and dialogue effects during reel changes.
[0288] The execution lottery for the pre-read dialogue effect is performed based on the table shown in Figure 38(A). As shown in Figure 38(A), the performance control microcomputer 121 decides to execute the pre-read dialogue effect with a 50% probability and not to execute it with a 50% probability if the special symbol variation pattern indicated by the start entry command received from the game control microcomputer 101 is "SP jackpot variation". In addition, the performance control microcomputer 121 decides to execute the pre-read dialogue effect with a 25% probability and not to execute it with a 75% probability if the special symbol variation pattern indicated by the start entry command received from the game control microcomputer 101 is "SP miss variation". Furthermore, the microcontroller 121 for performance control decides to execute a pre-announcement dialogue sequence 3% of the time and not execute it 97% of the time if the special symbol variation pattern indicated by the start-winning command received from the microcontroller 101 for game control is a "normal miss variation".
[0289] Thus, in this form, the pre-announcement dialogue sequence is more likely to be executed when the result is a pre-announcement of a jackpot win than when the result is a pre-announcement of a loss. Therefore, the pre-announcement dialogue sequence functions as a sequence that makes the player anticipate a jackpot win. Furthermore, the pre-announcement dialogue sequence is more likely to be executed when the result is a pre-announcement of a special reach that will develop into an SP reach than when the result is a pre-announcement of a normal loss that will not develop into an SP reach. Therefore, the pre-announcement dialogue sequence also functions as a sequence that makes the player anticipate the execution of an SP reach.
[0290] Furthermore, if the microcontroller 121 for performance control decides to execute the pre-announcement dialogue performance as a result of the execution lottery shown in Figure 38(A), and there are no special symbol reserves stored before the starting win (target reserve) related to that decision (i.e., if the target reserve is stored as the first special symbol reserve), it will display the dialogue (message) as a pre-announcement dialogue performance only in the variation performance based on the target reserve. If the target reserve is stored as the second special symbol reserve, the dialogue will be displayed in the variation performance based on the special symbol reserve stored one before the target reserve, and in the variation performance based on the target reserve. If the target reserve is stored as the third special symbol reserve, and if it is stored as the fourth special symbol reserve, the dialogue will be displayed in the variation performance based on the special symbol reserve stored two before the target reserve, the variation performance based on the special symbol reserve stored one before the target reserve, and in the variation performance based on the target reserve. In other words, the pre-announcement dialogue performance is a so-called continuous announcement that can be performed consecutively for up to three variations.
[0291] If the execution lottery for the pre-read dialogue effect determines that the pre-read dialogue effect should be executed, the effect control microcontroller 121 then selects the mode of the pre-read dialogue effect based on the mode selection table shown in Figure 38(B). The mode of the pre-read dialogue effect refers to the final mode of the frame image surrounding the dialogue (message) in the pre-read dialogue effect, and the final mode refers to the mode of the frame image when displaying the dialogue (message) based on the target hold. The final mode of the frame image in the pre-read dialogue effect includes a "blue frame" where the frame is displayed in blue, and a "red frame" where the frame is displayed in red. When providing multiple modes for the pre-read dialogue effect, it is possible to change which mode is applied to which part as appropriate. The effect example described later with reference to Figures 46 and 47 is an example where the final mode of the frame image in the pre-read dialogue effect is a "red frame".
[0292] As shown in Figure 38(B), in the lottery for the type of pre-read dialogue effect, the effect control microcomputer 121 selects the blue frame 30% of the time and the red frame 70% of the time when the special symbol variation pattern indicated by the start entry command received from the game control microcomputer 101 is "SP jackpot variation". Furthermore, the effect control microcomputer 121 selects the blue frame 70% of the time and the red frame 30% of the time when the special symbol variation pattern indicated by the start entry command received from the game control microcomputer 101 is "SP miss variation". Furthermore, the effect control microcomputer 121 selects the blue frame 100% of the time and never selects the red frame when the special symbol variation pattern indicated by the start entry command received from the game control microcomputer 101 is "normal miss variation".
[0293] Thus, in this configuration, the pre-announcement dialogue effect, where the final state of the frame image is a red frame, is more likely to be executed when the pre-announcement result is a jackpot win than when the pre-announcement result is a loss. Therefore, the pre-announcement dialogue effect, where the final state of the frame image is a red frame, functions as an effect that suggests a high probability of a jackpot. Furthermore, the pre-announcement dialogue effect, where the final state of the frame image is a red frame, is executed only when the pre-announcement result is a development into an SP reach, and is not executed when the pre-announcement result is a normal loss that does not develop into an SP reach. Therefore, the pre-announcement dialogue effect, where the final state of the frame image is a red frame, also functions as an effect that suggests the execution of an SP reach.
[0294] Next, we will explain examples of various dialogue effects in this pachinko game machine PY1. Note that in the following explanation, the illustrations of the small symbols KZ1, KZ2, and KZ3 may be omitted. Also, the city background images shown in Figures 41 to 44 are assumed to be background images corresponding to one of the effect modes set during normal gameplay.
[0295] Figure 39 is a timing chart explaining the execution timing of each variation-based dialogue effect (character movement dialogue effect, horizontally written dialogue effect, vertically written dialogue effect). Figure 39(A) shows the variation effect, (B) shows the character movement dialogue effect, (C) shows the horizontally written dialogue effect, and (D) shows the vertically written dialogue effect.
[0296] <Character Movement Dialogue Performance> As shown in Figures 39(A) and 39(B), the character movement dialogue performance is executed across pseudo-consecutive (re-spin) in a variation performance accompanied by a pseudo-consecutive performance. Specifically, the character movement dialogue performance begins shortly after the variation display of the performance symbols EZ1, EZ2, and EZ3 begins. As shown in Figures 41(A) and 41(B), in the character movement dialogue performance (here, the "character A & B and normal dialogue" form), first, character A (character A image G50) and character B (character B image G52) are displayed at the lower right of the display unit 50a. This character movement dialogue performance is an effect in which character A and character B move to the left along the bottom of the display unit 50a while conversing (Figures 41(C)~(F), 42(A)~(B)). In the character movement and dialogue sequence, character A and character B ultimately move out of frame to the left edge of the display unit 50a (Figures 42(B)~(C)).
[0297] As shown in Figure 39(B), in the character movement dialogue sequence, character A and character B take turns speaking lines. That is, when character A speaks the first line (character A's line 1), character B responds by speaking the first line (character B's line 1). Then, in response to this, character A speaks the second line (character A's line 2), and character B responds by speaking the second line (character B's line 2). Then, in response to this, character A speaks the third line (character A's line 3), and character B responds by speaking the third line (character B's line 3). This concludes the conversation between the two characters. In addition, during spins accompanied by pseudo-consecutive spin sequences, Character A's lines 1 to 2 are delivered during the interval from the start of the spin to the pseudo-consecutive spin (the first spin interval), and Character B's lines 2 to 3 are delivered during the interval from the first pseudo-consecutive spin (re-spin) to the reach (the second pseudo-consecutive spin interval) (see Figure 39(A)(B)). Since the character movement dialogue sequence is executed across pseudo-consecutive spins, it is a longer sequence than the horizontal or vertical dialogue sequences.
