Game machine
Patent Information
- Application Number
- JP2022144703
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-09-12
- Publication Date
- 2025-09-19
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine equipped with a presentation control means for controlling presentations. [Background technology]
[0002] For example, in gaming machines such as pachinko machines, when a gaming ball enters a starting hole, it is determined whether or not a special game advantageous to the player will be executed, and after the special symbols are displayed in a variable manner, a special symbol showing the result of the above-mentioned determination is displayed stationary. Some gaming machines of this type perform a pre-determination process of whether or not to execute a special game in response to the reservation of the right to determine whether or not to execute a special game, and execute an icon change effect that changes the color of the reserved icon based on the result of the pre-determination process (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-39398 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, the effects provided by conventional gaming machines are not necessarily sufficiently entertaining, and there is a demand for further improvements in entertaining.
[0005] Therefore, an object of the present invention is to provide a gaming machine capable of executing highly entertaining effects. [Means for solving the problem]
[0006] The first aspect of the invention for solving the above-mentioned problems is a gaming machine comprising: A determination means for determining whether or not to execute a special game advantageous to a player; a special game execution means for executing the special game when the determination means determines that the special game is to be executed; and a performance control means for controlling the performance. Effect of the Invention
[0007] According to the present invention, it is possible to implement a highly entertaining presentation. [Brief description of the drawings]
[0008] [Figure 1] Front view of gaming machine 1 [Diagram 2] Front view of game board 2 [Diagram 3] An enlarged view of the main display 40 in FIG. [Figure 4] FIG. 2 is an explanatory diagram for explaining the opening and closing control of the second large prize opening 28 and the V prize opening 287. [Diagram 5] A block diagram showing an example of the configuration of a control device provided in the gaming machine 1. [Figure 6] FIG. 13 is an explanatory diagram for explaining the jackpot random number and the symbol random number. [Figure 7] FIG. 1 is an explanatory diagram for explaining the flow of a game in the gaming machine 1. [Figure 8] An explanatory diagram illustrating the flow of various effects such as reach effects in a normal gaming state. [Figure 9] Screen diagram showing an example of the effects in normal game mode (part 1) [Figure 10] Screen diagram showing an example of the effects in normal game mode (part 2) [Figure 11] A screen diagram showing an example of a presentation when a V win is announced during a big win game. [Figure 12] An explanatory diagram for explaining the flow of composite expectation performance [Figure 13] An explanatory diagram to explain the characteristics of character waiting performances and special cut-ins and the reliability of big wins. [Figure 14] Screen diagram to explain related performances [Figure 15] An explanatory diagram showing specific examples of related effects [Figure 16]A flowchart for explaining the execution period of various related performances [Figure 17] An explanatory diagram to explain the flow of the series of productions of the subjugation reach [Figure 18] An explanatory diagram for explaining a lottery performed in response to an operation during a subjugation reach [Figure 19] FIG. 1 is an explanatory diagram for explaining pre-determination information; [Figure 20] FIG. 13 is an explanatory diagram for explaining provisional loss information and provisional win information. [Figure 21] FIG. 13 is a diagram showing a specific example of an icon change effect using a reserved icon. [Figure 22] Special diagram 2 Screen diagram showing a specific example of a jackpot suggestion performance in the reserved [Figure 23] An explanatory diagram to explain the flow of chance effects and suggestive effects [Figure 24] An explanatory diagram to explain the jackpot reliability and characteristics of chance effects and suggestive effects [Diagram 25] A screen diagram showing a specific example of the incongruity notification effect A. [Figure 26] A screen diagram showing a specific example of the incongruity notification effect B [Figure 27] A screen diagram showing a specific example of the incongruity miss notification presentation C. [Figure 28] FIG. 2 is an explanatory diagram for explaining storage areas of the main RAM 83 and information stored in each storage area. [Figure 29] 1 is a flowchart illustrating an interrupt process executed in the main control board 80. [Diagram 30] Detailed flow chart of the sensor detection process in step S2 of FIG. 29 [Diagram 31] Detailed flowchart of special pre-determination process in step S210 of FIG. [Diagram 32] Detailed flowchart of special pre-determination process in step S218 of FIG. [Diagram 33] Detailed flowchart of special symbol processing in step S3 of FIG. [Diagram 34]Detailed flowchart of the big win determination process in step S308 of FIG. [Diagram 35] Detailed flowchart of the variation pattern selection process in step S309 of FIG. 33 [Diagram 36] Detailed flowchart of the special chart stop processing in step S317 of FIG. [Figure 37] Detailed flowchart of the big prize opening / closing control process in step S6 of FIG. 29 (part 1) [Figure 38] Detailed flow chart of the big prize opening / closing control process in step S6 of FIG. 29 (part 2) [Figure 39] Detailed flowchart of the big prize opening / closing control process in step S6 of FIG. 29 (part 3) [Diagram 40] 11 is a flowchart illustrating an interrupt process executed in the sub-control board 90. [Diagram 41] Detailed flow chart of command reception processing in step S10 of FIG. 40 [Diagram 42] Detailed flowchart of the pending command receiving process in step S13 of FIG. [Diagram 43] A flowchart illustrating the process of suggesting a big win in the special chart 2 reservation [Diagram 44] Detailed flowchart of fluctuation start command reception processing in step S16 of FIG. 41 [Diagram 45] Detailed flowchart of the variable performance pattern setting process in step S163 of FIG. [Figure 46] A detailed flowchart of the advance notice performance pattern setting process in step S164 of FIG. [Figure 47] A detailed flowchart of the special cut-in effect pattern setting process in step S165 of FIG. [Figure 48] Detailed flowchart of the character standby performance pattern setting process in step S166 of FIG. [Figure 49] Detailed flowchart of the defeat effect pattern setting process in step S167 of FIG. [Figure 50] A detailed flowchart of the chance effect pattern setting process in step S168 of FIG. [Figure 51] Detailed flowchart of the suggestion effect pattern setting process in step S169 of FIG. [Figure 52] Detailed flowchart of the related effect pattern setting process in step S171 of FIG. [Figure 53] Detailed flowchart (part 1) of the operation acceptance process in step S30 of FIG. 40 [Figure 54] Detailed flowchart (part 2) of the operation acceptance process in step S30 of FIG. 40 [Figure 55] Detailed flowchart (part 3) of the operation acceptance process in step S30 of FIG. 40 [Figure 56] 1 is a flowchart illustrating an example of an interrupt process executed in the image and audio control board 100. [Figure 57] Detailed flow chart of the image display control process in step S71 of FIG. 56 DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, a gaming machine (pachinko gaming machine) 1 according to an embodiment of the gaming machine of the present invention will be described with reference to the drawings as appropriate.
[0010] [Configuration example of gaming machine 1] First, a configuration example of the gaming machine 1 will be described with reference to Figs. 1 and 2. Here, Fig. 1 is a front view of the gaming machine 1, and Fig. 2 is a front view of the gaming board 2. As shown in Figs. 1 and 2, the gaming machine 1 includes a gaming machine frame 30 and a gaming board 2 attached within the gaming machine frame 30. The gaming machine frame 30 includes a front frame 31 having a decorative surface, a main frame for attaching the gaming board 2, etc., and an outer frame for fixing the gaming machine 1 to the island equipment of the hall. The front frame 31 supports a glass plate arranged parallel to the gaming board 2 at a predetermined interval, and the glass plate and the gaming board 2 form a gaming area 3 in which gaming balls can flow down.
[0011] 1, the front frame 31 is provided with a launch handle 32 for launching game balls, an upper tray 33 for storing game balls to be supplied to a launching device (not shown), and a lower tray 34 for storing game balls that cannot be stored in the upper tray 33. When a player grips the launch handle 32 and rotates it clockwise, the game balls stored in the upper tray 33 are guided to the launching device and launched with a launch strength according to the rotation angle of the launch handle 32. The launched game ball moves along a rail member 4 located on the left side of the play area 3, and is guided to an upper position of the play area 3, and flows down the play area 3 along the play board 2 while changing its moving direction by coming into contact with a play nail, a windmill, or the like provided in the play area 3.
[0012] A ball return prevention piece 6 is provided at the end of the rail member 4, and this ball return prevention piece 6 prevents a game ball that has entered the play area 3 from returning to the launching device. Also, a stop button is provided in a position close to the launching handle 32, and the player can temporarily stop the launch of the game ball by operating this stop button without returning the launching handle 32 to its initial position.
[0013] When the player rotates the launch handle 32 by a small rotation angle to perform a "left hit," the game ball is launched with a relatively weak launch strength, and this game ball flows down the left game area 3L. On the other hand, when the player rotates the launch handle 32 by a large rotation angle to perform a "right hit," the game ball is launched with a relatively strong launch strength, and this game ball flows down the right game area 3R after moving along the rail member 4 located in the upper right of the center decorative body 10.
[0014] In the left game area 3L, the game ball passage path is provided with a first start port 21, a second start port 22, an opening / closing member 23, and three general winning ports 24 as devices related to winning and judgment (see FIG. 2). In addition, in the right game area 3R, the game ball passage path is provided with the second start port 22, the opening / closing member 23, one general winning port 24, a gate 25, a first large winning port 26, an opening / closing member 27, a second large winning port 28, and an opening / closing member 29 as devices related to winning and judgment (see FIG. 2).
[0015] The game balls launched from the launching device may enter any one of the first start opening 21, the second start opening 22, the general winning opening 24, the first large winning opening 26, and the second large winning opening 28 in the process of flowing down the game area 3 along the game board 2. In this case, a predetermined number of prize balls according to the winning location are paid out to the upper tray 33 or the lower tray 34. For example, four prize balls are paid out every time one game ball enters the first start opening 21, one prize ball is paid out every time one game ball enters the second start opening 22, and five prize balls are paid out every time one game ball enters the general winning opening 24. Also, ten prize balls are paid out every time one game ball enters the first large winning opening 26, and ten prize balls are paid out every time one game ball enters the second large winning opening 28. In addition, game balls that do not win any prizes are discharged from the game area 3 through a discharge port formed at the lower end of the game board 2.
[0016] A center ornament 10 is provided in the opening formed in the center of the game board 2. The center ornament 10 is composed of a stage section 11 having a game ball rolling surface on which the game ball can roll, and a warp section 12 having a warp entrance and a warp exit at both ends. A game ball flowing down the left game area 3L may enter the warp section 12 from the warp entrance, and this game ball is discharged from the warp exit and guided to the stage section 11. A guide groove is formed at the center position of the left and right sides of the stage section 11 to drop the game ball rolling on the stage section 11 toward the first starting opening 21. For this reason, a game ball guided to the stage section 11 through the warp section 12 is more likely to enter the first starting opening 21 than a game ball flowing down the left game area 3L without passing through the warp section 12.
[0017] The first start hole 21 is a start area that is always open. The second start hole 22 is a start area that is closed when the opening / closing member 23 as a normal electric role is not operating, and is opened by operating the opening / closing member 23. In the gaming machine 1, when a game ball enters the first start hole 21 (or the second start hole 22), it is determined whether or not to execute a special game (jackpot game) that is advantageous to the player. Then, in the first special symbol display 41 (or the second special symbol display 42) described later, symbols are displayed variably, and a symbol (jackpot symbol or losing symbol) indicating the result of the above determination is displayed as a stopped symbol. Here, when a jackpot symbol is displayed as a stopped symbol, a jackpot game that opens the first jackpot opening 26 and the second jackpot opening 28 is executed.
[0018] In the following explanation, the judgment performed in response to the winning of a gaming ball into the first starting hole 21 will be referred to as the "first special pattern judgment," and the judgment performed in response to the winning of a gaming ball into the second starting hole 22 will be referred to as the "second special pattern judgment," and these will be collectively referred to as the "special pattern judgment."
[0019] The first large prize opening 26 is a special prize area that is opened according to the result of the special symbol determination. An opening / closing member 27, which is a plate that opens and closes the first large prize opening 26, is provided at the opening of the first large prize opening 26. The first large prize opening 26 is usually blocked by the opening / closing member 27, which maintains a closed position that forms the same plane as the game board 2. In contrast, when the first special symbol (or the second special symbol) as a jackpot symbol is stopped and displayed on the first special symbol display 41 (or the second special symbol display 42), a jackpot game is executed in which the opening / closing member 27 is operated to open the first large prize opening 26. During this jackpot game, a long open round game is executed in which the opening / closing member 27 maintains an open position (see FIG. 2) that opens the first large prize opening 26 and then returns to a closed position that blocks the first large prize opening 26. The long open round game in which the first large prize opening 26 is opened continues until a predetermined number of game balls (e.g., 10 balls) enter the first large prize opening 26 or until a predetermined time (e.g., 25 seconds) has elapsed since the first large prize opening 26 was opened (without the predetermined number of game balls entering the first large prize opening 26). In this way, during a jackpot game, a long open round game in which the first large prize opening 26 is long open is played. For this reason, a player can obtain more prize balls by hitting the right during a long open round game in which the first large prize opening 26 is long open, compared to when a jackpot game is not being played.
[0020] The second large prize opening 28 is a special prize area that is opened according to the result of the special symbol determination. An opening / closing member 29, which is a wing member that opens and closes the second large prize opening 28, is provided at the opening of the second large prize opening 28. The second large prize opening 28 is usually blocked by the opening / closing member 29 (see FIG. 4(A)). In contrast, when the first special symbol (or the second special symbol) is stopped and displayed as a jackpot symbol on the first special symbol display 41 (or the second special symbol display 42), the opening / closing member 29 is operated to open the second large prize opening 28, and a jackpot game is executed. During this jackpot game, a round game is executed in which the opening / closing member 29 maintains an open position (see FIG. 2, FIG. 4(B) and (C)) that opens the second large prize opening 28 and then returns to a closed position that blocks the second large prize opening 28.
[0021] As will be described later in detail, the round game in which the second large prize opening 28 is opened and closed includes a long opening round game in which the second large prize opening 28 is opened long so that a predetermined number of game balls (for example, 10 balls) can easily enter the second large prize opening 28, and a short opening round game in which the second large prize opening 28 is opened short so that it is extremely difficult for game balls to enter the second large prize opening 28. In the long opening round game in which the second large prize opening 28 is opened long, 100 prize balls (= 10 balls x 10 counts) are paid out by the player hitting the right. Therefore, the player can get more prize balls by hitting the right during the long opening round game in which the second large prize opening 28 is opened long, compared to when the jackpot game is not being played.
[0022] In the gaming machine 1 of this embodiment, when the main CPU 81 determines that a jackpot game is to be executed, the operation of the opening / closing member 27 and the opening / closing member 29 is controlled to execute a jackpot game in which the player can acquire gaming balls as a gaming medium.
[0023] On the other hand, in this embodiment, for the short opening round game in which the second large winning opening 28 is short-opened, the opening time during which the opening / closing member 29 maintains the open position for opening the second large winning opening 28 is set to an extremely short time of 0.1 seconds. Therefore, even if the player hits the right side during the short opening round game of the second large winning opening 28, basically, the game ball will not enter the second large winning opening 28, and the prize ball will not be paid out.
[0024] For ease of explanation, Fig. 2 shows the opening and closing members 27, 29 in the open position to open the large prize openings 26, 28 when the performance symbols are displayed variably on the display screen 70 of the image display device 7, but in reality, the opening and closing members 27, 29 are not in the open position while the performance symbols are displayed variably. Also, in each round of a big win game, either the first large prize opening 26 or the second large prize opening 28 is used, so in reality, these large prize openings are not opened at the same time as shown in Fig. 2.
[0025] An opening / closing member 23 (see FIG. 2) is disposed adjacent to the second starting port 22. This opening / closing member 23 is capable of changing its position between a closed position in which the opening / closing member 23 blocks the second starting port 22 and an open position (see FIG. 2) in which the opening / closing member 23 opens the second starting port 22.
[0026] The second starting hole 22 is usually closed by the opening / closing member 23. In contrast, when a game ball hit by a player to the right passes through the gate 25, a determination is made as to whether or not to open the second starting hole 22, although no prize balls are paid out. Here, if it is determined that the second starting hole 22 is to be opened, the opening / closing member 23 maintains an open position for a predetermined time and then returns to a closed position a predetermined number of times. In this way, the second starting hole 22 is in a state where it is difficult for game balls to pass through when the opening / closing member 23 is not operating, whereas the opening / closing member 23 operates to make it easier for game balls to pass through.