[0298] Specifically, in the character movement dialogue animation, first, as shown in Figures 41(B) and 41(C), the line "Looks like you're in good shape!" from character A (Character A's line 1, Character A's line 1 image G53) is displayed, followed by the line "The match is coming up soon!" from character B (Character B's line 1, Character B's line 1 image G54), as shown in Figure 41(D). The combination of each line 1 from character A and character B constitutes one unit dialogue animation. Here, when character B's line is displayed, the line from character A that was displayed before it is hidden. In this way, in the character movement dialogue animation, the display of the preceding line is hidden before the subsequent line is displayed. This prevents the display of dialogue from becoming cluttered, even in animations where multiple characters move and each character speaks lines multiple times.
[0299] Subsequently, when character B's line 1 is hidden, character A's line "We have to do our best!" (character A's line 2, character A line 2 image G55) is displayed, as shown in Figure 41(E). Then, when character A's line 2 is hidden, character B's line "I'm going for a home run!" (character B's line 2, character B line 2 image G56) is displayed, as shown in Figure 41(F). At this point, characters A and B have moved to a position slightly to the left of the center of the display unit 50a. The combination of character A's and character B's lines 2 constitutes a single unit of dialogue performance.
[0300] Furthermore, when Character B's line 2 is hidden, as shown in Figure 42(A), Character A's line "It's burning!" (Character A's line 3, Character A's line 3 image G57) is displayed. Then, when Character A's line 3 is hidden, Character B's line "It's hot!" (Character B's line 3, Character B's line 3 image G58) is displayed, as shown in Figure 42(B). In this Character B's line 3, the word "hot" is displayed with more emphasis than the other characters. This clearly suggests to the player that there is a high probability of a big win. Shortly after Character B's line 3 is displayed, Character B also frames out to the left edge of the display unit 50a. This marks the end of the character movement and dialogue sequence. After that, for example, the symbols EZ1, EZ2, and EZ3 form a reach, and reach sequences such as N reach and SP reach are performed (Figure 42(C)). The combination of three lines of dialogue from Character A and Character B constitutes a single unit of dialogue.
[0301] In the character movement dialogue sequence, while the characters representing the lines spoken by each character are displayed, no corresponding audio is output (see Figure 39(B)). This is because the character movement dialogue sequence is executed over a long duration, spanning pseudo-consecutive (re-variation) cycles. During this time, various sounds related to the variation sequence (performance sounds) are output from speaker 52. Specifically, the background music (Figure 41(A)), sound effects when the variation animation starts (Figures 41(B) and (F)), sound effects when the animation symbols EZ1, EZ2, and EZ3 stop and are displayed (Figures 41(C) and 42(A)), sound effects that build anticipation for whether the pseudo-consecutive symbol GZ will stop and be displayed as the middle animation symbol EZ2 (Figure 41(D)), sound effects when the pseudo-consecutive symbol GZ stops and is displayed as the middle animation symbol EZ2 (when the pseudo-consecutive build-up is successful) (Figure 41(E)), and sound effects and voices when a reach is established (Figure 42(C)) are output from speaker 52. If voices corresponding to the dialogue were output during the character movement dialogue animation, it would be difficult to hear the sounds related to these variation animations (variation animations with pseudo-consecutive wins). Therefore, in this configuration, voices corresponding to the dialogue are not output during the character movement dialogue animation, so that the sounds related to the variation animations are not difficult to hear.
[0302] In the character movement dialogue animation, each character's dialogue is displayed within a speech bubble. In other words, the text images representing the dialogue (G53-G58) are displayed inside speech bubble images (speech bubble image G60 surrounding character A's dialogue, speech bubble image G62 surrounding character B's dialogue) (see Figures 41 and 42). This allows the player to easily recognize that each character is conversing, even if the characters' voices are not output. Furthermore, if the character movement dialogue animation is set to "Character C & D," character C will be displayed instead of character A, and character D will be displayed instead of character B, and these characters will move from the right end to the left end of the display unit 50a while engaging in a predetermined conversation.
[0303] <Horizontal Dialogue Performance> Next, we will explain the horizontal dialogue performance. As shown in Figures 39(A) and 39(C), the horizontal dialogue performance is not performed across pseudo-consecutive spins in the variation performance, but is performed within a unit variation interval, such as the interval from the start of variation to the next variation, or the interval from the start of variation to the establishment of a reach. Specifically, the horizontal dialogue performance starts shortly after the variation display of the performance symbols EZ1, EZ2, and EZ3 begins. As shown in Figures 43(A) and 43(B), in the horizontal dialogue performance, first, an icon representing character A (character A icon image G70) is displayed at the bottom left of the display unit 50a. Subsequently, as shown in Figure 43(C), characters representing character A's dialogue (character A dialogue image G71) are displayed horizontally to the right of the character A icon image G70, and the sound corresponding to character A's dialogue is output from the speaker 52.
[0304] Subsequently, as shown in Figure 43(D), while the character A icon image G70 and character A dialogue image G71 remain displayed, an icon representing character B, the person character A is talking to (character B icon image G73), is displayed at the upper right of the display unit 50a. Next, as shown in Figure 43(E), text representing character B's dialogue (character B dialogue image G74) is displayed horizontally to the left of the character B icon image G73, and the sound corresponding to character B's dialogue is output from speaker 52. In this way, character A and character B each speak their lines once, and the horizontal dialogue performance ends. After the horizontal dialogue performance ends, for example, as shown in Figure 43(F), the player is prompted to see if a reach is achieved. If a reach is achieved, the performance progresses to a reach sequence; if a reach is not achieved, the performance symbols EZ1, EZ2, and EZ3 stop on a losing combination, and the spinning performance ends.
[0305] Here, we will explain the types of dialogue (conversations) in horizontal dialogue direction based on Figure 40. As mentioned above, in this form, there are three types of dialogue in horizontal dialogue direction (Conversations 1-3, see Figure 35). As shown in Figure 40, the length of dialogue in horizontal dialogue direction is longer than the length of dialogue in vertical dialogue direction (described later), regardless of the type of conversation. Specifically, in Conversation 1 in horizontal dialogue direction, Character A says a line of dialogue consisting of 32 characters, "It looks like it will be sunny tomorrow, so it seems like we can play the baseball game as planned," and Character B says a line of dialogue consisting of 27 characters, "I'm looking forward to it! I'm going to hit two home runs off pitcher XX!" In addition, in conversation 2 of the horizontal dialogue presentation, character A says, "The new training menu the coach came up with is way too tough," consisting of 25 characters, and character B says, "But if we work hard and practice, we might even be able to beat XX High School in the game," consisting of 30 characters. In addition, in conversation 3 of the horizontal dialogue presentation, character A says, "I heard that the pitcher from XX High School broke his arm in practice," consisting of 29 characters, and character B says, "I wonder who will be pitching in the next game?" consisting of 20 characters.
[0306] In this configuration, in the horizontal dialogue presentation, the lines of dialogue from both Character A and Character B are long (they consist of many characters). Therefore, in the horizontal dialogue presentation, the characters representing Character A's dialogue (Character A dialogue image G71) are surrounded by a frame image (frame image G72) (Figure 43(C)~(E)), and the characters representing Character B's dialogue (Character B dialogue image G74) are surrounded by a frame image (frame image G75) (Figure 43(E)). This makes it possible to clearly recognize the scope of the dialogue, even if the lines spoken by each character are long. This is a major difference from the vertical dialogue presentation, which will be described in detail later.
[0307] Furthermore, in horizontal dialogue sequences, each character's lines are output as audio. However, horizontal dialogue sequences are not sequences that span across pseudo-consecutive (re-variation) sequences. In other words, they are dialogue sequences with a shorter duration compared to the character movement dialogue sequences mentioned above. Therefore, outputting audio corresponding to the dialogue does not interfere with the variation sequences.
[0308] <Vertical Dialogue Presentation> Next, we will explain the vertical dialogue presentation. As shown in Figures 39(A) and 39(D), the vertical dialogue presentation is not executed across pseudo-consecutive spins in the variation presentation, but is executed within a unit variation interval, such as the interval from the start of variation to the next variation, or the interval from the start of variation to the establishment of a reach, similar to the horizontal dialogue presentation described above (Figure 39(C)). Specifically, the vertical dialogue presentation starts shortly after the variation display of the presentation symbols EZ1, EZ2, and EZ3 begins. As shown in Figures 44(A) and 49(B), in the vertical dialogue presentation, first, an icon representing character C (character C icon image G80) is displayed on the left side of the display unit 50a, and an icon representing character D (character D icon image G83) is displayed on the right side of the display unit 50a.
[0309] Subsequently, as shown in Figure 44(C), while the character C icon image G80 and character D icon image G83 remain displayed, text representing character C's lines (character C lines image G81) is displayed vertically to the right of the character C icon image G80, and audio corresponding to character C's lines is output from speaker 52. Then, while the character C lines image G81 remains displayed, as shown in Figure 44(D), text representing character D's lines (character D lines image G84) is displayed vertically to the left of the character D icon image G83, and audio corresponding to character D's lines is output from speaker 52.
[0310] Characters C and D each deliver a line of dialogue once, and the vertical dialogue sequence ends. Once the vertical dialogue sequence ends, the player is prompted to wonder if a reach will occur, as shown in Figure 44(E). If a reach is achieved, the sequence progresses to a reach animation; if a reach is not achieved, the animation symbols EZ1, EZ2, and EZ3 stop on a losing combination, and the spinning animation ends.
[0311] Here, we will explain the types of dialogue (conversations) in vertically written dialogue direction based on Figure 40. As mentioned above, in this form, there are three types of dialogue in vertically written dialogue direction (conversations 1-3, see Figure 36). As shown in Figure 40, the length of the dialogue in vertically written dialogue direction is shorter than the length of the dialogue in horizontally written dialogue direction described above, regardless of the type of conversation. Specifically, in conversation 1 in vertically written dialogue direction, character C says the 8-character line "Get the bat!" and character D says the 3-character line "OK!". Also, in conversation 2 in vertically written dialogue direction, character C says the 9-character line "Your glove is torn!" and character D says the 4-character line "I'll fix it!". Additionally, in conversation 3, which uses vertically written dialogue, character C says the eight-character line "Did you bring lunch?", and character D says the five-character line "Of course!".
[0312] In this configuration, the dialogue of both Character C and Character D in the vertical dialogue presentation is short (the number of characters making up the dialogue is small). Therefore, even if the dialogue of each character is not enclosed in a frame in the vertical dialogue presentation, the range of the dialogue does not become difficult for the player to understand. For this reason, in the vertical dialogue presentation, the dialogue is displayed without being enclosed in a frame, as shown in Figures 44(C) and (D). This is a major difference from the horizontal dialogue presentation described above. In other words, the horizontal and vertical dialogue presentations differ not only in the direction in which the characters representing the dialogue are displayed (left-to-right for horizontal writing and up-to-down for vertical writing), but also in whether or not the characters representing the dialogue are enclosed in a frame. Therefore, even if a single gaming machine is configured to execute multiple dialogue presentations (horizontal dialogue presentations and vertical dialogue presentations) as appropriate, the player can easily recognize that each dialogue presentation is a different type of presentation.
[0313] In this configuration, while the characters representing the dialogue spoken by the characters are not enclosed in a frame image in the vertical dialogue presentation, the icon for character C (character C icon image G80) is enclosed in a frame image (frame image G82), and the icon for character D (character D icon image G83) is also enclosed in a frame image (frame image G85) (see Figures 44(B)~(D)). This is another point of difference from the horizontal dialogue presentation (Figure 43), where the character icons (character A icon image G70, character B icon image G73) are not enclosed in a frame image, making it easier to distinguish between the two dialogue presentations.
[0314] Furthermore, in vertical dialogue sequences, just like in horizontal dialogue sequences, each character's lines are output as audio. However, vertical dialogue sequences are not sequences that span across pseudo-consecutive (re-variation) sequences; in other words, they are dialogue sequences with a shorter duration compared to the character movement dialogue sequences mentioned above. Therefore, outputting audio corresponding to the dialogue does not interfere with the variation sequences.
[0315] <Pre-announcement dialogue effect> Next, we will explain the pre-announcement dialogue effect. Figure 45 is a timing chart that explains the timing of the execution of the pre-announcement dialogue effect. Figure 45(A) shows the variation effect, and (B) shows the pre-announcement dialogue effect. As mentioned above, the pre-announcement dialogue effect is executed continuously for a maximum of three consecutive special symbol variations.
[0316] Figure 45 shows a case where the pre-read dialogue effect is continuously executed over three consecutive special symbol variations. As shown in Figure 45, at the start of a variation effect based on a special symbol reserve stored two positions prior to the target reserve (the special symbol reserve corresponding to the starting win that triggered the execution of the pre-read dialogue effect), the pre-read dialogue effect is first executed in which character A speaks line 1. Character A's line 1 is displayed at a specific position on the display unit 50a (within the first display area 50x shown in Figure 46(A)) and is also output as sound from the speaker 52. The first display area 50x is also called the initial display area, and the specific position is also called the initial display position.
[0317] Next, when a variation performance based on a special symbol hold stored one position prior to the target hold begins, a pre-read dialogue performance is executed in which character B speaks dialogue 2. When this second consecutive pre-read dialogue performance is executed, character A's dialogue 1 is moved from a specific position to a first movement position (within the second display area 50y shown in Figure 46(B)), and character B's dialogue 2 is displayed in the specific position (within the first display area 50x) that becomes vacant as a result of this movement. In addition, along with the display of character B's dialogue 2, the sound corresponding to this dialogue is output from speaker 52. The second display area 50y is also called the first movement display area.