[0027] In the following description, the judgment that is executed on the condition that the gaming ball passes through the gate 25 will be referred to as a "normal symbol judgment."
[0028] The general winning opening 24 is always open like the first starting opening 21, and is a winning opening from which a predetermined number of prize balls (for example, 5 balls) are paid out when a game ball enters the general winning opening 24. However, unlike the first starting opening 21, etc., no judgment is made even if a game ball enters the general winning opening 24.
[0029] [Example of main display 40 configuration] Fig. 3 is an enlarged view of the main display 40 in Fig. 2. As illustrated in Fig. 3, the main display 40 includes a first special symbol display 41, a second special symbol display 42, a normal symbol display 43, a first special symbol reserve display 44, a second special symbol reserve display 45, a normal symbol reserve display 46, a round display 47, a game status display 48, a launch direction display 49, and the like.
[0030] The first special symbol display 41 is configured with eight LEDs indicated by "i to p", and when the first special symbol determination is performed, the result of the first special symbol determination is notified by displaying the symbols variably and then displaying the symbols showing the result of the first special symbol determination stationarily. Specifically, for example, the eight LEDs are turned on in sequence to display the symbols variably, and the symbols are displayed stationarily by turning on each LED in a combination according to the result of the first special symbol determination for a predetermined fixed time (for example, 0.5 seconds).
[0031] The second special symbol display 42 is configured with eight LEDs indicated by "a-h", and when the second special symbol determination is performed, the result of the second special symbol determination is notified by displaying the symbols in a variable manner and then displaying the symbols showing the result of the second special symbol determination in a static manner. Specifically, for example, the eight LEDs are turned on in sequence to display the variable manner, and the symbols are displayed in a static manner by turning on each LED in a combination according to the result of the second special symbol determination for a predetermined fixed time (for example, 0.5 seconds).
[0032] The first special symbol display 41 (or the second special symbol display 42) displays a "jackpot symbol" notifying a jackpot or a "miss symbol" notifying a miss as a symbol indicating the result of the first special symbol determination (or the second special symbol determination). Note that in the gaming machine 1, a plurality of jackpot symbols different from each other depending on the type of jackpot are prepared, and when a jackpot symbol is displayed, a jackpot game is played in which the first jackpot opening 26 and the second jackpot opening 28 are opened in an opening pattern according to the type of the jackpot symbol.
[0033] The normal pattern display 43 is configured with two LEDs indicated by "s~t", and when a normal pattern determination is made, the pattern is displayed variably and then a pattern indicating the result of the normal pattern determination is displayed stationarily to notify the result of the normal pattern determination. Specifically, for example, the two LEDs are alternately lit to display the variably changing patterns, and the patterns are displayed stationarily by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting mode according to the result of the normal pattern determination. Here, when a winning pattern is displayed stationarily, an auxiliary game is performed in which the second starting hole 22 is opened by operating the opening / closing member 23 in an opening pattern according to the current game state.
[0034] In the following description, the symbols displayed on the first special symbol display device 41 and the second special symbol display device 42 are called "special symbols", and the symbols displayed on the normal symbol display device 43 are called "normal symbols". In addition, the special symbol displayed on the first special symbol display device 41 may be called the "first special symbol", and the special symbol displayed on the second special symbol display device 42 may be called the "second special symbol" to distinguish between the two.
[0035] The first special symbol reserved indicator 44 is configured with two LEDs indicated by "u to v" and indicates the number of reserved first special symbol determinations by the lighting state of these LEDs. The second special symbol reserved indicator 45 is configured with two LEDs indicated by "w to x" and indicates the number of reserved second special symbol determinations by the lighting state of these LEDs. In this embodiment, the upper limit of these reserved numbers is set to "4". The regular symbol reserved indicator 46 is configured with two LEDs indicated by "q to r" and indicates the number of reserved regular symbol determinations by the lighting state of these LEDs.
[0036] The round indicator 47 displays the number of rounds indicating how many rounds will be played in the jackpot game that is played according to the jackpot corresponding to the jackpot symbol when the jackpot symbol is stopped and displayed on the first special symbol indicator 41 or the second special symbol indicator 42. In the gaming machine 1 of this embodiment, there are cases where a jackpot game including three rounds is played, a jackpot game including five rounds is played, and a jackpot game including ten rounds is played. For this reason, in this embodiment, the round indicator 47 is configured to have a 3R LED, a 5R LED, and a 10R LED, and the number of rounds is notified by lighting any one of these LEDs.
[0037] The game status indicator 48 is composed of three LEDs indicated by "a1 to a3," and indicates the game status of the gaming machine 1 by the lighting state of these LEDs. The launch direction indicator 49 is composed of two LEDs indicated by "y to z," and indicates the launch direction of the gaming ball by the lighting state of these LEDs. In other words, it indicates whether the state is for a left hit or a right hit.
[0038] [Example of the configuration of the presentation means included in the gaming machine 1] 1 and 2, the game board 2 and the front frame 31 are provided with a decorative member 13, a movable decorative member 14, a frame lamp 37, a speaker 38, a performance indicator 125, a performance first special chart reserve indicator 126, a performance second special chart reserve indicator 127, and the like, for performing various performances. In addition, an image display device 7 is provided behind the game board 2.
[0039] The decorative member 13 incorporates a panel lamp 5 (see FIG. 5) that is composed of multiple LEDs, and various light-based effects can be created by changing the lighting or blinking pattern of each LED or by changing the light color of each LED.
[0040] The movable decorative member 14 is disposed in front of the image display device 7 and behind the decorative member 13. The movable decorative member 14 has a plurality of built-in LEDs, and the movable decorative member 14 performs a predetermined performance by both or either of the movement of the movable decorative member 14 itself and the light. In this embodiment, a predetermined space in which the movable decorative member 14 can move is provided between the game board 2 and the display screen 70 of the image display device 7, and the movable decorative member 14 is configured to be movable up and down along the display screen 70. The movable decorative member 14 is usually disposed in an initial position (see FIG. 2) in which most of it is hidden behind the decorative member 13 and only the lower end of the movable decorative member 14 is visible. In contrast, when a notice performance with a relatively high jackpot reliability is executed using the image display device 7 and the speaker 38, the movable decorative member 14 emits light in a predetermined light emission pattern and falls to an operating position that covers most of the display screen 70.
[0041] The frame lamp 37 is composed of multiple LEDs built into various places in the front frame 31, and various light effects are created by changing the lighting or blinking pattern of each LED or by changing the light color of each LED.
[0042] The image display device 7 is a liquid crystal display device that displays an effect image on its display screen 70, and the player can view the display screen 70 through an opening formed in the center of the game board 2. This display screen 70 displays effect images including various display objects such as effect images that notify the judgment result of the special symbol judgment, characters and items, reserved images (reserved icons) displayed in the same number as the reserved number of the first special symbol judgment (or the second special symbol judgment), and change suggestion images (the icons) that suggest that the special symbol is being displayed in a variable manner. Note that the image display device 7 is not limited to a liquid crystal display device, and may be another image display device such as an EL display device, as long as it is capable of displaying effect images.
[0043] The speaker 38 outputs musical pieces, voices, sound effects, and other sound effects in synchronization with the display effects performed on the display screen 70 or asynchronously, to perform sound effects.
[0044] The effect display 125 is configured with two LEDs, and displays the patterns in a variable manner in accordance with the variable display of the special and effect patterns, and displays the patterns that notify the result of the special pattern determination in a static manner in accordance with the static display of the special and effect patterns. This effect display 125 notifies the result of the special pattern determination by the combination of the on / off of each LED and the lighting color.
[0045] The first special symbol reserved indicator 126 is configured with two LEDs, and by a combination of turning on and off each LED, it displays the reserved number of the first special symbol judgment, the same as that displayed on the first special symbol reserved indicator 44. The second special symbol reserved indicator 127 is configured with two LEDs, and by a combination of turning on and off each LED, it displays the reserved number of the second special symbol judgment, the same as that displayed on the second special symbol reserved indicator 45.
[0046] [Example of configuration of input means included in gaming machine 1] As illustrated in FIG. 1, the front frame 31 is provided with a first effect button 35 and a second effect button 36 as input means that can be input by the player. The first effect button 35 is a push button that the player presses to input operation information. The second effect button 36 is a push button that the player holds the grip of the second effect button 36 and presses the second effect button 36 to input operation information. In the gaming machine 1, effects may be performed in response to the operation of the first effect button 35 or the second effect button 36.
[0047] Although not shown in FIG. 1, in addition to the first effect button 35 and the second effect button 36, an operation lever 98 is provided on the front frame 31. This operation lever 98 is configured to have a grip and a lever button. The grip can be tilted in any of a number of directions, including the front, rear, left, and right, when held by the player. The lever button is provided at the upper end of the grip, and the player can input operation information (direction selection information) indicating that one of the directions has been selected by pressing the lever button with the thumb while tilting the grip in any direction. In addition, operation information (direction non-selection information) indicating that none of the directions has been selected can be input by pressing the lever button without tilting the grip from the initial position in any direction.
[0048] The configuration of the input means is not limited to that exemplified in this embodiment, and may be other. That is, for example, in this embodiment, the gaming machine 1 is described as having three input means, but the number of input means may be one, two, or four or more. Also, the input means is not limited to push buttons or operation levers, and may be other input means such as a touch panel capable of detecting a touch operation by a player, or an optical sensor capable of detecting a player's hand held over the display screen 70.
[0049] [Example of the internal configuration of the second major prize slot 28] Fig. 4 is an explanatory diagram for explaining the opening and closing control of second large prize opening 28 and V prize opening 287. An opening member 29 for opening and closing second large prize opening 28 is provided at the opening of second large prize opening 28 (see Fig. 1 and Fig. 4(A)). Also, as illustrated in Figs. 4(A) to (C), a second large prize opening sensor 281, a V prize opening sensor 283, an outlet sensor 284, a slide member 285, etc. are provided inside second large prize opening 28.
[0050] The second large winning opening sensor 281 detects a game ball that has entered the second large winning opening 28, and in this embodiment, 10 prize balls are paid out each time a game ball passes through the second large winning opening sensor 281. The V winning opening sensor 283 detects the passage of a game ball through the V winning opening 287 (an example of a special winning area) partitioned by the V winning opening sensor 283. The discharge opening sensor 284 detects the passage of a game ball through the discharge opening partitioned by the discharge opening sensor 284. The sliding member 285 guides a game ball that has passed through the second large winning opening sensor 281 to the V winning opening 287 or the discharge opening, and is configured to be slidable in the left-right direction (width direction of the gaming machine 1) in FIG. 4. Figures 4(A) and (B) show an example of the slide member 285 positioned in the right position to block the V winning opening 287, and Figures 4(C) and (D) show an example of the slide member 285 positioned in the left position to open the V winning opening 287.
[0051] When no big win game is being played or during a long open round game in which the first large prize opening 26 is long open, the second large prize opening 28 is closed by the opening / closing member 29, and the V prize opening 287 is closed by the slide member 285 (see FIG. 4(A)). In contrast, in a round game in which the second large prize opening 28 is opened and closed, the second large prize opening 28 and the V prize opening 287 can be in the following states.
[0052] Specifically, in a round game in which the second large prize opening 28 is opened and closed, as illustrated in Figures 4(A) and (B), the opening and closing member 29 may rotate with the slide member 285 positioned at the right position to open the second large prize opening 28. In this case, since the second large prize opening 28 is open but the V prize opening 287 is still blocked by the slide member 285, even if a game ball enters the second large prize opening 28, the game ball will not pass through the V prize opening 287 but will pass through the discharge opening sensor 284.
[0053] In a round game in which the second large prize opening 28 is opened and closed, as illustrated in Fig. 4 (B) and (C), the slide member 285 may move from the right position to the left position while the second large prize opening 28 is left open, and the V prize opening 287 may be opened. In this case, since both the second large prize opening 28 and the V prize opening 287 are open, the game ball that enters the second large prize opening 28 passes through the V prize opening 287 (i.e., is detected by the V prize opening sensor 283).
[0054] The V winning port sensor 283 functions as a so-called probability variable switch, and as described above, when the game ball enters the V when both the second large winning port 28 and the V winning port 287 are in an open state (when the game ball is detected by the V winning port sensor 283), the game is controlled in a "probability variable game state" described later after the big win game in which this V winning occurred ends. On the other hand, when the game ball does not enter the V when both the second large winning port 28 and the V winning port 287 are in an open state, the game is controlled in a "time-saving game state" described later after the big win game ends.
[0055] In addition, in a round game in which the second large prize opening 28 is opened and closed, as illustrated in Fig. 4(D), the opening and closing member 29 is not operating, so the second large prize opening 28 is closed and in a closed state, and the slide member 285 moves from the right position to the left position and the V prize opening 287 is opened and in an open state. In this case, although the V prize opening 287 is open, the second large prize opening 28 is in an entry-difficult state, so that the game ball cannot enter the second large prize opening 28.
[0056] In addition, the letter "V" is written in a position corresponding to the V winning hole sensor 283 on the transparent member provided in a position corresponding to the area containing the second large winning hole sensor 281, the V winning hole sensor 283, the discharge hole sensor 284, the slide member 285, etc. (see FIG. 2). Therefore, the player can easily identify the position of the V winning hole sensor 283 (the position of the V winning hole 287) by looking at the letter "V".
[0057] [Configuration of the control device equipped in the gaming machine 1] FIG. 5 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1. As shown in FIG. A control device for controlling the operation of the gaming machine 1 is provided on the back side of the gaming board 2. As illustrated in FIG. 5, the control device of the gaming machine 1 is composed of a main control board 80 for controlling the progress of a game using a gaming ball, a sub-control board 90 for controlling the overall presentation based on information from the main control board 80, an image and sound control board 100 for controlling the presentation by images and sounds, a lamp control board 120 for controlling the presentation by various lamps and movable members, and the like. In this embodiment, the main control board 80 functions as a game control unit for controlling the progress of the game, and the sub-control board 90, the image and sound control board 100, and the lamp control board 120 function as a presentation control unit for controlling the presentation. Note that the configuration of the control device is not limited to this, and for example, the sub-control board 90, the image and sound control board 100, and the lamp control board 120 may be composed of a single board.
[0058] <Configuration example of main control board 80> The main control board 80 includes a main CPU 81, a main ROM 82, and a main RAM 83. The main CPU 81 performs various arithmetic processing related to judgment and the number of prize balls to be paid out based on the programs stored in the main ROM 82. The main RAM 83 is used as a storage area for temporarily storing various data used when the main CPU 81 executes the programs, and as a working area for data processing, etc.
[0059] The main control board 80 is connected to the first start port sensor 211, the second start port sensor 221, the gate sensor 251, the first large prize port sensor 261, the second large prize port sensor 281, the V prize port sensor 283, the discharge port sensor 284, the general prize port sensor 241, the second start port solenoid 222, the first large prize port solenoid 262, the second large prize port solenoid 282, and the V prize port solenoid 286. Note that the gaming machine 1 of this embodiment is equipped with four general prize port sensors 241 corresponding to the four general prize ports 24, but in FIG. 5, for convenience of explanation, only one general prize port sensor 241 is shown.
[0060] The first start hole sensor 211 detects that a game ball has entered the first start hole 21 and outputs a detection signal to the main control board 80. The second start hole sensor 221 detects that a game ball has entered the second start hole 22 and outputs a detection signal to the main control board 80. The gate sensor 251 detects the passage of a game ball through the gate 25 and outputs a detection signal to the main control board 80. The first large prize hole sensor 261 detects that a game ball has entered the first large prize hole 26 and outputs a detection signal to the main control board 80. The second large prize hole sensor 281 detects that a game ball has entered the second large prize hole 28 and outputs a detection signal to the main control board 80. The V prize hole sensor 283 detects that a game ball has entered the V prize hole 287 and outputs a detection signal to the main control board 80. The outlet sensor 284 detects the passage of a gaming ball through the outlet and outputs a detection signal to the main control board 80. The general winning port sensor 241 detects that a gaming ball has entered the general winning port 24 and outputs a detection signal to the main control board 80.