[0318] Next, when the variable animation based on the target hold begins, a pre-announcement dialogue animation is performed in which character A speaks dialogue 3. When this third consecutive pre-announcement dialogue animation is performed, character A's dialogue 1 moves from the first movement position to the second movement position (within the third display area 50z shown in Figure 47(A)), and character B's dialogue 2 moves from a specific position to the first movement position (within the second display area 50y). Then, character A's dialogue 3 is displayed in the specific position (within the first display area 50x) that becomes vacant due to these movements. In addition, along with the display of character A's dialogue 3, the sound corresponding to this dialogue is output from speaker 52. The third display area 50z is also called the second movement display area.
[0319] In this pre-read dialogue effect, each line of dialogue that was displayed in advance continues to be displayed, changing its display position, until the execution of the pre-read dialogue effect based on the target hold is completed. This is a major difference from the various variable dialogue effects described above (character movement dialogue effect, horizontal dialogue effect, vertical dialogue effect). In each dialogue effect, the character displayed in advance is called the preceding character, and the character displayed in subsequent is called the succeeding character. Furthermore, the pre-read dialogue effect is an example of a broadcast effect, and "display of Character A's Dialogue 1," "display of Character B's Dialogue 2," and "display of Character C's Dialogue 3" in the pre-read dialogue effect are examples of unit broadcast effects.
[0320] Next, we will specifically explain an example of the execution of the pre-read dialogue effect. Figures 46 and 47 show an example in which the pre-read dialogue effect is executed over three consecutive special symbol variations. In the first variation of the special symbol variation in which the pre-read dialogue effect is executed (the variation based on the special symbol hold two prior to the target hold), as the first pre-read dialogue effect, as shown in Figure 46(A), Character A's dialogue 1 is displayed on the display unit 50a.
[0321] In this configuration, the pre-read dialogue is displayed not across the entire display area 50a, but in a specific display area 50f, which is a part of the display area 50a. The specific display area 50f is the display area excluding the left and right edges of the display area 50a, and is approximately 3 / 5 of the total width of the display area 50a.
[0322] In the first pre-read dialogue sequence, Character A's dialogue 1 is displayed in a first display area 50x within a specific display area 50f. The first display area 50x corresponds to a specific position (initial display position). The display of Character A's dialogue 1 includes an icon representing Character A (Character A icon image G90), text representing Character A's dialogue 1 (Character A dialogue 1 image G91), and an image of a frame surrounding Character A icon image G90 and Character A dialogue 1 image G91 (frame image G92). Frame image G92 has a predetermined design (shape, pattern, etc.) as shown in Figure 46(A). The image displayed in the first pre-read dialogue sequence, including Character A icon image G90, Character A dialogue 1 image G91, and frame image G92, is called the first dialogue image G94.
[0323] In the first dialogue image G94, the character A icon image G90 is located on the left side from the player's perspective, and the character A dialogue 1 image G91 is located on the right side from the player's perspective. The first dialogue image G94 is displayed along the left edge 50fl of a specific display area 50f. Since the horizontal width dimension of the first dialogue image G94 is shorter than the horizontal width dimension of the specific display area 50f, the right edge of the first dialogue image G94 is located away from the right edge 50fr of the specific display area 50f, while the character A icon image G90 is located near the left edge 50fl of the specific display area 50f.
[0324] In this example, character A delivers the line (message) "Don't try to do it all by yourself" as line 1. Along with the display of line 1, the corresponding audio ("Don't try to do it all by yourself") is output from speaker 52.
[0325] Next, we will explain the second pre-announcement dialogue sequence associated with the next variation sequence (a variation sequence based on the special symbol hold immediately preceding the target hold). In the second pre-announcement dialogue sequence, as shown in Figure 46(B), Character B's dialogue 2 is newly displayed in the display unit 50a. When displaying Character B's dialogue 2, the first dialogue image G94 is moved from the first display area 50x to the second display area 50y above the first display area 50x, and Character B's dialogue 2 is displayed in the now-empty first display area 50x. The area within the second display area 50y corresponds to the first movement position. The display of Character B's dialogue 2 includes an icon representing Character B (Character B icon image G95), characters representing Character B's dialogue 2 (Character B dialogue 2 image G96), and an image of a frame surrounding Character B icon image G95 and Character B dialogue 2 image G96 (frame image G97). The image displayed in the second pre-read dialogue animation, which includes the character B icon image G95, the character B dialogue 2 image G96, and the frame image G97, is called the second dialogue image G99.
[0326] Here, the design of the frame image G97 in the second dialogue image G99 is symmetrical to the frame image G92 in the first dialogue image G94 (symmetrical with respect to a line drawn vertically along the center of the horizontal direction of a specific display area 50f). In the second dialogue image G99, the character B icon image G95 is located on the right side from the player's perspective, and the character B dialogue 2 image G96 is located on the left side from the player's perspective. Also, the second dialogue image G99 is displayed along the right edge 50fr of the specific display area 50f. Since the horizontal width dimension of the second dialogue image G99 is shorter than the horizontal width dimension of the specific display area 50f, the left edge of the second dialogue image G99 is located away from the left edge 50fl of the specific display area 50f, and the character B icon image G95 is located near the right edge 50fr of the specific display area 50f. In the pre-read dialogue display, both Character A's dialogue (Character A Dialogue 1 Image G91) and Character B's dialogue (Character B Dialogue 2 Image G96) are displayed with the text representing the dialogue (message) aligned to the left within the frame. Therefore, a margin remains to the right of the dialogue within the display area enclosed by the frame.
[0327] In this example, character B delivers the line (message) "Is it okay if I rely on you?" as line 2. Along with the display of line 2, the corresponding audio ("Is it okay if I rely on you?") is output from speaker 52. Note that line 2 is a response to line 1.
[0328] Next, we will explain the third pre-announced dialogue animation associated with the following variation animation (variation animation based on target hold). In the third pre-announced dialogue animation, as shown in Figure 47(A), character A's dialogue 3 is newly displayed in the display unit 50a. When displaying character A's dialogue 3, the first dialogue image G94 is moved from the second display area 50y to the third display area 50z above the second display area 50y, and the second dialogue image G99 is moved from the first display area 50x to the second display area 50y, and character A's dialogue 3 is displayed in the now-empty first display area 50x. The area within the third display area 50z corresponds to the second movement position. The display of Character A's line 3 includes an icon representing Character A (Character A icon image G190), text representing Character A's line 3 (Character A line 3 image G191), and an image of a frame surrounding Character A icon image G190 and Character A line 3 image G191 (frame image G192). The image displayed in the third pre-read line animation, which includes Character A icon image G190, Character A line 3 image G191, and frame image G192, is called the third line image G194.
[0329] Here, the character A icon image G190 in the third dialogue image G194 is the same image as the character A icon image G90 in the first dialogue image G94. Also, the frame image G192 in the third dialogue image G194 and the frame image G92 in the first dialogue image G94 have the same shape and pattern, but different colors. Specifically, the frame image G92 in the first dialogue image G94 has a blue frame, while the frame image G192 in the third dialogue image G194 has a red frame. As mentioned above, the expectation of a big win is higher when the final form of the frame image is red than when it is blue (see Figure 38(B)). The examples of the effects shown in Figures 46 and 47 are examples of effects where the final form of the frame image is red.
[0330] In the third dialogue image G194, the character A icon image G190 is located on the left side from the player's perspective, and the character A dialogue 3 image G191 is located on the right side from the player's perspective. Furthermore, the third dialogue image G194 is displayed along the left edge 50fl of a specific display area 50f. Since the horizontal width dimension of the third dialogue image G194 is shorter than the horizontal width dimension of the specific display area 50f, the right edge of the third dialogue image G194 is located away from the right edge 50fr of the specific display area 50f, while the character A icon image G190 is located near the left edge 50fl of the specific display area 50f. These are the same as those for the first dialogue image G94.
[0331] In this example, character A delivers the line (message) "Leave it to me" as line 3. Along with the display of line 3, the corresponding audio ("Leave it to me") is output from speaker 52. Note that line 3 is a response to line 2.
[0332] In this way, the pre-announcement dialogue sequence is executed over three consecutive special symbol variations. When the last pre-announcement dialogue sequence (the pre-announcement dialogue sequence for the third variation) ends, all dialogue images (first dialogue image G94, second dialogue image G99, third dialogue image G194) are hidden, and then, as shown in Figure 47(B), for example, the player is teased about whether a reach will occur. If a reach is achieved, the sequence progresses to a reach animation; if a reach is not achieved, the animation symbols EZ1, EZ2, and EZ3 stop on a losing position, and the variation animation ends. In this configuration, while the pre-announcement dialogue sequence is being executed, the animation symbols EZ1, EZ2, and EZ3 are not displayed, and only the small symbols KZ1, KZ2, and KZ3 are displayed. However, it is also possible to display both the animation symbols EZ1, EZ2, and EZ3 and the small symbols KZ1, KZ2, and KZ3.
[0333] Furthermore, the time during which the third dialogue image G194 related to the pre-read dialogue effect for the third variation is displayed in the first display area 50x is 10 seconds (an example of "second time"), while the time during which the first dialogue image G94 related to the pre-read dialogue effect for the first variation is displayed in the first display area 50x, and the time during which the second dialogue image G99 related to the pre-read dialogue effect for the second variation is displayed in the first display area 50x is 3 seconds (an example of "first time") (see Figure 45). In other words, the time during which the third dialogue image G194 related to the pre-read dialogue effect for the third variation is displayed in the first display area 50x is longer than the time during which the first dialogue image G94 related to the pre-read dialogue effect for the first variation is displayed in the first display area 50x, and the time during which the second dialogue image G99 related to the pre-read dialogue effect for the second variation is displayed in the first display area 50x. This is because the third variation is a special variation based on a target hold, while the first and second variations are special variation based on special variation holds stored before the target hold. In other words, in this configuration, special variation patterns that develop into an SP reach (special variation patterns with a relatively long variation time) are more likely to be selected as special variation patterns based on a target hold, and special variation patterns that end without a reach being established (special variation patterns with a relatively short variation time) are more likely to be selected as special variation patterns based on special variation holds stored before the target hold (see Figures 32 and 38). As shown in Figure 45, the time during which the third dialogue image G194 related to the pre-read dialogue performance of the third variation is displayed in the first display area 50x tends to be longer than the time during which the first dialogue image G94 related to the pre-read dialogue performance of the first variation is displayed in the first display area 50x, and the time during which the second dialogue image G99 related to the pre-read dialogue performance of the second variation is displayed in the first display area 50x. In other words, in this configuration, a special feature variation where the dialogue image is displayed in the first display area 50x for a longer period of time has a higher probability of resulting in a jackpot than a special feature variation where the dialogue image is displayed in the first display area 50x for a shorter period of time.
[0334] As explained above, in the pre-read dialogue effect, the dialogue images displayed in advance (first dialogue image G94 and second dialogue image G99) continue to be displayed in a specific display area 50f, changing their display position, even after the subsequent dialogue images (second dialogue image G99 and third dialogue image G194) have been displayed. In particular, in this form, one dialogue image (first dialogue image G94, second dialogue image G99, third dialogue image G194) is added each time a special symbol variation occurs. Therefore, it is easy for the player to recognize that the special symbol reserve is being consumed, and it is also easy for the player to recognize which consecutive pre-read dialogue effect has been performed.
[0335] Furthermore, in the pre-read dialogue display, dialogue (messages) spoken by one character (Character A) are displayed aligned to the left edge 50fl of a specific display area 50f, while dialogue (messages) spoken by another character (Character B) are displayed aligned to the right edge 50fr of the same specific display area 50f. Therefore, it is easier for players to recognize that the speaker of the preceding dialogue and the speaker of the following dialogue are different.
[0336] 8. Effects of the Embodiment As explained in detail above, with the Pachinko game machine PY1 of this form, not only is a horizontal dialogue performance (Figure 43) in which multiple characters (Character A, Character B) each speak a line of dialogue once, but a character movement dialogue performance (Figures 41, 42) may also be performed in which multiple characters (for example, Character A, Character B) each speak a line of dialogue multiple times. Therefore, the performance is diversified and the enjoyment of the game can be improved.
[0337] Furthermore, in this form of the Pachinko game machine PY1, the character movement dialogue sequence, which has a higher frequency of dialogue occurrences than the horizontal text dialogue sequence, is executed for a longer period of time than the horizontal text dialogue sequence (see Figures 39(B) and 39(C)). Therefore, it is possible to allow players to fully enjoy the character movement dialogue sequence, and an increase in the enjoyment of the game through the presentation can be expected.
[0338] While character movement dialogue sequences have a longer duration compared to horizontally written dialogue sequences, in this form of pachinko machine PY1, unlike horizontally written dialogue sequences, the dialogue spoken by the character disappears before the next line is spoken (see Figure 41(C)(D)). Therefore, even if a relatively long character movement dialogue sequence is executed during a variation sequence accompanied by a pseudo-consecutive sequence, it is less likely to interfere with the variation sequence. Thus, the overall presentation is prevented from becoming cluttered, and the entertainment value of the presentation can be maintained at a high level.
[0339] Furthermore, with this form of pachinko game machine PY1, not only is a horizontal dialogue presentation (Figure 43) performed in which the characters speaking the lines (character A, character B) remain stationary, but a character movement dialogue presentation may also be performed in which the characters speaking the lines (for example, character A, character B) move. This diversifies the presentation and enhances the enjoyment of the game.
[0340] Furthermore, in this form of the Pachinko game machine PY1, the character movement dialogue effect, in which the character speaks while moving, is executed for a longer period of time than the horizontal dialogue effect, in which the character speaks while stationary (see Figures 39(B) and 39(C)). Therefore, it is possible to fully enjoy the novel character movement dialogue effect, and an increase in the entertainment value of the game can be expected.