[0061] The second start opening solenoid 222 is an electric solenoid connected to the opening / closing member 23 so as to be able to transmit a driving force, and operates the opening / closing member 23 based on a control signal from the main control board 80 to open and close the second start opening 22. The first large prize opening solenoid 262 is an electric solenoid connected to the opening / closing member 27 so as to be able to transmit a driving force, and operates the opening / closing member 27 based on a control signal from the main control board 80 to open and close the first large prize opening 26. The second large prize opening solenoid 282 is an electric solenoid connected to the opening / closing member 29 so as to be able to transmit a driving force, and operates the opening / closing member 29 based on a control signal from the main control board 80 to open and close the second large prize opening 28. The V prize opening solenoid 286 is an electric solenoid connected to the slide member 285 so as to be able to transmit a driving force, and operates the slide member 285 based on a control signal from the main control board 80 to open and close the V prize opening 287.
[0062] Although not shown in the figure, the gaming machine 1 is equipped with a payout control board that controls a drive motor that sends out gaming balls from a ball tank provided on the back side of the gaming board 2 to supply gaming balls to the upper tray 33 or the lower tray 34. When a detection signal is input from the first start hole sensor 211, the second start hole sensor 221, the first large prize hole sensor 261, the second large prize hole sensor 281, or the general prize hole sensor 241, the main CPU 81 instructs the payout control board to pay out a predetermined number of prize balls according to the location where the gaming ball has entered, and also manages the number of prize balls to be paid out based on information from the payout control board.
[0063] Moreover, the main CPU 81 acquires various random numbers as acquired information at the timing when a detection signal is input from the first start hole sensor 211, and executes a first special symbol determination using the acquired random numbers. Moreover, the main CPU 81 acquires various random numbers as acquired information at the timing when a detection signal is input from the second start hole sensor 221, and executes a second special symbol determination using the acquired random numbers. Here, the various random numbers are specifically a jackpot random number, a pattern random number, a reach random number, and a variation pattern random number.
[0064] The jackpot random number is a random number used to determine whether a jackpot is reached or not. The pattern random number is a random number used to determine the type of jackpot (such as the number of rounds of jackpot play and the game state after the jackpot play ends) when it is determined that there is a jackpot. The reach random number is a random number used to determine whether a reach effect or a no-reach effect will be performed when it is determined that there is a miss. The variation pattern random number is a random number used to determine the variation pattern of the special pattern when the special pattern is displayed in a varying manner.
[0065] The main CPU 81 acquires these random numbers at the timing when the game ball enters the first start hole 21 (or the second start hole 22), and first judges whether or not to execute a jackpot game based on whether or not the acquired jackpot random number matches a predetermined random number value (winning value) stored in the main ROM 82. Here, if it is judged that a jackpot game is to be executed based on the jackpot random number matching the winning value, the type of jackpot is determined based on which of the predetermined random number values (compared with the pattern random number) stored in the main ROM 82 the symbol random number acquired together with the jackpot random number matches.
[0066] On the other hand, when the main CPU 81 judges not to execute a jackpot game based on the fact that the acquired jackpot random number does not match the winning value, the main CPU 81 decides whether to perform a reach effect or a reach-less effect based on whether the reach random number acquired together with the jackpot random number matches a predetermined random number value (compared with the reach random number) stored in the main ROM 82. Furthermore, the main CPU 81 decides the variation pattern of the special symbol when the special symbol is variably displayed based on the variation pattern random number acquired together with the jackpot random number, regardless of the result of the judgment based on the jackpot random number. This determines the variation time of the special symbol.
[0067] When the main CPU 81 determines that a jackpot game will be played and determines the type of jackpot, it controls the opening and closing of first large prize opening 26 (operation of opening / closing member 27) via first large prize opening solenoid 262, the opening and closing of second large prize opening 28 (operation of opening / closing member 29) via second large prize opening solenoid 282, and the opening and closing of V prize opening 287 (operation of slide member 285) via V prize opening solenoid 286, thereby playing a jackpot game according to the type of jackpot.
[0068] In addition, the main CPU 81 acquires a random number (normal symbol random number) at the timing when a detection signal is input from the gate sensor 251, and executes a normal symbol determination using the acquired normal symbol random number. Then, when it is determined that the second start hole 22 is to be opened as a result of this normal symbol determination, the main CPU 81 executes an auxiliary game to open the second start hole 22 by controlling the opening and closing of the second start hole 22 (the operation of the opening and closing member 23) via the second start hole solenoid 222.
[0069] Also, the first special symbol display 41, the second special symbol display 42, the normal symbol display 43, the first special symbol reserve display 44, the second special symbol reserve display 45, the normal symbol reserve display 46, the round display 47, the game status display 48, and the launch direction display 49 are connected to the main control board 80. The main CPU 81 controls these displays 41 to 49 constituting the main display 40 to execute the display process described above based on FIG.
[0070] <Configuration example of the sub-control board 90> The sub-control board 90 includes a sub-CPU 91, a sub-ROM 92, a sub-RAM 93, and an RTC (real-time clock) 94. The sub-CPU 91 performs calculations for controlling the performance based on the programs stored in the sub-ROM 92. The sub-RAM 93 is used as a storage area for temporarily storing various data used by the sub-CPU 91 when executing the programs, and as a working area for data processing, etc. The RTC 94 measures the current date and time (date and time).
[0071] A first performance button detection sensor 96, a second performance button detection sensor 97, and an operation lever 98 are connected to the sub-control board 90. When the first performance button 35 (see FIG. 1) is operated, the first performance button detection sensor 96 outputs operation information (operation signal) indicating that to the sub-control board 90. When the second performance button 36 (see FIG. 1) is operated, the second performance button detection sensor 97 outputs operation information (operation signal) indicating that to the sub-control board 90. The operation lever 98 is configured with a detection sensor (not shown) that detects the direction in which the grip part is tilted, and the lever button, and when the operation lever 98 is operated, it outputs the direction selection information and direction non-selection information to the sub-control board 90 as operation information indicating that.
[0072] The sub-CPU 91 sets the presentation contents (presentation pattern) based on game information (various commands) related to special symbol determination, normal symbol determination, big win game, etc., transmitted from the main control board 80. At that time, there are also cases where the input of operation information from the first presentation button 35 or the second presentation button 36 is accepted, and the presentation contents according to the operation information are set. The sub-CPU 91 transmits commands to the image / sound control board 100 and the lamp control board 120 to instruct the execution of the presentation of the set presentation contents.
[0073] <Configuration example of image and audio control board 100> The image and audio control board 100 controls image display by the image display device 7 and controls the output of effect sounds by the speaker 38. In this embodiment, the image and audio control board 100 includes an image and audio control CPU 101, a control ROM 102, a control RAM 103, a VDP (Video Display Processor) 104, a CGROM 105, a VRAM 106, an audio DSP (Digital Signal Processor) 107, an audio ROM 108, an SDRAM 109, and an amplifier 110.
[0074] The control ROM 102 is composed of a mask ROM, and stores the control program of the image / audio control CPU 101, a display list generation program for generating a display list, and various tables such as a display list creation table used in the process of creating a display list. Here, the display list is composed of a group of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameters such as the type of image to be drawn, the position (coordinates) at which the image is drawn, the display priority, the display magnification, the rotation angle, the transparency, etc. The control RAM 103 is used as a storage area for temporarily storing various data used when the image / audio control CPU 101 executes the above control program, and as a working area for data processing, etc.
[0075] The image / audio control CPU 101 instructs the VDP 104 to display image data stored in the CGROM 105 on the image display device 7 based on the above control program, various tables such as the display list creation table, and commands received from the sub-control board 90. This instruction is mainly performed by outputting a display list. The image / audio control CPU 101 also instructs the audio DSP 107 to output audio data stored in the audio ROM 108 from the speaker 38.
[0076] The CGROM 105 stores performance data necessary for executing performances associated with the variable display of special symbols and performances associated with big win games. The CGROM 105 is composed of a flash memory, an EEPROM, an EPROM, a mask ROM, etc., and stores compressed sprite data (one piece of image data) consisting of a collection of pixel information in a predetermined range of pixels (e.g., 32 x 32 pixels), movie data consisting of a collection of multiple image data, etc. The pixel information is composed of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. The CGROM 105 also stores, without compression, palette data in which color number information that specifies a color number is associated with display color information for actually displaying a color.
[0077] It is also possible to compress only a part of the image data stored in the CGROM 105. As a method for compressing movie data, various known compression methods such as MPEG4 can be used.
[0078] The VRAM 106 is composed of an SRAM that can write and read image data at high speed, and although not shown in the figure, it is composed of a display list storage area, a development storage area, a frame buffer, etc.
[0079] The display list storage area temporarily stores the display list output from the image / audio control CPU 101. The expansion storage area stores image data that has been read out from the CGROM 105 and then expanded. The frame buffer is a frame buffer that is used for both drawing and displaying image data to be displayed on the display screen 70.
[0080] The VDP 104 expands the image data stored in the compressed state in the CGROM 105 and stores the expanded image data in the expanded memory area. The VDP 104 also performs drawing processing on the frame buffer using the image data stored in the expanded memory area based on the display list stored in the display list memory area. The VDP 104 also generates RGB signals as video signals indicating the color of the image from the image data stored in the frame buffer and outputs the generated RGB signals to the image display device 7.
[0081] An audio ROM 108, an SDRAM 109, and an amplifier 110 are connected to the audio DSP 107. The audio ROM 108 stores various audio data related to music, voice, sound effects, warning sounds, etc. The SDRAM 109 is used as a work area for data processing by the audio DSP 107. The audio DSP 107 reads audio data corresponding to an instruction from the image audio control CPU 101 from the audio ROM 108 to the SDRAM 109, executes data processing, and outputs the processed audio data to the speaker 38 (via the amplifier 110). The amplifier 110 adjusts the volume according to an instruction related to the volume obtained from the image audio control CPU 101 via the audio DSP 107, and outputs the audio data to the speaker 38.
[0082] In this embodiment, the case where the VDP is responsible for drawing management and the audio DSP is responsible for sound management will be described, but in other embodiments, a configuration in which the VDP is responsible for both drawing management and sound management may be adopted. In this case, there is no need to provide a separate audio DSP.
[0083] <Configuration example of lamp control board 120> The lamp control board 120 includes a lamp CPU 121, a lamp ROM 122, and a lamp RAM 123, and is connected to the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance display 125, the performance first special chart hold display 126, and the performance second special chart hold display 127. The lamp ROM 122 stores a program executed by the lamp CPU 121, light emission pattern data, operation pattern data, and the like. Here, the light emission pattern data is data indicating the light emission patterns of the frame lamp 37, the panel lamp 5, the LEDs built into the movable decorative member 14, and the like. The operation pattern data is data indicating the operation pattern of the movable decorative member 14, and the like.
[0084] The lamp CPU 121 performs calculations based on the program stored in the lamp ROM 122 when controlling the operation of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance display 125, the performance first special chart hold display 126, the performance second special chart hold display 127, etc.
[0085] The lamp CPU 121 reads out, from the light emission pattern data stored in the lamp ROM 122, light emission pattern data corresponding to the command received from the sub-control board 90 into the lamp RAM 123, and controls the light emission of the LEDs built into the frame lamp 37, the panel lamp 5, and the movable decorative member 14. The lamp CPU 121 also reads out, from the operation pattern data stored in the lamp ROM 122, operation pattern data corresponding to the command received from the sub-control board 90 into the lamp RAM 123, and controls the drive of the motor that operates the movable decorative member 14.
[0086] Also, the lamp CPU 121 controls the variable display and stop display of the symbols on the performance display device 125 based on commands from the sub-control board 90. Also, the lamp CPU 121 controls the display of the reserved number related to the first special symbol determination by the performance first special symbol reservation display device 126 and the display of the reserved number related to the second special symbol determination by the performance second special symbol reservation display device 127 based on commands from the sub-control board 90.
[0087] [About game status] Next, a description will be given of the gaming states of the gaming machine 1. In the gaming machine 1 of this embodiment, the game is controlled in one of three gaming states: a "normal gaming state", a "high probability gaming state", and a "time-saving gaming state".
[0088] The "normal game state" is a game state in which the special symbol determination is performed in a low probability state in which the probability of determining that a jackpot game will be executed is relatively low, and a support function (such as a function called "electric support") that supports the entry of a game ball into the second start hole 22 is not provided. In the normal game state, the probability of determining that a jackpot game will be executed by the special symbol determination is set to a relatively low probability (for example, 1 / 210) (see FIG. 6(A)). In addition, the probability of determining that the second start hole 22 will be opened by the normal symbol determination is set to a relatively low probability (for example, 1 / 11), the fluctuation time of the normal symbol is set to a relatively long time (for example, 20 seconds), and the opening time of the second start hole 22 when it is determined that the second start hole 22 will be opened is set to a relatively short time (for example, 0.1 seconds x 1 time).
[0089] The "probability change game state" is a game state in which the special symbol determination is performed in a high probability state in which the probability of determining that a jackpot game will be executed is relatively high, and the support function is given. That is, in the probability change game state, the probability of determining that a jackpot game will be executed by the special symbol determination is set to a relatively high probability (for example, 1 / 60) (see FIG. 6(A)). In addition, the probability of determining that the second start hole 22 will be opened by the normal symbol determination is set to a relatively high probability (for example, 11 / 11), the fluctuation time of the normal symbol is set to a relatively short time (for example, 1.5 seconds), and the opening time of the second start hole 22 when it is determined that the second start hole 22 will be opened is set to a relatively long time (for example, 1.5 seconds x 3 times).
[0090] The "time-saving game state" is a game state in which the special symbol determination is performed in the above-mentioned low probability state, and the electric chute support function is provided. That is, in the time-saving game state, the probability that a jackpot game is determined to be executed by the special symbol determination is set to a relatively low probability (e.g., 1 / 210). Also, the probability that the second start hole 12 is determined to be opened by the normal symbol determination is set to a relatively high probability (e.g., 11 / 11), the normal symbol fluctuation time is set to a relatively short time (e.g., 1.5 seconds), and the opening time of the second start hole 12 when it is determined to be opened is set to a relatively long time (e.g., 1.5 seconds x 3 times).
[0091] Comparing these game states with respect to the variation time of the special symbols, the variation time of the special symbols in the "probability variation game state" and the "time-saving game state" is likely to be set to a relatively short time compared to the variation time of the special symbols in the "normal game state". Note that the probability of determining that a special game will be executed (jackpot probability), the probability of determining that the second start hole 22 will be opened (winning probability of the normal symbol determination), the variation time of the normal symbols, and the opening time of the second start hole 22 shown in the explanation of each game state are merely examples, and it goes without saying that other probabilities and times may also be used.
[0092] In the following description, the state in which the support function is provided and therefore it is easy for the game ball to enter the second starting hole 22 is called a "high base state," and the state in which the support function is not provided and therefore it is difficult for the game ball to enter the second starting hole 22 is called a "low base state." In this embodiment, the "normal game state" corresponds to the low base state, and the "high probability game state" and the "time-saving game state" correspond to the high base state.
[0093] [Game flow] A game ball hit by a player with the right hand side will not enter the first starting hole 21, but may enter the second starting hole 22. However, in a low base state, the second starting hole 22 is difficult to open, and even if it does open, the opening time is short. For this reason, when the game is controlled in a low base state (which corresponds to the "normal game state" in this embodiment), the player will play by hitting with the left hand side, aiming at the first starting hole 21.
[0094] When a game ball hit from the left side during normal game mode enters the first starting hole 21, the main CPU 81 executes a first special pattern determination, and the first special pattern is displayed in a variable manner on the first special pattern display 41, and then a jackpot pattern or a losing pattern is displayed stationary as the first special pattern indicating the result of the first special pattern determination.
[0095] Here, if a losing symbol is displayed, the jackpot game will not be played and the game state will not change. On the other hand, if a jackpot symbol is displayed as the first special symbol, a jackpot game will be played for a predetermined number of rounds according to the jackpot symbol, and after the jackpot game ends, the game will be controlled in a "probable win game state" or a "time-saving game state."