[0341] In character movement dialogue sequences, characters speak while moving. However, in the PY1 pachinko machine, unlike horizontal dialogue sequences, the dialogue spoken by the character disappears before the next line is spoken. Therefore, even if a character movement dialogue sequence is performed while a variation sequence is in progress, it is less likely to interfere with the variation sequence. Thus, the overall presentation is prevented from becoming cluttered, and the enjoyment of the presentation can be maintained at a high level. If the presentation were to move along with the character's movement, or if the dialogue were to remain in its initial position, the displayed content would become cluttered, potentially reducing the enjoyment of the game through the presentation.
[0342] Furthermore, with this form of pachinko game machine PY1, not only is a horizontal dialogue effect (Figure 43) executed in which a certain line of dialogue (character A's line of dialogue) remains even after the next line of dialogue (character B's line of dialogue) is spoken, but a character movement dialogue effect (Figures 41 and 42) is also executed in which a certain line of dialogue (for example, character A's line 1) disappears before the next line of dialogue (for example, character B's line 1) is spoken. As a result, the effects are diversified and the enjoyment of the game can be improved.
[0343] While character movement dialogue sequences have a longer duration compared to horizontal dialogue sequences, in this form of the Pachinko game machine PY1, character movement dialogue sequences, unlike horizontal dialogue sequences, do not include audio output corresponding to the dialogue (see Figure 39(B)). Therefore, even if a relatively long character movement dialogue sequence is executed during a variation sequence, the predetermined sound effects related to the variation sequence (such as background music and sound effects, see Figures 41 and 42) will not become difficult to hear. Thus, it is possible to prevent the character movement dialogue sequence from diminishing the enjoyment of the variation sequence. In other words, in this form, horizontal dialogue sequences (Figure 43) have a relatively short duration and include audio output corresponding to the character's dialogue, while character movement dialogue sequences (Figures 41 and 42) have a relatively long duration but do not include audio output corresponding to the character's dialogue (see Figures 39(B) and 39(C)). Therefore, even if a character movement dialogue sequence is executed during a variation sequence, the sound effects of the variation sequence will not become difficult to hear. Therefore, it is possible to prevent the excitement of the variation animation from being diminished by the character movement dialogue animation.
[0344] Furthermore, with this form of pachinko game machine PY1, not only is a horizontal dialogue performance (Figure 43) that includes the output of sound corresponding to the lines of the characters (Character A, Character B) executed, but a character movement dialogue performance (Figures 41 and 42) that does not include the output of sound corresponding to the lines of the characters (e.g., Character A, Character B) may also be executed. As a result, the performances are diversified and the enjoyment of the game can be improved.
[0345] Furthermore, in this form of pachinko game machine PY1, the character movement dialogue sequence (Figures 41 and 42) involves multiple repetitions of dialogue between character A (the first character) and character B (the second character). This results in a novel dialogue sequence, which is expected to enhance the enjoyment of the game.
[0346] In particular, with the PY1 pachinko machine of this form, the character movement dialogue sequence (Figures 41 and 42) continues across the pseudo-consecutive spins. Therefore, it becomes a novel dialogue sequence, and an improvement in the enjoyment of the game can be expected. It should be noted that the variation sequence accompanied by the pseudo-consecutive spin sequence can be said to include multiple symbol variations (display of variations of the effect symbols EZ1, EZ2, and EZ3).
[0347] Furthermore, in this form of the pachinko game machine PY1, in the character movement dialogue performance, although the dialogue exchange continues across the pseudo-consecutive sequences, the preceding dialogue is hidden before the subsequent dialogue is displayed (see Figures 41 and 42). Therefore, compared to a configuration in which the displayed dialogue is kept displayed until the end of the dialogue performance, the display content does not become cluttered, and the decrease in the enjoyment of the performance is suppressed.
[0348] Furthermore, this form of the pachinko game machine PY1 enables a novel type of pre-read dialogue presentation (Figures 46 and 47) in which the dialogue of the preceding character is moved and then the dialogue of the following character is displayed in the same display area (first display area 50x) where the dialogue of the preceding character was displayed, thereby improving the enjoyment of the game. In addition, with this form of the pachinko game machine PY1, the display position of the new dialogue is fixed to a specific position (within the first display area 50x), so if you pay attention to that specific position, you can confirm the appearance of all the dialogue. Therefore, it is less likely that the enjoyment will decrease due to missing dialogue. Moreover, the first display area 50x where the new dialogue is displayed is closer to the display position of the icon TA than the second display area 50y and the third display area 50z, which also makes it less likely to miss the new dialogue.
[0349] Furthermore, with this form of pachinko game machine PY1, it is possible to execute pre-read dialogue sequences over multiple consecutive special symbol variations based on the results of the pre-read judgment (see Figure 45). Therefore, it is possible to allow players to fully enjoy the pre-read dialogue sequences over multiple special symbol variations, which is expected to improve the enjoyment of the game.
[0350] Furthermore, in this form of the Pachinko game machine PY1, the pre-announcement dialogue effect is executed so that one line of dialogue is spoken for each special symbol variation (see Figures 45 to 47). In this pre-announcement dialogue effect, when a subsequent line of dialogue is displayed, the preceding line of dialogue moves to a different position. Therefore, it is easy for the player to recognize that the so-called "reserved ball consumption" is progressing.
[0351] Furthermore, with this form of pachinko game machine PY1, it is possible to perform a horizontal dialogue effect (Figure 43) in which the dialogue of the subsequent character is displayed in a different position from the dialogue of the preceding character. In addition, it is possible to perform a pre-read dialogue effect (Figures 46 and 47) in which the dialogue of the preceding character is moved and the dialogue of the subsequent character is displayed in the same display area (first display area 50x) in which the dialogue of the preceding character was displayed. As a result, the effects are diversified and the enjoyment of the game can be improved.
[0352] Furthermore, in the Pachinko game machine PY1 of this form, in the pre-read dialogue effect (Figures 46 and 47), the second dialogue image G99 (second delivery effect) relating to the subsequent character B is displayed at the opposite end (the rightmost edge 50fr of a specific display area 50f) from the first dialogue image G94 (first delivery effect) relating to the preceding character A (see Figures 46(A) and 46(B)). Therefore, it is easier for the player to recognize that the speaker of the dialogue has changed from character A (first speaker) to character B (second speaker). Thus, the pre-read dialogue effect (delivery effect) becomes easier to understand, and an increase in enjoyment can be expected.
[0353] Furthermore, in this form of the pachinko game machine PY1, the design of the frame image G92 in the preceding first dialogue image G94 (first communication animation) and the design of the frame image G97 in the subsequent second dialogue image G99 (second communication animation) are symmetrical (see Figure 46(B)). Therefore, it is easy to understand that the subsequent dialogue is from a different speaker than the preceding dialogue.
[0354] Furthermore, in the pachinko game machine PY1 of this form, the character B icon image G95 representing the speaker of the dialogue in the subsequent second dialogue image G99 (second dialogue animation) is displayed at the opposite end (the right end 50fr in a specific display area 50f) from the display position (the left end 50fl in a specific display area 50f) of the preceding first dialogue image G94 (first announcement animation) (see Figure 46(B)). In other words, the position where the icon image indicating the speaker is displayed changes to the opposite end between the first announcement animation and the second announcement animation. Therefore, it is easier to understand that the two announcement animations are from different speakers.
[0355] Furthermore, in this form of the pachinko game machine PY1, the preceding first dialogue image G94 (first communication animation) continues to be displayed even after the subsequent second dialogue image G99 (second communication animation) has been displayed. As a result, the player can see both communication animations displayed at separate edges (left edge 50fl and right edge 50fr in a specific display area 50f) at once (see Figure 46(B)), making it easy to understand that it is an exchange of dialogue (messages) between multiple senders (character A, character B).
[0356] Furthermore, in the pachinko game machine PY1 of this form, the expectation of a big win is higher when the newly displayed dialogue image is displayed for a longer period of time in the first display area 50x (specific position) during the pre-read dialogue effect compared to when it is displayed for a shorter period of time (see Figures 32, 38, and 45). Therefore, it is possible to draw attention to the length of time the newly displayed dialogue image is displayed in the first display area 50x (specific position), thereby improving the appeal of the pre-read dialogue effect.
[0357] Furthermore, with this form of pachinko game machine PY1, not only is a horizontal dialogue display (Figure 43) where the characters representing the characters' lines are displayed along the left-to-right direction (first direction) executed, but a vertical dialogue display (Figure 44) where the characters representing the characters' lines are displayed along the up-to-down direction (second direction) can also be executed, thus diversifying the effects and improving the enjoyment of the game. In addition, with this form of pachinko game machine PY1, since the display direction of the characters representing the lines differs between the horizontal and vertical dialogue displays, it is easy for players to understand that the two dialogue displays are different types of dialogue displays. It should be noted that in actual game machines, a wide variety of pre-announcement effects are often installed in addition to dialogue displays, so when configuring the machine to be able to execute multiple types of dialogue displays as in this form, it is desirable to ensure that the differences between the types of dialogue displays are easily recognizable to players.
[0358] Furthermore, in this form of the Pachinko game machine PY1, horizontal dialogue displays a frame surrounding the characters representing the character's dialogue (frame image G72, frame image G75) (see Figure 43), while vertical dialogue displays do not display a frame surrounding the characters representing the character's dialogue (see Figure 44). Therefore, it is clearer that the two dialogue displays are different types of dialogue displays.
[0359] Furthermore, in this form of the Pachinko game machine PY1, the horizontal dialogue is longer than the vertical dialogue (see Figure 40), and the horizontal dialogue is enclosed in a frame (frame image G72, frame image G75) (see Figure 43). Therefore, even long lines of dialogue can be clearly indicated. In addition, in the vertical dialogue, where the dialogue is not enclosed in a frame, the lines are shorter (see Figure 40). Therefore, even without the display of a frame surrounding the dialogue, it is less likely that the range of the dialogue will become unclear (see Figure 44). Thus, in this form, the range of the dialogue can be easily recognized by the player in both dialogue presentations.
[0360] 9. Example of changes The following describes examples of modifications to the pachinko game machine PY1. Of course, the configurations described in these examples can be combined as appropriate. Furthermore, the technical features in the above configurations and the following examples of modifications may be deleted as appropriate unless they are described as essential in this specification.
[0361] In the above configuration, various dialogue effects are executed during the reel spinning effect, but they may also be executed during effects other than the reel spinning effect, such as the jackpot effect or the operation effect. In this case, the jackpot effect or the operation effect would be considered the "other effects".
[0362] Furthermore, in the above configuration, the pre-announcement dialogue effect (see Figures 46 and 47) is configured to be executed as a so-called continuous announcement that can be performed over multiple consecutive special symbol variations. However, the pre-announcement dialogue effect (a dialogue effect in the same form as the pre-announcement dialogue effect) may also be executed as an effect that is completed within a single variation. In other words, it may be an effect that is executed based on a judgment at the start of the variation, rather than a pre-announcement judgment. In this case, in a variation effect accompanied by a pseudo-consecutive effect, one line of dialogue may be displayed for each unit variation, or multiple lines of dialogue may be displayed within a single unit variation. A unit variation refers to the variation from when the effect symbols EZ1, EZ2, and EZ3 start to be displayed as a variation until they are temporarily stopped. A variation effect accompanied by a pseudo-consecutive effect can be said to include multiple unit variations.
[0363] Furthermore, in the above configuration, in the horizontal dialogue presentation (Figure 43), the display direction (writing direction) of the dialogue characters is generally horizontal (left-right direction), so it is acceptable if they are slightly tilted. In other words, even if they are tilted, they are included in "display along the first direction." Also, in the vertical dialogue presentation (Figure 44), the display direction (writing direction) of the dialogue characters is generally vertical (up-down direction), so it is acceptable if they are slightly tilted. In other words, even if they are tilted, they are included in "display along the second direction."
[0364] Furthermore, in the above configuration, all lines of dialogue in conversations 1-3 of the horizontally written dialogue were composed of relatively long lines of 20 characters or more, while all lines of dialogue in conversations 1-3 of the vertically written dialogue were composed of relatively short lines of 9 characters or less (see Figure 40). In contrast, if the horizontally written dialogue configuration is more likely to select longer lines of dialogue than the vertically written dialogue configuration, then the horizontally written dialogue configuration may include types of conversations with relatively few characters, or the vertically written dialogue configuration may include types of conversations with relatively many characters. Also, it is not necessary to create a difference in the tendencies of the lengths of lines that can be selected in the vertically written dialogue configuration and the lengths of lines that can be selected in the horizontally written dialogue configuration.
[0365] Furthermore, in the above configuration, the pre-read dialogue effect is configured as a pre-read effect that can be executed in conjunction with the change of Special Symbol 2 in the high probability time-saving state, but it may also be configured as a pre-read effect that can be executed in the normal game state. In this case, it may also be configured as a pre-read effect that can be executed in conjunction with the change of Special Symbol 1. When configured in this way, it is preferable to configure the system so that the dialogue effects during the change (character movement dialogue effect, horizontal dialogue effect, vertical dialogue effect) are not executed while the pre-read dialogue effect is running. This is because if multiple types of dialogue effects are executed simultaneously, the effects may become complicated and the enjoyment of the game may decrease. In addition, it is preferable to configure the system so that the probability of a big win when the pre-read dialogue effect is executed is higher than the probability of a big win for each of the dialogue effects during the change (character movement dialogue effect, horizontal dialogue effect, vertical dialogue effect). This is because it gives the pre-read dialogue effect a sense of specialness. Furthermore, the probability of hitting the jackpot when a pre-read dialogue animation is performed can be adjusted as appropriate. For example, it may be lower than the probability of hitting the jackpot for the character movement dialogue animation, but higher than the probability of hitting the jackpot for the horizontal or vertical dialogue animations, unless it is the same as the probability of hitting the jackpot for each dialogue animation during the spin (character movement dialogue animation, horizontal dialogue animation, vertical dialogue animation).