[0096] In addition, when the game state transitions to the "probability change game state" or the "time-saving game state" due to the end of the big win game, that is, when the game state transitions from the low base state to the high base state, the above-mentioned support function that makes it easier for the game ball to enter the second start hole 22 makes it easier for the game ball to enter the second start hole 22 than the first start hole 21. Therefore, when the game is controlled in the high base state, the player plays the game by hitting the right side aiming at the second start hole 22. Also, when both the right to the first special symbol judgment and the right to the second special symbol judgment are reserved, the second special symbol judgment is executed in priority to the first special symbol judgment. Therefore, when the game is controlled in the probability change game state or the time-saving game state, the second special symbol judgment is basically executed.
[0097] As will be described later in detail, the jackpot symbols displayed on the second special symbol display 42 in the probability variable game state or the time-limited game state include probability variable jackpot symbols and normal jackpot symbols, and after the jackpot game ends, the game is controlled in the probability variable game state or the time-limited game state. The gaming machine 1 of this embodiment is configured as a so-called ST machine. Therefore, if a jackpot cannot be won in the probability variable game state or the time-limited game state, the game state is returned from the probability variable game state (or the time-limited game state) to the normal game state.
[0098] [About special pattern determination using random numbers] Next, the determination process using the jackpot random number and the pattern random number will be described with reference to Fig. 6. Here, Fig. 6 is an explanatory diagram for explaining the jackpot random number and the pattern random number. In the explanatory diagrams for each random number illustrated in Fig. 6 and subsequent figures, the possible range of the random number is set to a smaller range than the actual range in order to facilitate the explanation. In the gaming machine 1, when the gaming ball passes through the first start hole 21 (or the second start hole 22), the main CPU 81 acquires acquired information such as the jackpot random number, the pattern random number, the reach random number, and the variation pattern random number.
[0099] <Processing based on jackpot random numbers> The jackpot random number illustrated in Figure 6 (A) is a random number used in the jackpot determination process (step S308 in Figure 33) for determining whether or not a jackpot game will be executed, and is set separately for each of a low probability state in which the probability of determining that a jackpot game will be executed is relatively low and a high probability state in which the probability of determining that a jackpot game will be executed is relatively high.
[0100] In this embodiment, as shown in the upper part of FIG. 6(A), four winning values from "0" to "3" and 836 losing values from "4" to "839" are stored in the main ROM 82 for the low probability state. When the game is controlled in the low probability state (which corresponds to the "normal game state" and the "time-saving game state" in this embodiment), the main CPU 81 determines that a jackpot game will be executed if the jackpot random number acquired in response to the game ball passing through the first start hole 21 (or the second start hole 22) matches any of these four winning values. On the other hand, when the game is controlled in the low probability state, if the acquired jackpot random number matches any of the 836 losing values, the main CPU 81 determines that a jackpot game will not be executed.
[0101] In addition, for the high probability state (which corresponds to the "high probability game state" in this embodiment), as illustrated in the lower part of FIG. 6(A), 14 winning values from "0" to "13" and 826 losing values from "14" to "839" are stored in the main ROM 82. When the game is controlled in the high probability state, if the jackpot random number acquired in response to the game ball passing through the first start hole 21 (or the second start hole 22) matches any one of these 14 winning values, the main CPU 81 determines that a jackpot game will be executed. On the other hand, when the game is controlled in the high probability state, if the jackpot random number acquired matches any one of the 826 losing values, the main CPU 81 determines that a jackpot game will not be executed.
[0102] In this embodiment, the jackpot random number can take 840 values from "0" to "839" in both the low probability state and the high probability state (see FIG. 6(A)). Therefore, the jackpot probability in the low probability state is 1 / 210 (=4 / 840), and the jackpot probability in the high probability state is 1 / 60 (=14 / 840).
[0103] <Processing based on random numbers> When the main CPU 81 determines that a jackpot game is to be executed, it determines the type of jackpot based on which random number value, among the random number values preset for each type of jackpot, the symbol random number acquired together with the jackpot random number used in the determination, matches. In the gaming machine 1, different jackpot symbols are stopped and displayed on the first special symbol display 41 (or the second special symbol display 42) depending on the type of jackpot. Therefore, the type of jackpot is determined by selecting the first special symbol (or the second special symbol) to be stopped and displayed on the first special symbol display 41 (or the second special symbol display 42) as the jackpot symbol.
[0104] (Type of jackpot related to the first special pattern determination) As illustrated in FIG. 6(B), in this embodiment, there are two types of jackpots (jackpot patterns) that can be won in response to a game ball entering the first starting hole 21 during normal game play: "5R special" and "5R normal."
[0105] The "5R special jackpot" (see Figure 6(B)) is a jackpot in which, in response to the jackpot pattern X1 being stopped and displayed on the first special pattern display 41, a jackpot game is executed which is made up of a total of five long opening round games, including one long opening round game (first round round game) in which the second large prize opening 28 is long opened, and four long opening round games (second to fifth round round games) in which the first large prize opening 26 is long opened.
[0106] If the "5R probability change" is won, both the second big prize opening 28 and the V prize opening 287 are opened long in the first round of round play. Therefore, the player can pass the game ball through the V prize opening 287 by simply hitting the right side, and if even one game ball is detected by the V prize opening sensor 283 during the first round of round play, the game will be controlled in the "probability change game state" after the big win game ends.
[0107] In this embodiment, the number of times (ST times in FIG. 6(B)) that the second special symbol determination (or first special symbol determination) and the variable display of the second special symbol (or first special symbol) are executed in the "probable variable game state" after the end of the jackpot game related to the "5R probable variable" is set to 100 times, and if no jackpot is determined during the game, the probable variable game state continues until 100 special symbol determinations are executed. If all 100 special symbol determinations are misses, the game is then controlled in the "normal game state".
[0108] On the other hand, "5R normal" (see FIG. 6(B)) is a jackpot consisting of a total of five round games, including one short-open round game (first round game) in which the second large prize winning port 28 is short-opened and four long-open round games (second to fifth round games) in which the first large prize winning port 26 is long-opened, in response to the jackpot symbol X2 being stopped and displayed on the first special symbol display 41. When this "5R normal" is won, in the first round game, the game ball is not basically paid out because the second large prize winning port 28 does not win. Therefore, when "5R normal" is won, the number of long-open round games executed during the jackpot game is four, and it can be said that it is a jackpot of four rounds in effect.
[0109] When the "5R normal" is won, as the first round of round play, a short-open round play in which the second large winning hole 28 is short-opened is executed as described above. Therefore, the game ball does not enter the V during the jackpot game related to the 5R normal, and after the jackpot game related to the "5R normal" ends, the game is controlled in the "time-saving game state". In the gaming machine 1 of this embodiment, the number of time-saving times for the "5R normal" is set to 100 times, and when the jackpot game is executed in response to the jackpot pattern X2 (informing that the "5R normal" has been won) being stopped and displayed on the first special pattern display 41, if the jackpot game is not judged to be a jackpot during the game, the game is controlled in the time-saving game state until 100 second special pattern judgments (or first special pattern judgments) are executed after the jackpot game ends.
[0110] However, even if the right to control the game in the "probability change game state" after the end of the jackpot game is acquired by winning the "5R probability change", it is possible that a situation will occur in which the game ball is not detected by the V winning hole sensor 283 during the first round of round play due to ball clogging in the play area 3, for example. For this reason, in the gaming machine 1 of this embodiment, even if such a situation occurs, in order to create a state in which the player can easily aim for a jackpot after the end of the jackpot game, if the game ball does not enter the V during the first round of round play related to the "5R probability change", the game is controlled in the time-saving game state until 100 second special symbol judgments (or first special symbol judgments) are performed, as in the case of the end of the jackpot game related to the "5R normal".
[0111] In this embodiment, when the result of the first special symbol determination in the normal game state is a jackpot, a random number value for determining the type of the jackpot is stored in the main ROM 82. Specifically, as shown in FIG. 6B, 50 random number values are stored for the "5R special jackpot", and 50 random number values are stored for the "5R normal jackpot".
[0112] In this embodiment, the possible range of the pattern random number is set to 100 numbers from "0" to "99", and when a jackpot is determined based on the jackpot random number obtained in response to a gaming ball entering the first starting hole 21, the type of jackpot related to the first special pattern determination is selected as "5R special jackpot" at a rate of 50% (=50 / 100×100), and "5R normal" at a rate of 50% (=50 / 100×100) (see FIG. 6(B)).
[0113] Therefore, when the result of the first special pattern determination is a jackpot, the probability that the jackpot pattern X1 indicating "5R sure win" is stopped and displayed on the first special pattern display 41, and the probability that the jackpot pattern X2 indicating "5R normal" is stopped and displayed on the first special pattern display 41 are both 50%.
[0114] In this way, if the result of the first special pattern determination in the normal game state is "3R special A" or "3R normal," in either case, the high base state will be reached after the big win game ends, and the player will play by hitting to the right, aiming at gate 25 and second starting hole 22.
[0115] (Type of jackpot related to the second special pattern determination) As illustrated in FIG. 6(C), there are three types of jackpots related to the second special pattern determination that is executed in response to the game ball entering the second starting hole 22: “10R sure jackpot,” “3R sure jackpot,” and “3R normal jackpot.”
[0116] Here, the "10R special chance" (see Figure 6 (C)) is a jackpot in which, in response to the jackpot pattern Y1 being stopped and displayed on the second special pattern display 42, a jackpot game is executed which is made up of a total of 10 long opening round games, including one long opening round game (first round round game) in which the second large prize opening 28 (and the V prize opening 287) is long opened, and nine long opening round games (second to tenth round round games) in which the first large prize opening 26 is long opened.
[0117] The "3R special jackpot" (see Figure 6(C)) is a jackpot in which, in response to the jackpot pattern Y2 being stopped and displayed on the second special pattern display 42, a jackpot game is executed which is made up of a total of three long opening round games, including one long opening round game (first round round game) in which the second large prize opening 28 (and the V prize opening 287) is long opened, and two long opening round games (second and third round round games) in which the first large prize opening 26 is long opened.
[0118] In this way, when the "10R probability change" or "3R probability change" is won, both the second big prize winning port 28 and the V prize winning port 287 are opened for a long time during the first round of round play. Therefore, if the player hits the right during the first round of round play related to these big wins, he or she can easily obtain the right to play in the "probability change game state" after the big win game ends.
[0119] "3R normal" (see FIG. 6(C)) is a jackpot in which a jackpot game consisting of a total of three long opening round games including one short opening round game (first round round game) in which the second large prize winning port 28 (and the V prize winning port 287) is short opened and two long opening round games (second and third round round games) in which the first large prize winning port 26 is long opened in response to the jackpot symbol Y3 being stopped and displayed on the second special symbol display 42. When this "3R normal" is won, in the first round round game, the prize balls are not paid out because the game ball does not enter the second large prize winning port 28. Therefore, when the "3R normal" is won, the number of long opening round games executed during the jackpot game is two, and it can be said that it is a jackpot of two rounds in effect.
[0120] In addition, when the "3R normal" is won, as described above, a short-open round game in which the second large winning hole 28 is short-opened is executed as the first round of round play. Therefore, the game ball will not enter the V during the jackpot game related to the 3R normal, and after the jackpot game related to the "3R normal" ends, the game will be controlled in the "time-limited game state". This is the same as when the "5R normal" is won.
[0121] In this embodiment, when the result of the second special symbol determination is a jackpot, a random number value for determining the type of the jackpot is stored in the main ROM 82. Specifically, as shown in FIG. 6(C), 80 random number values are stored for the "10R probability", 10 random number values are stored for the "3R probability", and 10 random number values are stored for the "3R normal".
[0122] In this embodiment, as described above, the possible range of the pattern random number is set to 100 numbers from "0" to "99", and when a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the second starting hole 21, the type of jackpot related to the second special pattern determination is selected as "10R sure jackpot" at a rate of 80% (= 80 / 100 x 100), "3R sure jackpot" at a rate of 10% (= 10 / 100 x 100), and "3R normal" at a rate of 10% (= 10 / 100 x 100) (see Figure 6 (C)).
[0123] Therefore, when the result of the second special pattern determination is a jackpot, the probability that the jackpot pattern Y1 indicating "10R special chance" will be displayed stopped on the second special pattern display 42 is 80%, the probability that the jackpot pattern Y2 indicating "3R special chance" will be displayed stopped on the second special pattern display 42 is 10%, and the probability that the jackpot pattern Y3 indicating "3R normal" will be displayed stopped on the second special pattern display 42 is 10%.
[0124] <Processing based on reach random numbers> When the main CPU 81 determines that the jackpot random number obtained in response to the game ball passing through the first start hole 21 (or the second start hole 22) matches the losing value (see Figure 6 (A)), i.e., when it determines that a jackpot game will not be executed, it determines whether to execute a reach-enabled presentation or a no-reach-enabled presentation based on whether the reach random number obtained together with the jackpot random number used in the determination matches a random number value corresponding to a reach-enabled presentation or a random number value corresponding to a no-reach-enabled presentation.
[0125] Although not shown in the figure, in this embodiment, 10 random number values are stored in the main ROM 82 for the reach-enabled effects, and the main CPU 81 determines to perform the reach-enabled effects when the acquired reach random number matches any of the 10 random number values. Also, 90 random number values are stored for the non-reach effects, and the main CPU 81 determines to perform the non-reach effects when the acquired reach random number matches any of the 90 random number values. In this embodiment, the possible range of the reach random number is set to "0" to "99", and when it is determined that a jackpot game is not to be played, the probability that the reach effects are performed is 10% (=10 / 100×100), and the probability that the reach effects are not performed (the probability that the non-reach effects are performed) is 90% (=90 / 100×100).
[0126] When the main CPU 81 determines to perform a reach-with-effect performance, it selects, as the special symbol variation pattern, a variation pattern in which a variation pattern of a performance symbol accompanied by a reach-with effect is selected by the sub-control board 90. Conversely, when it determines to perform a non-reach-without-reach performance, it selects, as the special symbol variation pattern, a variation pattern in which a variation pattern of a performance symbol not accompanied by a reach-with effect is selected by the sub-control board 90.
[0127] [About the game flow] Next, the flow of the game will be described with reference to FIG. 7. Here, FIG. 7 is an explanatory diagram for explaining the flow of the game in the gaming machine 1. Due to the board configuration of the game board 2, the game ball shot into the left game area 3L can win the first start hole 21, while the game ball shot into the right game area 3R cannot win the first start hole 21. Also, in the normal game state, the second start hole 22 is unlikely to be in an open state, and even if it is in an open state, the opening time of the second start hole 22 is extremely short, and the possibility of the game ball winning the second start hole 22 is extremely low. Therefore, there is no advantage for the player to hit the right in the normal game state. As is clear from these, the normal game state is a left-side advantageous state in which it is easier to hit a jackpot by shooting a game ball into the left game area 3L than by shooting it into the right game area 3R (special pattern determination is easier to be executed). For this reason, the player hits the left in the normal game state.
[0128] When a game ball shot from the left side enters the first starting hole 21 during normal game play, a first special symbol determination is executed, and after the first special symbol is variably displayed on the first special symbol display 41, the first special symbol indicating the result of the first special symbol determination is displayed as a stopped symbol. Here, if the result of the first special symbol determination is a "miss", a stop symbol is displayed as the first special symbol. On the other hand, if the result of the first special symbol determination is a "jackpot", one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is displayed as a stopped jackpot symbol, and a jackpot game corresponding to the stopped jackpot symbol is executed. These jackpot games are as described above with reference to FIG. 6(B).
[0129] When the result of the first special pattern determination in the normal game state is a "jackpot," there are times when a jackpot pattern indicating a special jackpot (jackpot pattern X1: see FIG. 6(B)) is displayed stopped (see FIG. 7(A)), and times when a jackpot pattern indicating a normal jackpot (jackpot pattern X2: see FIG. 6(B)) is displayed stopped (see FIG. 7(D)).
[0130] Here, when the jackpot symbol X1 that notifies the probability of a jackpot is stopped and displayed, the jackpot game described above is executed based on Fig. 6(B). When this jackpot game is executed, the game is controlled in the probability game state after the jackpot game ends, on the condition that the game ball enters the V during the long opening round game (during the first round game) in which the second large winning hole 28 and the V winning hole 287 are long opened (see Fig. 7(B)). As described above, this probability game state continues until 100 special symbol judgments (and the variable display of the special symbol) are performed, unless a jackpot is judged during the process. On the other hand, even if a jackpot game including the above-mentioned long open round game is executed, if the game ball does not enter the V due to, for example, ball clogging in the game area 3, after the jackpot game ends, the game is controlled in a time-saving game state that can continue until the second special pattern determination (or the first special pattern determination) is executed 100 times (see Figure 7 (C)).
[0131] Here, in the probability variation game state, the winning probability of the normal symbol judgment, which is performed on the condition that the game ball passes through the gate 25, is set to a relatively high probability (11 / 11 in this embodiment), and the opening time of the second starting hole 22 in the case of winning the normal symbol judgment is set to a relatively long time (1.5 seconds x 3 times in this embodiment). Therefore, the probability variation game state is a right-side advantageous state in which it is easier to hit a jackpot by shooting the game ball into the right game area 3R than by shooting it into the left game area 3L (special symbol judgment is easier to execute). Therefore, when the game is controlled in the probability variation game state, the player hits from the right. This is also the case when the game is controlled in the time-saving game state, which is a high base state like the probability variation game state.
[0132] When the game is controlled in the probability variable game state, if the game ball hit from the right enters the second starting hole 22, the second special symbol determination is executed, and the second special symbol is displayed variably on the second special symbol display 42, and then the second special symbol indicating the determination result of the second special symbol determination is displayed stationary. Here, if the determination result of the second special symbol determination is "miss", a miss symbol is displayed stationary as the second special symbol. On the other hand, if the determination result of the second special symbol determination is "jackpot", there are two cases: when one of the jackpot symbols Y1 to Y2 (see FIG. 6(C)) is displayed stationary to result in a probability variable jackpot (see FIG. 7(F)), and when the jackpot symbol Y3 (see FIG. 6(C)) is displayed stationary to result in a normal jackpot (see FIG. 7(G)).
[0133] If the game ball enters the V during the jackpot game related to the above-mentioned probability jackpot, the game is controlled again in the probability jackpot game state after the jackpot game ends (see FIG. 7(B)), and if the game ball does not enter the V during the jackpot game, the game is controlled in the time-saving game state after the jackpot game ends (see FIG. 7(C)). On the other hand, since the game ball does not enter the V during the jackpot game related to the above-mentioned normal jackpot, the game is controlled in the time-saving game state after the jackpot game ends (see FIG. 7(E)).
[0134] When the game is controlled in the time-saving game state, if the game ball hit from the right enters the second starting hole 22, the second special symbol determination is executed, and the second special symbol is displayed variably on the second special symbol display 42, and then the second special symbol indicating the result of the second special symbol determination is displayed stationary. Here, if the result of the second special symbol determination is "miss", the miss symbol is displayed stationary as the second special symbol. On the other hand, if the result of the second special symbol determination is "jackpot", one of the jackpot symbols Y1 to Y3 (see FIG. 6(C)) is displayed stationary, resulting in a special jackpot or a normal jackpot, and the jackpot game is executed in the same manner as when one of the jackpot symbols Y1 to Y3 is displayed stationary in the special jackpot game state. Here, if any of the jackpot patterns Y1 to Y2 relating to the special jackpot is displayed (see FIG. 7(I)), then on condition that the game ball enters the V during the jackpot game, the game will be controlled in the special jackpot game state after the jackpot game ends (see FIG. 7(J)), and if the game ball does not enter the V during the jackpot game (see FIG. 7(K)), then the game will be controlled again in the time-saving game state after the jackpot game ends.
[0135] On the other hand, when the jackpot pattern Y3 associated with a normal jackpot is displayed in the time-saving play state (see FIG. 7(M)), since the game ball does not enter the V during the jackpot play, the game is controlled again in the time-saving play state after the jackpot play ends (see FIG. 7(E)).
[0136] In addition, if no jackpot is determined to be a jackpot during the time-saving game state, which continues until 100 special pattern determinations (and changing display of special patterns) have been made, the game state will be returned from the time-saving game state to the normal game state (see Figure 7 (L)).
[0137] [About the changing effects] In the gaming machine 1 of this embodiment, various effects are performed on the display screen 70 as the first special pattern (or second special pattern) is displayed in a changing manner and then stopped. Here, we will explain the changing effects performed on the display screen 70 as the first special pattern is displayed in a changing manner.
[0138] In the gaming machine 1, when a game ball enters the first starting hole 21 and a first special symbol determination is executed, the first special symbol is displayed variably on the first special symbol display 41, and then the first special symbol indicating the determination result of the first special symbol determination is displayed stationary. The display screen 70 is provided with a performance symbol display area 73 (see FIG. 2) in which a performance symbol notifying the determination result of the first special symbol determination (or the second special symbol determination) is displayed, and the display screen 70 performs a variable performance including a variable display of the performance symbol in association with the variable display of the first special symbol (see FIG. 2). Then, when the first special symbol is displayed variably for a variable time according to the variable pattern selected when the first special symbol determination is executed, the performance symbol is displayed stationary in a manner indicating the determination result of the first special symbol determination in association with the first special symbol being displayed stationary.
[0139] During such a variable display of the performance symbols, a so-called reach performance may be performed. Specifically, in the performance symbol display area 73 of the display screen 70, for example, three horizontal rows of a part of the pattern row of the performance symbols in which the numbers 1 to 9 are written vertically from bottom to top are displayed, and when the variable display of the first special symbol is started, these pattern rows are displayed (scrolled) to scroll from top to bottom. On the other hand, when the reach performance is performed, before all the performance symbols are stopped and displayed, first, for example, the performance symbols in the left row (left pattern) and the performance symbols in the right row (right pattern) are pseudo-stopped in order or simultaneously so as not to stop completely. FIG. 2 illustrates a state in which three symbols are pseudo-stopped as the left pattern and three symbols are pseudo-stopped as the right pattern, and the pattern row in the middle row continues to be scrolled. In addition, a pseudo stop is a performance in which the performance pattern sways in place with almost no movement, and in the following explanation, it may be called a pseudo stop to distinguish it from a real stop (which may simply be called a "stop display") in which the performance pattern comes to a complete stop.
[0140] When the same effect symbols as the left and right symbols stop pseudo-on the winning line, a reach is established, and a reach effect is performed, in which the player hopes that three identical effect symbols will line up. This reach effect is an effect in which the reach symbols (left and right symbols) are pseudo-stopped, and the effect symbols (middle symbols) that make up the middle row of symbols are scrolled at a slow speed so that the player can identify them, and finally, a middle symbol that is common to the reach symbol or a middle symbol that is different from the reach symbol stops on the winning line to notify the player of the result.
[0141] Although detailed explanations are omitted, in addition to the performance symbols, other display objects such as characters and items are used in such reach performances. In the following explanation, in the variable performance in which the reach performance is performed, the performance performed before the reach is established may be called the "pre-reach performance."
[0142] The types of reach effects will be described in detail later, but when the result of the first special symbol determination is "miss," three effect symbols showing reach miss numbers (e.g., "323") are pseudo-stopped to notify a miss, and these three effect symbols are stopped as the miss symbol is stopped and displayed as the first special symbol. On the other hand, when the reach effect is not performed, three effect symbols showing a scatter pattern (e.g., "629") are pseudo-stopped to notify a miss, and these three effect symbols are stopped as the miss symbol is stopped and displayed as the first special symbol. In this way, when it is determined that a jackpot game is not to be played, a miss notification effect is executed in which the three effect symbols are pseudo-stopped with reach miss numbers or scatter patterns showing a miss, and then stopped as a miss, to notify a miss (a jackpot game is not being played).
[0143] When this miss notification effect is executed, the jackpot game is not executed, and if the right to determine the first special pattern is reserved, the first special pattern and the effect pattern are displayed statically for a predetermined fixed time (for example, 0.5 seconds), after which the reserved first special pattern determination is made, and the next varying display of the first special pattern corresponding to this determination begins.
[0144] On the other hand, when the result of the first special symbol determination is "jackpot," a reach effect is usually executed during the variable display of the first special symbol, and three effect symbols showing a repeat number (for example, "333") are pseudo-stopped to notify a jackpot, and these three effect symbols are stopped for real as the jackpot symbol is stopped and displayed as the first special symbol. In this way, when it is determined that a jackpot game is to be executed, a win notification effect is executed in which the three effect symbols are pseudo-stopped in a manner indicating a jackpot and then stopped for real to notify a jackpot (that a jackpot game is being executed). When this win notification effect is executed, a jackpot game is executed.
[0145] So far, we have explained about the changeover performance including the performance in which the decorative pattern is changed and then displayed stationary as the first special pattern is changed and then displayed stationary. However, the same changeover performance is also performed when the second special pattern is changed and then displayed stationary.
[0146] [Screen configuration of display screen 70] 2 illustrates an example of the screen configuration of the display screen 70 in the normal game state. When the game is controlled in the normal game state, as illustrated in FIG. 2, a reserved icon display area 71, the icon display area 72, and a performance pattern display area 73 are formed on the display screen 70. As described above, the performance pattern display area 73 is a display area in which the left pattern constituting the left pattern row, the middle pattern constituting the middle pattern row, and the right pattern constituting the right pattern row are displayed.
[0147] <Pending icon display area 71> The reserved icon display area 71 is a display area where a reserved icon indicating that the first special symbol determination is reserved is displayed. In the gaming machine 1, when a game ball enters the first start hole 21 in a situation where the special symbol determination and the special symbol variable display cannot be started immediately, such as during the variable display of the special symbol or during a big win game, the right to the first special symbol determination is reserved up to a predetermined number (four in this embodiment).
[0148] In this way, when the right to the first special symbol determination is reserved, the reserved icon display area 71 displays the same number of reserved icons as the number of reserved first special symbol determinations indicated by the first special symbol reservation indicator 44. FIG. 2 illustrates a state in which two reserved icons are displayed in the reserved icon display area 71 to indicate that the number of reserved first special symbol determinations is "2".
[0149] In addition, if the reserved icon is displayed in the reserved icon display area 71 when a highly reliable reach performance such as an SPSP reach described later is being performed, not only is the display area used for the reach performance limited, but the display of the reserved icon may also reduce the interest of the reach performance. For this reason, in the gaming machine 1 of this embodiment, the display object (in this embodiment, the base of the reserved icon) and the reserved icon constituting the reserved icon display area 71 are displayed during a normal reach or SP reach, while as the reach performance progresses from a normal reach or SP reach to an SPSP reach, the display object and the reserved icon constituting the reserved icon display area 71 are erased from the display screen 70, and after the SPSP reach is ended, the display object and the reserved icon constituting the reserved icon display area 71 are displayed again.
[0150] Also, when the game is controlled in the normal game state, basically, no game ball will enter the second starting hole 22. Therefore, in the normal game state, basically, the right to judge the second special symbol is not reserved, and the reserved icon related to the second special symbol judgment is not displayed on the display screen 70, and a display area for displaying this reserved icon is not formed.
[0151] <Icon display area 72> The icon display area 72 is a display area that displays the icon as a variation suggesting image that suggests that the first special symbol is being displayed in a variable manner. The icon is displayed in the icon display area 72 with the start of the variable display of the first special symbol, and is erased from the icon display area 72, for example, at the timing when the first special symbol is stopped and displayed. However, the timing of erasing the icon is not limited to this, and the icon may be erased during the variable display of the first special symbol, for example, the icon may be erased during the development of an SPSP reach, which will be described later, or in the middle of an SPSP reach.
[0152] Incidentally, when a game ball enters the first starting hole 21 in a state where the variable display of the special symbol is not being performed and the right to judge the special symbol is not reserved, the icon is displayed in the icon display area 72 as the variable display of the first special symbol begins. On the other hand, when the variable display of the symbol corresponding to the reserved icon displayed in the icon display area 72 ends in a state where the reserved icon is displayed in the reserved icon display area 71, the first special symbol judgment corresponding to the reserved icon displayed in the reserved icon display area 71 (the reserved icon displayed in the position closest to the icon display area 72) is executed. Then, as the variable display of the first special symbol begins in response to the execution of this first special symbol judgment, the most reserved icon is shifted from the reserved icon display area 71 to the icon display area 72 and is displayed as the new icon. In this way, the reserved icon (here, the icon) shifted to the icon display area 72 is displayed larger than when it was displayed in the reserved icon display area 71 (see FIG. 2). Therefore, it is possible to make the player pay more attention to the icon displayed in the icon display area 72 than to the reserved icon displayed in the reserved icon display area 71.
[0153] In addition, if a reserved icon other than the most recent reserved icon is displayed in the reserved icon display area 71, as the most recent reserved icon shifts to the icon display area 72, the other reserved icons in the reserved icon display area 71 shift toward the icon display area 72. As is clear from the explanation so far, in the gaming machine 1, an icon corresponding to the reserved icon displayed in the reserved icon display area 71 may be displayed in the icon display area 72, so in the following explanation, when there is no need to distinguish between the reserved icon and the icon, they may be collectively referred to simply as "icons."
[0154] (About the icon change effect) By the way, the reserved icon is usually displayed as a white reserved icon (default reserved icon). In contrast, when a reserved icon is displayed in the reserved icon display area 71, an icon change effect may be performed in which the color of the reserved icon changes. When this icon change effect is performed, the white reserved icon changes to a reserved icon of a color that suggests the reliability of a jackpot, such as blue, green, or red. The colors that suggest the reliability of a jackpot, as exemplified here, are arranged in order from low to high reliability of a jackpot. Red is likely to be selected when the judgment result of the first special pattern judgment corresponding to the red reserved icon is a "jackpot" or when the variation time of the special pattern is set to a relatively long time even if the result is a "miss". Green is likely to be selected when the variation time of the special pattern is set to a medium time even if the result is a "jackpot" or a "miss". Blue is likely to be selected when the result is a "miss" or when the result is a "miss" and the variation time of the special pattern is set to a relatively short time. In this embodiment, the jackpot reliability of a white reserved icon is set to approximately 1%, the jackpot reliability of a blue reserved icon is set to approximately 3%, the jackpot reliability of a green reserved icon is set to approximately 15%, and the jackpot reliability of a red reserved icon is set to approximately 45%.
[0155] Here, an example has been described in which the reserved icon changes color only once when the reserved icon is displayed in the reserved icon display area 71, but in the gaming machine 1 of this embodiment, other icon change effects may be performed. That is, for example, when a white reserved icon is displayed in the reserved icon display area 71, the icon change effect may be performed in which the display color of the reserved icon changes multiple times, such as changing to a blue reserved icon and then to a green reserved icon. Also, when a white reserved icon that has shifted from the reserved icon display area 71 to the icon display area 72 is displayed as the icon, an icon change effect may be performed in which the display color of the reserved icon changes.
[0156] In addition, there may be cases where an icon change effect is performed in which the display color of the reserved icon displayed in the reserved icon display area 71 changes, and then the display color of the reserved icon changes when it shifts to the icon display area 72 and is displayed as the icon, in other words, an icon change effect is performed in which the reserved icon is initially displayed in a display color other than white (e.g., blue), or an icon change effect is performed in which the display color of a reserved icon whose initial color is other than white is changed.
[0157] In this way, the gaming machine 1 of this embodiment can display on the display screen 70 reserved information indicating that the right to judge a special symbol is reserved, and can change the display mode of the reserved information. In the following description, a reserved icon or icon whose display color is a color other than white may be called a "special icon" to distinguish it from a normal reserved icon or icon whose display color is white.
[0158] [Flow of the presentation accompanying the change in the first special symbol] 8 is an explanatory diagram illustrating the flow of various effects such as reach effects in a normal gaming state. When a first special symbol determination is executed in a normal gaming state, the first special symbol is displayed in a variable manner and then the first special symbol is displayed stationary in a manner showing the determination result of the first special symbol determination. In response to this, on the display screen 70, as the variable display of the first special symbol starts, the variable display of the effect symbols (scrolling display of three symbol rows) starts in the effect symbol display area 73 (see FIG. 8(A)).