[0366] Furthermore, in the above configuration, two or more of the character movement dialogue effects, horizontal dialogue effects, and vertical dialogue effects are not performed during a single variation effect. However, it is also possible to configure the system so that multiple types of dialogue effects are executed during a single variation effect. In this case, it is advisable to stagger the execution timing of each dialogue effect during the variation effect so that multiple types of dialogue effects are not executed simultaneously.
[0367] Furthermore, in the above configuration, the dialogue image after the movement display in the pre-read dialogue effect (Figures 46 and 47) (for example, the first dialogue image G94 displayed in the second display area 50y) may be displayed in a manner that is less recognizable to the player than when it was displayed in the initial display position (within the first display area 50x). In other words, the dialogue image displayed in the initial display position may be displayed in a manner that is more conspicuous than the dialogue images displayed in the first movement position (within the second display area 50y) or the second movement position (within the third display area 50z). Specifically, for example, the dialogue image after the movement display in the pre-read dialogue effect may be displayed more faintly than when it was displayed in the initial display position.
[0368] Furthermore, in the above-described pre-reading dialogue presentation, the dialogue is displayed horizontally (left-to-right), and the preceding dialogue image (for example, the first dialogue image G94) is moved upwards before the subsequent dialogue image (for example, the second dialogue image G99) is displayed. However, the dialogue may also be displayed vertically (up-down), and the preceding dialogue image may be moved to the right or left before the subsequent dialogue image is displayed.
[0369] Furthermore, in the above configuration, the pre-announcement dialogue effect is configured to be executed over a maximum of three consecutive special symbol variations, but the maximum number of consecutive pre-announcement dialogue effects can be changed as appropriate.
[0370] Furthermore, in the pre-read dialogue effect, the frame image (for example, frame image G92) surrounds not only the text representing the dialogue (for example, character A dialogue 1 image G91) but also the character icon (for example, character A icon image G90). However, it is also acceptable to have the frame image surround the text representing the dialogue but not the character icon.
[0371] Furthermore, in the above configuration, the character movement dialogue sequence (Figures 41 and 42) is structured so that character A speaks a line, followed by character B speaking a line, a total of three times. However, the number of times the conversation is repeated can be changed as needed, as long as it is multiple times. Also, in the character movement dialogue sequence, the dialogue exchange between character A and character B is always structured to occur multiple times, but it may also be structured so that it occurs multiple times and only once. Moreover, the multiple occurrences may not be limited to three times, but could be two, four or more times or more.
[0372] Furthermore, in the above configuration, the character movement dialogue sequence (Figures 41 and 42) is configured to be executed across pseudo-consecutive sequences in a variation sequence accompanied by a pseudo-consecutive sequence. However, it may also be configured to be executed over multiple special symbol variations as a continuous sequence based on a pre-read judgment. In this case, it is preferable to configure the character movement dialogue sequence to end during a variation sequence based on a target hold, allowing it to develop into a reach sequence.
[0373] Furthermore, in the above configuration, the pre-read dialogue sequence displays icon images (character A icon image G90, character B icon image G95, etc.) indicating the character who delivers the dialogue (message). However, the pre-read dialogue sequence may also be configured not to display icon images such as character A icon image G90 and character B icon image G95. In this case, the icon image may be omitted only for character A, or only for character B. Additionally, the pre-read dialogue sequence may include a time image representing the time the dialogue (message) was delivered in each dialogue image (first dialogue image G94, second dialogue image G99, third dialogue image G194). Such a configuration can enhance the sense of realism in the dialogue exchange.
[0374] Furthermore, in the above configuration, the probability of drawing for various dialogue effects (character movement dialogue effects, horizontal dialogue effects, vertical dialogue effects, and pre-read dialogue effects) can be appropriately changed within the limits that do not impair the desired effect. Also, the content of the various dialogue effects can be appropriately changed within the limits that do not impair the desired effect. Specifically, for example, in the above configuration, the horizontal dialogue effect and the pre-read dialogue effect are effects in which characters A and B appear, but there may also be patterns in which characters other than characters A and B speak, such as when characters C and D appear. Also, in the above configuration, the vertical dialogue effect is an effect in which characters C and D appear, but there may also be patterns in which characters other than characters C and D speak, such as when characters A and B appear. Furthermore, in the above configuration, the character movement and dialogue animation is designed so that either character A and character B appear, or character C and character D appear, but it is also acceptable to have an animation where only one of these cases occurs. In addition, the type of animation used for each dialogue animation can be changed as appropriate.
[0375] Furthermore, in the above configuration, the various dialogue effects are performed before the symbols EZ1, EZ2, and EZ3 form a reach in the variation effect. However, all or part of the various dialogue effects may be performed after the symbols EZ1, EZ2, and EZ3 form a reach in the variation effect, as an effect that makes the player anticipate entering a favorable game state (such as a jackpot game state).
[0376] Furthermore, in the above configuration, in the horizontal dialogue presentation shown in Figure 43 (first dialogue presentation), the display direction of the characters representing the dialogue is set to the left-right direction (an example of the first direction), but it may be set to a direction other than left-right. Also, in the vertical dialogue presentation shown in Figure 44 (second dialogue presentation), the display direction of the characters representing the dialogue is set to the up-down direction (an example of the second direction), but it may be set to a direction other than up-down as long as it differs from the display direction of the characters in the first dialogue presentation.
[0377] Furthermore, in the above configuration, the character movement dialogue sequence, in which characters A and B each speak three times, is longer in duration than the horizontal dialogue sequence, in which characters A and B each speak once. Alternatively, the dialogue sequence in which characters A and B each speak once may be configured to have the same duration as the dialogue sequence in which characters A and B each speak three times. In this case, the latter dialogue sequence should be configured to have a faster conversational tempo than the former. Also, the dialogue sequence in which characters A and B each speak once may have a longer duration than the dialogue sequence in which characters A and B each speak three times.
[0378] Furthermore, in the character movement dialogue animation, the preceding dialogue is hidden before the following dialogue is displayed. However, if the display content becomes cluttered, it is also possible to display the preceding dialogue while the fo...
Claims
[Claim 1] Executing a first dialogue performance that displays a character's dialogue; and executing a second dialogue presentation that displays a dialogue of the character; Both the first dialogue performance and the second dialogue performance are performances that make the player expect an advantageous state that is advantageous to the player, and can be executed before the performance symbols form a reach in a variable performance that variably displays the performance symbols, and are performances in which a plurality of characters utter lines and have a conversation, In the first speech production, a character image in which the character uttering the speech is stationary is displayed for each of the plurality of characters; In the second dialogue presentation, a character image of a character moving to speak a line is displayed for each of a plurality of characters.