[0159] Here, if the result of the first special symbol determination is a "miss," for example, different performance symbols are pseudo-stopped as the left and right symbols on the active line, and in this non-reach state, only the middle row of symbols is scrolled and displayed (see FIG. 8(B)). When this non-reach performance (variable performance not including a reach performance) is performed, three performance symbols showing a scatter pattern are pseudo-stopped at the end of the variable display of the first special symbol, and a miss notification performance (see FIG. 8(C)) is performed in which these three performance symbols are actually stopped as a miss symbol is stopped and displayed as the first special symbol.
[0160] On the other hand, if the result of the first special symbol determination is a "jackpot" or if it is determined that a reach effect (variable effect including a reach effect) will be performed despite the result being a "miss," a pre-reach effect (see FIG. 8(D)) is performed during the variable display of the first special symbol, in which, for example, a predetermined left symbol is pseudo-stopped on the effective line of the effect symbol display area 73, and then a right symbol, which is the same effect symbol as the left symbol, is moved onto the effective line. Then, when the same left and right symbols are pseudo-stopped on the effective line, a reach is established (see FIG. 8(E)). Then, when a reach is established in this way, a predetermined reach effect is performed, which makes the player expect that a middle symbol, which is the same effect symbol as the reach symbol (left and right symbols), will stop on the effective line and the symbols will be aligned.
[0161] In this embodiment, four types of reach effects are prepared as reach effects that can be executed in conjunction with the varying display of the first special symbol: normal reach, character reach, SP reach, and SPSP reach (see FIG. 8).
[0162] The normal reach (see FIG. 8(F)) is the reach performance with the lowest jackpot reliability among the above four types of reach performance (for example, jackpot reliability: about 2%). When a reach is established, a normal reach is performed first (see FIG. 8(E) and (F)), and during the normal reach, the scroll speed of the middle row of symbols that was scrolling between the two reach symbols (left symbol and right symbol) at high speed gradually decreases.
[0163] Here, if the result of the first special pattern determination is a "miss," and for example, a pattern of change with a change time of 30 seconds is selected at the start of the display of the first special pattern change, a middle pattern different from the reach pattern is pseudo-stopped on the valid line to display a performance pattern of a reach miss (for example, "434"), and a miss notification performance (see Figure 8(G)) is performed in which these performance patterns are actually stopped.
[0164] On the other hand, if the result of the first special pattern determination is a "jackpot," and, for example, a variation pattern with a variation time of 30 seconds is selected at the start of the display of the first special pattern variation, a middle pattern that is the same as the reach pattern is pseudo-stopped on the active line to display a repeat number (for example, "444") performance pattern, and a win notification performance (see Figure 8 (H)) is performed in which these performance patterns are actually stopped.
[0165] In addition, when a variation pattern in which the variation time of the first special symbol is relatively long is selected, the normal reach does not perform a winning notification performance or a losing notification performance, and develops into another reach performance with a higher jackpot reliability than the normal reach. The development reach from the normal reach is a character reach, an SP reach, or an SPSP reach.
[0166] Among the four types of reach effects mentioned above, the character reach (see Figure 8(I)) is the reach effect with the second lowest reliability of a jackpot after the normal reach (for example, jackpot reliability: approximately 4%). When this character reach develops, a specified action is taken in which an animated character attempts to stop the middle symbol that is the same as the reach symbol, and the result is announced depending on whether or not the action is successful.
[0167] In this embodiment, as shown in Fig. 8(I), three types of character reaches are provided: character A reach, in which character A performs the above action, character B reach, in which character B performs the above action, and character C reach, in which character C performs the above action, and whichever character reach is developed into, the jackpot reliability is about 4%. However, the jackpot reliability of these character reaches does not necessarily have to be the same, and a configuration may be adopted in which the jackpot reliability differs depending on the type of character appearing in the character reach, for example, the jackpot reliability increases in the order of character A reach, character B reach, and character C reach.
[0168] When it develops into a character reach, the probability of it winning is relatively low at about 4%, so in most cases, the character reach does not develop into another reach effect, and a miss notification effect is performed in the character reach (see Figures 8(I) and (C)). On the other hand, if the result of this first special pattern determination is a "jackpot," a win notification effect may be performed in the character reach (see Figures 8(I) and (H)). Also, if the result of this first special pattern determination is a "jackpot" or "miss," and a variation pattern with a relatively long variation time is selected as the variation pattern of the first special pattern, the reach effect will develop from the character reach to an SP reach (see Figure 8(J)) or an SPSP reach (see Figure 6(K)).
[0169] The SP reach (see Figure 8(J)) is a reach effect with a higher jackpot reliability than the character reach (for example, jackpot reliability: about 15%), and the outcome is announced based on the outcome of a battle between the main character and an enemy character. There are two types of SP reach: it can develop from a normal reach via a character reach to an SP reach (see Figures 8(F), (I), and (J)), and it can develop directly from a normal reach to an SP reach without going through a character reach (Figures 8(F) and (I)).
[0170] In this embodiment, as illustrated in Fig. 8(J), three types of SP reaches are prepared: a first SP reach, a second SP reach, and a third SP reach. Here, the first SP reach is an SP reach in which the main character battles an enemy character A, the second SP reach is an SP reach in which the main character battles an enemy character B, and the third SP reach is an SP reach in which the main character battles an enemy character C. In this embodiment, the jackpot reliability is about 15% regardless of which of these three types of SP reaches develops, but it is also possible to adopt a configuration in which the jackpot reliability differs depending on the type of enemy character that the main character battles, for example, the jackpot reliability increases in the order of the first SP reach, the second SP reach, and the third SP reach.
[0171] In this embodiment, if any of these SP reaches develop, the SP reach does not develop into other reach effects, and the winning or losing is notified at the end of the SP reach. Specifically, if the result of the first special symbol determination performed at the start of the current symbol change is a "big win," a winning effect is performed at the end of the SP reach, showing the main character winning the battle with the enemy character, and then a winning notification effect (see FIG. 8(H)) is performed. On the other hand, if the result of the first special symbol determination performed at the start of the current symbol change is a "loss," a losing effect is performed at the end of the SP reach, showing the main character losing the battle with the enemy character, and then a losing notification effect (see FIG. 8(C)) is performed.
[0172] In the gaming machine 1 of this embodiment, when the result of the first special symbol determination is a "jackpot", a pattern with a relatively long change time is likely to be selected as the change pattern of the first special symbol, and conversely, a pattern with a relatively short change time is unlikely to be selected. Also, when the result of the first special symbol determination is a "miss", a pattern with a relatively long change time is unlikely to be selected as the change pattern of the first special symbol, and conversely, a pattern with a relatively short change time is likely to be selected.
[0173] As such, since the gaming machine 1 of this embodiment has the above-mentioned features regarding the selection of the variation pattern of the first special pattern, it can be said that the reliability of a jackpot is higher when a normal reach progresses to an SP reach via a character reach than when a normal reach progresses directly to an SP reach without passing through a character reach.
[0174] On the other hand, the SPSP reach (see Figure 8 (K)) has the highest probability of winning among the four types of reach effects mentioned above (for example, probability of winning: approximately 35%), and the outcome is announced based on the outcome of a battle between the main character and the enemy character.
[0175] In this embodiment, as illustrated in Fig. 8(K), three types of SPSP reaches are prepared: a first SPSP reach, a second SPSP reach, and a third SPSP reach. Here, the first SPSP reach is an SPSP reach in which the main character battles an enemy character D, the second SPSP reach is an SPSP reach in which the main character battles an enemy character E, and the third SPSP reach is an SPSP reach in which the main character battles an enemy character F. In this embodiment, the jackpot reliability is about 35% regardless of which of these three types of SPSP reaches develops, but a configuration may be adopted in which the jackpot reliability differs depending on the type of enemy character that the main character battles, for example, the jackpot reliability increases in the order of the first SPSP reach, the second SPSP reach, and the third SPSP reach.
[0176] In this embodiment, if any of these SPSP reaches develops, the SPSP reach does not develop into other reach effects, and the winning or losing is notified at the end of the SPSP reach. Specifically, if the result of the first special symbol determination performed at the start of the current symbol change is a "big win," a winning effect is performed at the end of the SPSP reach, showing the main character winning the battle against the enemy character, and then a winning notification effect (see FIG. 8(H)) is performed. On the other hand, if the result of the first special symbol determination performed at the start of the current symbol change is a "loss," a losing effect is performed at the end of the SP reach, showing the main character losing the battle against the enemy character, and then a losing notification effect (see FIG. 8(C)) is performed.
[0177] There are two ways to reach this SPSP reach: from a normal reach to a character reach and then to the SPSP reach (see Figures 8(F), (I), and (K)), or from a normal reach to an SPSP reach directly without going through a character reach (see Figures 8(F) and (K)). The latter case has the characteristic that it has a higher reliability of a jackpot than the former case.
[0178] Note that the types of reach effects and the way in which the reach effects develop as illustrated in Fig. 8 are merely examples, and the types of reach effects and the way in which they develop may be other. That is, for example, in this embodiment, a case in which there are three types of reach effects for each of the character reach, SP reach, and SPSP reach is described, but the types of each reach effect may be other than three, for example, five types of reach effects, from the first SP reach to the fifth SP reach, are prepared. Also, in this embodiment, a case in which the SP reach does not develop into the SPSP reach is described, but in other embodiments, a configuration in which the SP reach can develop into the SPSP reach may be adopted.
[0179] [About advance judgment processing] In the gaming machine 1 of this embodiment, when the right to the first special symbol determination is reserved, a pre-determination process may be performed to determine whether or not a jackpot game is to be executed before the first special symbol determination is performed for the right. Specifically, the main CPU 81 acquires a jackpot random number in response to the entry of a game ball into the first starting hole 21, and performs a similar jackpot determination process based on the acquired jackpot random number prior to the jackpot determination process (see step S308 in FIG. 33) in the first special symbol determination performed at the start of the variable display of the first special symbol, and determines in advance whether or not a "jackpot" will be determined when the first special symbol determination is performed. In addition, a process similar to the variable pattern selection process (see step S309 in FIG. 33) is performed based on the variable pattern random number acquired together with the jackpot random number, and determines in advance which variable pattern will be selected when the first special symbol determination is performed.
[0180] In this way, when the main CPU81 performs a pre-determination process in response to the reservation of the right to determine the first special symbol, the main CPU81 transmits a reservation command including pre-determination information indicating the result of the pre-determination to the sub-control board 90. In response to this, the sub-CPU91 determines whether or not to execute the icon change performance described above based on the pre-determination information included in the reservation command. Then, when it is determined to execute the icon change performance, it determines in what change pattern to change the display mode (icon color in this embodiment) of the icon (reserved icon or the icon in question) and causes the image and sound control board 100 to execute the icon change performance based on the result of the determination.
[0181] The advance determination process executed by the main CPU 81 in order to realize such a look-ahead effect, such as an icon change effect, will be described in detail later with reference to FIGS.
[0182] [Specific examples of effects in normal game mode] Next, a specific example of the performance in the normal game state will be described with reference to Figures 9 and 10. Figures 9 and 10 are screen diagrams showing an example of the performance in the normal game state, and here, the performance executed when a variation pattern in which a winning notification performance is performed in an SPSP reach that is directly developed from a normal reach is selected as the variation pattern of the first special symbol in the normal game state will be described.
[0183] FIG. 9(A) illustrates a state in which, in a state where one reserved icon (for example, a green reserved icon) is displayed in the reserved icon display area 71 on the display screen 70, a performance pattern showing the "526" scatter pattern is displayed in a stopped state in order to inform the user that the judgment result of the first special pattern judgment corresponding to the icon displayed in the icon display area 72 is "miss". In this way, when a predetermined determination time (0.6 seconds in this embodiment) has elapsed since the missing pattern is displayed in a stopped state as the first special pattern, the first special pattern judgment corresponding to the most recent reserved icon (here, the green reserved icon) displayed in the reserved icon display area 71 is executed. Then, when the judgment result of this first special pattern judgment is "big win" and a variation pattern in which a variation performance pattern that directly develops from a normal reach to an SPSP reach is selected as the variation pattern of the first special pattern is selected, the following performance is performed.
[0184] That is, as the first special symbol corresponding to the first reserved icon is determined, the first reserved icon displayed in the reserved icon display area 71 is shifted to the icon display area 72, and the scrolling display of the three symbol rows is started (see Figs. 9(A) and (B)). When a predetermined time has elapsed since the scrolling display of the three symbol rows started, for example, a line preview performance image showing a predetermined character speaking a line is displayed on the display screen 70, and the line is output from the speaker 38. In this line preview, the reliability of a big win is suggested by the type of character speaking the line, the content of the line, the text color of the line, etc.
[0185] Following the above-mentioned line announcement, a pseudo consecutive performance may be executed. Here, the pseudo consecutive performance is a performance that makes it look like the performance pattern displayed in the performance pattern display area 73 is displayed multiple times during the variable display of one special pattern (here, the first special pattern). Regarding this pseudo consecutive performance, the following performance display is performed.
[0186] That is, the scrolling speed of the left row of symbols slows down and the left symbol (e.g., symbol 6) pseudo-stops, then the scrolling speed of the right row of symbols slows down and the right symbol (e.g., symbol 4) (different from the left symbol that was pseudo-stopped earlier) pseudo-stops, and then the scrolling speed of the middle row of symbols slows down and symbol 7 pseudo-stops as the middle symbol (pseudo-consecutive symbol) that indicates the execution of a pseudo-consecutive performance (see Figure 9(D)).
[0187] In this way, after the different performance symbols as the left and right symbols are pseudo-stopped, when the 7 symbol is pseudo-stopped in the middle row, the pseudo second series of change performance following the pseudo first series of change performance starts. Specifically, after the character "x2" indicating the start of the pseudo second series of change performance is displayed large in the center area of the display screen 70, the character "x2" is displayed small in the upper left area of the display screen 70, and the scrolling display of the three pattern rows is resumed in the performance symbol display area 73 (see Fig. 9 (D) and (E)). When this pseudo second series of change performance is being performed, for example, a line notice may be executed in the same way as during the pseudo first series of change performance (see Fig. 9 (F)).
[0188] As described above, when the line announcement is executed during the pseudo second consecutive variable performance, the second pseudo consecutive performance is executed during the variable display of the first special symbol (see FIG. 9(G)). Specifically, as illustrated in FIG. 9(G), the scroll speed of the left row of symbols slows down and the left symbol (e.g., symbol 2) pseudo stops, then the scroll speed of the right row of symbols slows down and the right symbol (e.g., symbol 5) pseudo stops, and then the scroll speed of the middle row of symbols slows down and the 7 symbol pseudo stops as the middle symbol.
[0189] When the second pseudo consecutive performance is executed during the variable display of the first special symbol, the pseudo third consecutive performance starts following the pseudo second consecutive performance. Specifically, after the character "x3" indicating the start of the pseudo third consecutive performance is displayed large in the center area of the display screen 70, the character "x3" is displayed small in the upper left area of the display screen 70, and the scrolling display of the three symbol rows is resumed in the performance symbol display area 73 (see FIG. 9(G) and (H)).
[0190] Then, when a predetermined time has elapsed since the pseudo triple consecutive variable performance started in this manner, the scrolling speed of the left row of symbols slows down and the left symbol (for example, symbol 3) pseudo-stops, and then the scrolling speed of the right row of symbols slows down (same as the left symbol) and the right symbol (here, symbol 3) pseudo-stops, and a reach is achieved (see Figure 9(I)).
[0191] Here, the case where the "pre-reach pseudo-consecutive" is executed to resume the scrolling display of each symbol row before the reach is established is described as an example, but there are also cases where the "post-reach pseudo-consecutive" is executed to resume the scrolling display of each symbol row after the reach is established. Also, there are also cases where both the pre-reach pseudo-consecutive and post-reach pseudo-consecutive are executed.
[0192] As described above, when the same effect pattern is pseudo-stopped as the left and right patterns and a reach is established, a normal reach (see FIG. 8(E)) is executed first (see FIG. 10(A)). Specifically, as exemplified in FIG. 10(A), after the reach is established, the scroll speed of the middle row of patterns gradually decreases, and an effect display is performed that shows the same middle pattern (here, middle 3 pattern) as the reach pattern (here, left 3 pattern and right 3 pattern) approaching the effective line (a straight line extending in the left-right direction that connects the center in the up-down direction of the left 3 pattern and the center in the up-down direction of the right 3 pattern) defined by the reach pattern.
[0193] Here, in order to progress from a normal reach to an SPSP reach, the following performance display is performed. That is, when the scroll display of the middle row of symbols is being performed, the same middle symbol as the reach symbol (here, 3 symbols) passes over the active line, and the scroll speed of the middle row of symbols increases, making it difficult to distinguish the middle symbol, and a development performance is performed suggesting that the progress will be to an SPSP reach (see FIG. 10(B)). Specifically, as exemplified in FIG. 10(B), in the process in which the left 3 symbols are reduced and move to the upper left area of the display screen 70, they rotate clockwise once with the scroll direction as the axis and then move to the upper left area, and at the same time, in the process in which the right 3 symbols are reduced and move to the upper right area of the display screen 70, they rotate clockwise once with the scroll direction as the axis and then move to the upper right area. After that, until the end of the display of the first special pattern, the three left symbols are displayed in a pseudo-stop state in the upper left area, and the three right symbols are displayed in a pseudo-stop state in the upper right area (see Figures 10(C) to (H)).
[0194] Next, when the development effect (see FIG. 10(B)) that suggests the development to SPSP reach is performed as described above, a blackout effect is performed (see FIG. 10(C)). Specifically, during the period from the development effect until a predetermined time (e.g., 3 seconds) has elapsed, as exemplified in FIG. 10(C), the various display objects (e.g., characters) that were displayed on the display screen 70 are hidden, and only the reach symbols (here, 3 symbols on the left and 3 symbols on the right) and the icon are superimposed on a solid black background image.
[0195] Following this blackout effect, for example, a group notice may be performed as a notice effect to inform the player of the possibility of a big win (see FIG. 10(D)). Specifically, as shown in FIG. 10(D), a notice effect is displayed to show a number of characters moving from right to left on the display screen 70.
[0196] In addition, this group notice is not necessarily executed when the blackout effect is performed, and there are cases where the SPSP reach starts after the group notice is executed following the blackout effect, and cases where the SPSP reach starts without the group notice following the blackout effect being executed, and the former has a higher jackpot reliability than the latter (the hit notification effect is more likely to be executed). The execution timing of this group notice is not limited to immediately after the blackout effect, and there are also cases where the group notice occurs immediately after the reach is established.
[0197] When the blackout effect and group announcement are executed, or when a predetermined time has elapsed since the blackout effect was executed, an SPSP reach effect image, which is an effect image related to the SPSP reach, is displayed on the display screen 70 (see FIG. 10(E)). This results in, for example, an effect display showing a scene in which the main character and the enemy character are battling. This is as described above with reference to FIG. 8(K). After that, when the SPSP reach approaches the end, a first effect button operation prompting effect is performed to prompt the player to operate the first effect button 35 (see FIG. 10(F)). Specifically, a first effect button image modeled after the first effect button 35 and a valid period gauge showing the remaining time of the valid period during which operation of the first effect button 35 is valid are displayed.
[0198] In this first effect button operation promotion effect, when the first effect button 35 is operated during the valid period, or when the valid period ends without the first effect button 35 being operated, a cut-in is performed in which a predetermined cut-in image is superimposed on the effect image (other than the reach pattern) displayed on the display screen 70 as a notice effect to notify the possibility of a jackpot (see FIG. 10(G)). This cut-in is an effect that suggests the degree of jackpot reliability, and there are cases where a green cut-in image is superimposed, a red cut-in image is superimposed, and a gold cut-in image is superimposed, and when these cut-ins are arranged in order from lowest to highest jackpot reliability, the order is green cut-in, red cut-in, and gold cut-in.
[0199] When a cut-in occurs in this way and the SPSP reach reaches its final stage, a second effect button operation promotion effect is performed to encourage the player to operate the second effect button 36 (see FIG. 10(H)). Specifically, as exemplified in FIG. 10(H), during the valid period of the second effect button operation promotion effect, a second effect button image imitating the second effect button 36, text indicating the operation content of the second effect button 36 such as "Press!", and a valid period gauge indicating the remaining time of the valid period are displayed.
[0200] When the second effect button 36 is operated during the valid period of this second effect button operation promotion effect, an operation-responsive effect corresponding to the operation is performed in which three effect symbols indicating a repeating number are pseudo-stopped and then actually stopped, resulting in a winning notification effect (see Figure 10 (I)).
[0201] Note that, here, an example has been explained in which the result of the first special pattern determination performed at the start of the varying display of the first special pattern this time is a "jackpot," and therefore a win notification effect is performed as an operation-responsive effect. However, if the result of the first special pattern determination this time is a "miss," then a miss notification effect is performed in which the three performance patterns indicating a reach miss are pseudo-stopped and then actually stopped, as an operation-responsive effect.
[0202] [About the effects that take place during big win games] Next, referring to Fig. 11, a description will be given of the performance executed during the jackpot game when the player wins the probability jackpot. Here, Fig. 11 is a screen diagram showing a performance example when a V prize is announced during the jackpot game.
[0203] As described above, when the result of the first special symbol determination in the normal game state is "jackpot", one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is stopped and displayed on the first special symbol display 41. Accordingly, three performance symbols showing a double number such as "222" are stopped on the display screen 70. Here, in the gaming machine 1 of this embodiment, the double number "777" and the double number "333" are performance symbols that definitely notify that the game will be controlled in a probability variable game state after the jackpot game ends, and when 5R probability variable is selected as the type of jackpot related to the first special symbol determination (when the jackpot symbol X1 is stopped and displayed), one of these double numbers will be stopped on the display screen 70 as one of the three performance symbols that notify the probability variable jackpot.
[0204] In this way, when the three performance symbols showing the repeating number "777" that definitely notifies the probability of a jackpot stop with the jackpot symbol X1 being stopped, an opening performance including a performance that displays the characters "RUSH BONUS" on the display screen 70 to notify the player that a probability of a jackpot has been reached is performed during the opening period of the jackpot game (see FIG. 11(A)). After the opening period starts, the characters "Right Hit" and a right-pointing arrow that encourage the player to hit the right are displayed in the upper right area of the display screen 70 (see FIG. 11(A) to (E)).
[0205] When the opening period in which the above-mentioned opening performance is performed ends, as described above, the long-open round game in which the second large winning hole 28 and the V winning hole 287 are long-opened starts as the first round of round games, and along with this, a shot promotion performance (see Figs. 11(B) and (C)) is executed to encourage the player to shoot the game ball aimed at the V winning hole 287. Figs. 11(B) and (C) show an example of a shot promotion performance in which the words "Aim for V" and three arrows (including the words "Hit right") pointing to the V winning hole 287 are displayed. At the start of such a shot promotion performance, a sound saying "Aim for V" is output from the speaker 38.
[0206] When the game ball passes through the V winning hole 287 during the first round of play in which such a launch promotion effect is performed, the launch promotion effect ends and a V winning notification effect is executed to notify the player that the game ball has won the V prize (see FIG. 11(D)). FIG. 11(D) shows an example of a V winning notification effect in which two characters are happy to hold up a star-shaped emblem containing the letter "V", and when the game ball has won the V prize, a predetermined V winning notification sound is output from the speaker 38.
[0207] In this way, when the V winning notification effect is executed to notify that the game ball has won the V during the first round of round play, a predetermined interval period is entered, and during the following second round of round play (long-open round play of the first large winning port 26), the star-shaped emblem is displayed small in the lower left area of the display screen 70 (see FIG. 11(E)). Although not shown in FIG. 11, in the third and subsequent round plays, the same round-in-round effect as during the second round of round play is performed. Then, when the ending period of the big win game following the final round (fifth round) of round play begins, the words "Enter the Fierce Fighting RUSH!" are displayed large in the central area of the display screen 70, and the sound "Enter the Fierce Fighting RUSH!" is output from the speaker 38 to notify that a performance in a performance mode named "Fierce Fighting RUSH", which definitely notifies that the game is in a "probable game state", will begin.
[0208] [About the composite expectation performance] Next, the composite expectation presentation executed by the gaming machine 1 of this embodiment will be described with reference to Figs. 12 and 13. Here, Fig. 12 is an explanatory diagram for explaining the flow of the composite expectation presentation. Fig. 13 is an explanatory diagram for explaining the characteristics of the character waiting presentation and the special cut-in, and the reliability of the big win.
[0209] In the gaming machine 1 of the present embodiment, during the variable display of the first special symbol in the normal game state, both or either of the first expectation effect and the second expectation effect can be executed as an effect that makes the player expect the above-mentioned winning notification effect to be executed, and the execution of the above-mentioned composite expectation effect is synonymous with the execution of both the first expectation effect and the second expectation effect within the same variation. In other words, the composite expectation effect means that the first expectation effect and the second expectation effect are combined within the same variation.
[0210] (Character waiting performance) In the gaming machine 1 of this embodiment, a character standby effect can be executed as the first expectation effect (see Figs. 12(C)-(G)). This character standby effect is an effect in which a character (hereinafter abbreviated as "character") appears on the display screen 70 and waits on the display screen 70 without being erased from the display screen 70, and the waiting character performs various actions, thereby enhancing the player's sense of expectation that a winning notification effect will be executed. Note that in this embodiment, an example will be described in which a character that appears in the character standby effect waits until the normal reach ends (see Fig. 12(H)).
[0211] As the character standby effect, a character A standby effect, a character B standby effect, and a character C standby effect are prepared. The character A standby effect (see FIG. 12(C)) is an effect in which the character A appearing in the above-mentioned character A reach (see FIG. 8(I)) is displayed on the display screen 70 and is left in standby, and the player can easily recognize that the character A reach may be executed based on the character A standby effect. As described above based on FIG. 8, although the character A reach itself does not have a very high jackpot reliability, the reach effect may develop from the character A reach to a high reliability reach (in this embodiment, the SP reach or SPSP reach). For this reason, it is possible to make the player expect that the winning notification effect will be executed by executing the character A standby effect.
[0212] The character B standby effect (see FIG. 12(E)) is an effect in which character B, who appears in the above-mentioned character B reach (see FIG. 8(I)), is displayed on the display screen 70 and kept waiting, and the player can easily recognize that there is a possibility that a character B reach will be executed based on the character B standby effect. Note that, like the character A reach, the character B reach is not a reach effect with a particularly high reliability of a jackpot, but there are cases in which the reach effect develops from the character B reach to a high reliability reach (in this embodiment, an SP reach or SPSP reach). For this reason, by executing the character B standby effect, it is possible to make the player expect that a winning notification effect will be executed.
[0213] The character C standby effect (see FIG. 12(G)) is an effect in which character C, who appears in the above-mentioned character C reach (see FIG. 8(I)), is displayed on the display screen 70 and left in standby, and the player can easily recognize that there is a possibility that a character C reach will be executed based on the character C standby effect. Note that, like the character A reach and character B reach, the character C reach is not a reach effect with a particularly high reliability of a jackpot, but there are cases in which the reach effect develops from the character C reach to a high reliability reach (in this embodiment, the SP reach or SPSP reach). For this reason, by executing the character C standby effect, it is possible to make the player expect that a winning notification effect will be executed.
[0214] (Special cut-in) In the gaming machine 1 of this embodiment, a special cut-in can be executed as the second expectation effect (see FIG. 12(L)). In this embodiment, the special cut-in is configured as an effect in which a cut-in image representing the main character appearing in the above-mentioned SPSP reach is superimposed on the effect image (for example, a background image or a reserved icon) being displayed on the display screen 70, and a voice of the main character saying "It's super hot!" is output from the speaker 38. In this way, since the cut-in image used for the special cut-in represents the main character appearing in the SPSP reach, it is possible to suggest that the SPSP reach will be executed by executing the special cut-in, and it is possible to effectively increase the player's sense of expectation for the execution of the winning notification effect.
[0215] The special cut-in is an effect with a relatively high probability of a big win, and in this embodiment, the probability of a big win is set to about 55% (see FIG. 13(B)).
[0216] From here, a series of effects related to the composite expectation effects consisting of the character standby effects and the special cut-in will be explained. The character standby effects and the special cut-in explained below are realized by the sub-CPU 91 executing the special cut-in effect pattern setting process (see FIG. 47) and the character standby effect pattern setting process (see FIG. 48) illustrated in FIG. 46 based on the variation start command related to the first special symbol determination transmitted from the main control board 80, and instructing the image and sound control board 100 (and the lamp control board 120) to execute the effects based on the effect pattern information based on these setting processes.
[0217] First, as the first special symbol starts to change during normal play, the display screen 70 starts a change performance including a change display of the performance symbol (see FIG. 12(A)). The start of this change performance is as described above with reference to FIG. 8(A). When the change performance starts, the following performance may be performed until the normal reach (see FIG. 8(F)) ends.
[0218] First, a first operation prompting effect (first operation prompting effect) is performed to prompt the player to operate the first operation button 35 (see FIG. 12(B)). Although not shown in the figure, this first operation prompting effect causes a first operation button image imitating the first operation button 35 and a validity period gauge indicating the remaining time of the validity period during which the operation of the first operation button 35 is valid to be displayed on the display screen 70. If the player operates the first operation button 35 during the validity period related to this first operation prompting effect, a character A standby effect may be executed (see FIGS. 12(B) and (C)).
[0219] In addition, the character A standby effect is not necessarily executed by operating the first effect button 35 during the effective period related to the first operation prompt effect, and the character A standby effect may not be executed even if the first effect button 35 is operated. In other words, if it is determined in advance at the start of the current pattern change that the character A standby effect will be executed, the character A standby effect will be executed in response to the operation of the first effect button 35 during the effective period related to the first operation prompt effect, and conversely, if it is determined in advance at the start of the current pattern change that the character A standby effect will not be executed, even if the first effect button 35 is operated during the effective period related to the first operation prompt effect, the character A standby effect will not be executed.
[0220] In addition, in the case where it has been previously determined at the start of the current pattern change that the character A standby effect will be executed, if the first effect button 35 is not operated during the effective period of the first operation promotion effect, the character A standby effect will be automatically executed at the time when this effective period ends.
[0221] When a predetermined time has elapsed since the first operation prompting effect was performed, a second operation prompting effect (a second operation prompting effect) is performed to prompt the player to operate the first effect button 35 (see FIG. 12(D)). This second operation prompting effect is performed in the same manner as the first operation prompting effect. If the player operates the first effect button 35 during the valid period of this second operation prompting effect, a character B standby effect may be executed (see FIGS. 12(D) and (E)).
[0222] Note that the character B standby effect is not necessarily executed by operating the first effect button 35 during the valid period related to the second operation prompt effect, and the character B standby effect may not be executed even if the first effect button 35 is operated. In other words, if it is determined in advance at the start of the current pattern change that the character B standby effect will be executed, the character B standby effect will be executed in response to the operation of the first effect button 35 during the valid period related to the second operation prompt effect, and conversely, if it is determined in advance at the start of the current pattern change that the character B standby effect will not be executed, even if the first effect button 35 is operated during the valid period related to the second operation prompt effect, the character B standby effect will not be executed.
[0223] In addition, if it has been determined in advance at the start of the current pattern change that the character B standby effect will be executed, and if the first effect button 35 is not operated during the effective period for the second operation promotion effect, the character B standby effect will be automatically executed at the end of this effective period.
[0224] When a predetermined time has elapsed since the second operation prompting effect was performed, a third operation prompting effect (third operation prompting effect) is performed to prompt the player to operate the first effect button 35 (see FIG. 12(F)). This third operation prompting effect is performed in the same manner as the first operation prompting effect and the second operation prompting effect. If the player operates the first effect button 35 during the valid period of this third operation prompting effect, a character C standby effect may be executed (see FIGS. 12(F) and (G)).
[0225] In addition, the character C standby effect is not necessarily executed if the first effect button 35 is operated during the valid period related to the third operation prompt effect, and the character C standby effect may not be executed even if the first effect button 35 is operated. In other words, if it is determined in advance at the start of the current pattern change that the character C standby effect will be executed, the character C standby effect will be executed in response to the operation of the first effect button 35 during the valid period related to the third operation prompt effect, and conversely, if it is determined in advance at the start of the current pattern change that the character C standby effect will not be executed, even if the first effect button 35 is operated during the valid period related to the second operation prompt effect, the character C standby effect will not be executed.
[0226] In addition, in the case where it has been determined in advance at the start of the current pattern change that the character C standby effect will be executed, if the first effect button 35 is not operated during the effective period for the third operation promotion effect, the character C standby effect will be automatically executed at the end of this effective period.
[0227] In this way, when a predetermined time has elapsed since the third operation promotion effect is performed as the third operation promotion effect, the normal reach ends (see FIG. 12(H)). As is clear from the explanation so far, the character standby effect in this embodiment is executed using the period in which the pre-reach effect (see FIG. 8(D)) is executed and the period in which the normal reach (see FIG. 8(F)) is executed. Also, the character A standby effect, the character B standby effect, and the character C standby effect may or may not be executed. For this reason, within the same variation, there are cases in which no character standby effect is executed, cases in which only one character standby effect is executed, cases in which two character standby effects are executed, and cases in which all three character standby effects are executed.
[0228] The following are some of the cases where only one character standby performance is executed within the same change: when the character A standby performance is executed and then the character B standby performance and the character C standby performance are not executed, when the character B standby performance is executed without executing the character A standby performance and then the character C standby performance is not executed, and when the character A standby performance and the character B standby performance are not executed and then the character C standby performance is executed.
[0229] The following are some examples of cases where two character standby effects are executed within the same change: when the character A standby effect and the character B standby effect are executed, and then the character C standby effect is not executed; when the character B standby effect and the character C standby effect are executed without executing the character A standby effect; and when the character A standby effect is executed, and then the character C standby effect is executed without executing the character B standby effect.
[0230] In addition, an example of a case in which all three character standby effects are executed within the same change would be when a character A standby effect is executed, followed by a character B standby effect, and then a character C standby effect is executed.
[0231] In this way, the number of times that a character standby effect is performed within the same change is variable, and when two character standby effects are performed, there are multiple combinations.
[0232] In addition, when multiple (in this embodiment, two or three) character standby effects are executed within the same change, the content of the character standby effect will change. For example, when a character A standby effect and a character standby effect B are executed, the state where character A is standby (one character standby state) due to the character A standby effect changes to a state where two characters, character A and character B, are standby (two characters standby state) due to the character B standby effect being executed.
[0233] Also, for example, if character standby performance B and character C standby performance are executed without character A standby performance being executed, the state in which character B is standby (one character standby state) will change to a state in which two characters, character B and character C, are standby (two characters standby state) when the character C standby performance is executed.
[0234] Also, for example, if the character A waiting performance, character B waiting performance, and character C waiting performance are all executed within the same change, the state will change from character A waiting due to the character A waiting performance (one character waiting state) to two characters, character A and character B, waiting (two characters waiting state) when the character B waiting performance is executed, and then the state will change to three characters, character A, character B, and character C, waiting (three characters waiting state) when the character C waiting performance is executed.
[0235] In addition, when only one of the character standby effects, the character A standby effect, the character B standby effect, and the character C standby effect, is executed, the content of the character standby effect does not change. Examples of cases in which the content of the character standby effect does not change include a case in which the character B standby effect and the character C standby effect are not executed after the character A standby effect is executed, a case in which the character B standby effect is executed (without the character A standby effect being executed) and then the character C standby effect is not executed, and a case in which the character C standby effect is executed (without the character A standby effect and the character B standby effect being executed).
[0236] In this way, the character standby effect has a variable content, but has the characteristic that the reliability of the jackpot changes depending on the number of waiting characters waiting at the end of the normal reach (see Figure 13(B)). Figure 13(B) shows an example of the reliability of the jackpot for the character standby effect depending on the number of waiting characters finally waiting at the end of the normal reach, with the reliability of the jackpot for a character standby effect with one final waiting character being about 5%, the reliability of the jackpot for a character standby effect with two final waiting characters being about 17%, and the reliability of the jackpot for a character standby effect with three final waiting characters being about 31%.
[0237] In this embodiment, the probability of a jackpot for the character waiting effect and special cut-in is set to the value exemplified in Figure 13 (B), so that by increasing the number of waiting characters in the character waiting effect or by generating a special cut-in, it is possible to effectively increase the player's anticipation for the winning notification effect to be executed.
[0238] In addition, the character waiting performance has the following feature, in that the flow of the performance after the character waiting performance ends, i.e., after the normal reach ends, changes depending on whether the performance content changes or not and, if the performance content changes, the performance content after the change.
[0239] If only one of the character A waiting performances, character B waiting performances, and character C waiting performances is executed, and the performance content of the character waiting performance does not change, i.e., if the normal reach ends with the final number of waiting characters remaining at one, the reliability of the jackpot for the character waiting performance is approximately 5% (see Figure 13 (B)), and it has the characteristic that the normal reach develops into a character reach (see Figures 12 (H) and (I)). For example, if only the character A waiting performance is executed within the same change, the normal reach will develop into a character A reach. Also, if only the character B waiting performance is executed within the same change, the normal reach will develop into a character B reach. Also, if only the character C waiting performance is executed within the same change, the normal reach will develop into a character C reach.
[0240] Furthermore, the fact that only one character waiting performance is executed, i.e., that there is only one waiting character at the end of the character waiting performance (in this embodiment, at the end of the normal reach), does not negate the development to a high reliability reach; for example, only the character A waiting performance may be executed, developing from the normal reach to a character A reach, and then developing into an SP reach or SPSP reach.
[0241] On the other hand, when two of the character waiting effects, the character A waiting effect, the character B waiting effect, and the character C waiting effect, are executed within the same change and the normal reach ends with two characters waiting, the jackpot reliability of the character waiting effect is about 17% (see FIG. 13(B)), and the normal reach develops directly into the SP reach without passing through the character reach (see FIG. 12(H) and (K)). The SP reach is a reach effect with a higher jackpot reliability than the character reach. Also, even if it develops into a character reach, it often develops into a miss notification effect without developing into a high reliability reach. For this reason, the player can actively operate the first effect button 35 while hoping that the number of waiting characters in the character waiting effect will increase to two (the state will become one where two characters are waiting).
[0242] In addition, if the character A standby performance, the character B standby performance, and the character C standby performance are all executed within the same change, and the normal reach ends with three characters on standby, the reliability of the big win of the character standby performance is about 31% (see FIG. 13(B)). In this case, a special cut-in occurs immediately after the normal reach ends (see FIG. 12(H) and (L)). As described above, this special cut-in is a performance in which a cut-in image representing the main character appearing in the SPSP reach is superimposed and a voice of the main character saying "It's super hot!" is output from the speaker 38. When a special cut-in occurs, the normal reach develops directly into the SPSP reach without passing through the character reach (see FIG. 12(H), (L), and (M)). For this reason, the player can actively operate the first performance button 35 while hoping that the number of standby characters in the character standby performance will increase to three (the state of three characters on standby).
[0243] Fig. 13(A) illustrates the characteristics of the character waiting performance, and as described above based on Fig. 12(H) and (I), if the character waiting performance ends with one character waiting, that is, if the number of final waiting characters is one, it will progress to a character reach or higher. In this case, after the normal reach progresses to a character reach, there is a possibility that a special cut-in will occur, but the probability of this occurring is low (for example, 3%).
[0244] 12(H) and (K), if the character waiting performance ends with two characters waiting, that is, if the number of final waiting characters is two, the normal reach will progress directly to the SP reach without passing through the character reach, so the reach performance will be SP reach or higher. In this case, after the normal reach progresses to the SP reach, there is a possibility that a special cut-in will occur, and the probability of this occurring is higher than when the number of final waiting characters is one, but is still medium (for example, 10%).
[0245] On the other hand, as described above based on Figures 12(H), (L), and (M), if the character standby performance ends with three characters in standby, that is, if the number of final standby characters is three, the normal reach progresses directly to the SPSP reach without passing through the character reach. In this case, a special cut-in occurs before the progress to the SPSP reach, and in this embodiment, the probability of a special cut-in occurring when the number of final standby characters is three is 100%.
[0246] As is clear from the explanation so far, a characteristic of the character waiting performance is that the more final waiting characters there are, in other words, the more the content of the character waiting performance changes, the higher the probability of a special cut-in occurring (the probability of a special cut-in being executed).
[0247] For example, if the probability that a special cut-in will start when the content of the character waiting performance has not changed from waiting for one character to waiting for two characters is defined as the first probability, and the probability that a special cut-in will start after the content of the character waiting performance has changed from waiting for one character to waiting for two characters (or waiting for three characters) is defined as the second probability, the second probability will be higher than the first probability (see Figure 13(A)).
[0248] In addition, for example, if the probability that a special cut-in will start when the content of the character waiting performance has not changed from waiting for 2 characters to waiting for 3 characters (it remains in a state of waiting for 2 characters) is defined as the first probability, and the probability that a special cut-in will start after the content of the character waiting performance has changed from waiting for 2 characters to waiting for 3 characters is defined as the second probability, the second probability will be higher than the first probability (see Figure 13(A)).
[0249] In this way, in the gaming machine 1 of this embodiment, the probability of a special cut-in occurring is higher when the content of the character standby effect changes compared to when the content of the character standby effect does not change, and the occurrence probability increases further as the content of the character standby effect changes further.
[0250] For this reason, it is possible to provide the player with a strong motivation to operate the first effect button 35 for the first operation promotion effect (see Figure 12(B)), the second operation promotion effect (see Figure 12(D)), and the third operation promotion effect (see Figure 12(F)), and by changing the content of the character standby effect, it is possible to effectively increase the player's anticipation for the occurrence of a special cut-in.
[0251] (Variations regarding composite expectation performance) 12 and 13, other embodiments may adopt the following configuration. That is, in this embodiment, a case where a character standby effect is executed in response to the operation of the first effect button 35 for the operation prompting effect is described as an example, but in other embodiments, a character standby effect may be executed regardless of the operation by the player.
[0252] In another embodiment, a configuration opposite to the present embodiment may be adopted, in which the probability of a special cut-in occurring is higher when the content of the character standby effect does not change than when the content of the character standby effect changes. Also, a configuration opposite to the present embodiment may be adopted, in which the probability of a special cut-in occurring is higher when the content of the character standby effect changes less than when the content of the character standby effect changes more than when the content of the character standby effect changes more. By adopting either or both of these configurations, it is possible to realize a highly entertaining effect that makes the player expect that the content of the character standby effect will not change.
[0253] In addition, in this embodiment, the first expected performance is a character standby performance, but the first expected performance is not limited to a character standby performance, and may be other performances such as a stage performance in which a predetermined performance image (stage performance image) changes stepwise. In addition, in this embodiment, the second expected performance is a special cut-in, but the second expected performance is not limited to a special cut-in, and may be other performances such as a group preview.
[0254] [Related performances] Next, the related effects executed in the gaming machine 1 of this embodiment will be described with reference to Figs. 14 to 16. Here, Fig. 14 is a screen diagram for explaining the related effects. Fig. 15 is an explanatory diagram showing a specific example of the related effects. Fig. 16 is a flow chart for explaining the execution period of various related effects.
[0255] 14(A) illustrates a state in which the right row of symbols and the center row of symbols are scrolled while the left 5 symbols are pseudo-stopped and displayed during the variable display of the first special symbol corresponding to the icon displayed in the icon display area 72 in the normal game state. In the gaming machine 1 of this embodiment, during the variable display of the first special symbol and the performance symbol in such a normal game state, a related performance window 75 may be displayed in the upper right corner of the display screen 70 (see 14(A)). This related performance window 75 is a display frame used for related performances related to various performances executed in the gaming machine 1, and related performances are executed in the area inside the related performance window 75.
[0256] As illustrated in FIG. 14(B), the related effect window 75 is divided into a past window 76, a present window 77, and a future window 78. Here, the past window 76 is a display frame for executing a past-related effect related to an effect that has already been executed within the same change (a past effect executed at a certain timing in the past) during the display of the first special symbol and the effect symbol variations and at the time when the related effect window 75 is displayed, and the words "past effect" are displayed in the upper left corner of the past window 76 regardless of whether a past-related effect is being executed (see FIG. 14(B)). Therefore, the player can easily recognize that a past-related effect is being executed in the past window 76 by seeing the words "past effect".
[0257] The current window 77 (see FIG. 14(B)) is a display frame for executing a currently related effect related to the effect currently being executed (the current effect being executed at the current timing) while the first special symbol and effect symbol are being displayed variably and at the time when the related effect window 75 is displayed, and the words "Current Effect" are displayed in the upper left corner of the current window 77 regardless of whether or not a related effect is currently being executed. Therefore, the player can easily recognize that a currently related effect is being executed in the current window 77 by seeing the words "Current Effect".
[0258] The future window 78 (see FIG. 14(B)) is a display frame for executing future-related effects related to effects (future effects) that may be executed at a later timing while the first special symbol and effect symbol are being displayed variably and while the related effect window 75 is being displayed, and the words "future effect" are displayed in the upper left corner of the future window 78 regardless of whether a future-related effect is being executed or not. Therefore, the player can easily recognize that a future-related effect will be executed in the future window 78 by seeing the words "future effect".
[0259] In addition, in the gaming machine 1 of this embodiment, the past-related effects, present-related effects, and future-related effects are not executed automatically, but rather, a configuration is adopted in which any one of the past-related effects, present-related effects, and future-related effects can be generated by a predetermined operation using the operating lever 98 (see Figure 5) while the related effects window 75 is displayed.
[0260] A different lever operation is assigned to each of the past-related effects, present-related effects, and future-related effects, and the player can generate the desired related effect by operating the operating lever 78 (lever operation) assigned to the related effect he or she wants to generate.
[0261] As illustrated in FIG. 14B, a downward arrow indicating that the operation lever 98 is tilted backward (forward) and a lever button image imitating the lever button of the operation lever 98 are displayed directly below the past window 76. The downward arrow and the lever button image are constantly displayed while the related performance window 75 is displayed. During the period during which the past related performance is executable, the past window 76 is highlighted with the downward arrow and the lever button image displayed. For this reason, based on the downward arrow and the lever button image directly below the past window 76, the player can easily recognize that the past related performance will occur if the lever button is operated (pressed) while the operation lever 98 is tilted backward (forward), and can also easily recognize by seeing the past window 76 being highlighted that the operation lever 98 is in an effective period for the past related performance and is in an executable period for the past related performance.
[0262] Also, as exemplified in FIG. 14(B), no arrow indicating tilting the operation lever 98 is displayed directly below the current window 77, and only a lever button image is displayed. This lever button image is always displayed while the related effect window 75 is displayed. Then, during the period during which the currently related effect can be executed, the current window 77 is highlighted with the lever button image directly below the current window 77 still displayed. For this reason, based on the lever button image directly below the current window 77, the player can easily recognize that the currently related effect will be generated if the player operates (presses) the lever button without tilting the operation lever 98 in any direction (while keeping it in the initial position), and can also easily recognize by seeing that the current window 77 is highlighted that the operation lever 98 for the currently related effect is in an effective period and that the currently related effect can be executed.
[0263] As shown in FIG. 14B, an upward arrow and a lever button image, which indicate that the operation lever 98 is tilted forward, are displayed directly below the future window 78. While the related performance window 75 is displayed, these upward arrows and lever button images are always displayed. During the period during which the future-related performance is executable, the future window 78 is highlighted with these upward arrows and lever button images displayed. Therefore, based on the upward arrow and the lever button image directly below the future window 78, the player can easily recognize that if the lever button is operated (pressed) while the operation lever 98 is tilted forward, a future-related performance will occur. Also, by seeing the future window 78 being highlighted, the player can easily recognize that the operation lever 98 is in an effective period for the future-related performance and that the future-related performance is executable.
[0264] FIG. 15(A) illustrates an example of a past-related effect being executed after a group announcement (see FIG. 10(D)) is executed as a past effect. Specifically, because the jackpot reliability of the group announcement is 50% or more, the player tilts the control lever 98 backward (forward) and presses the lever button, causing a past-related effect to appear in the past window 76, displaying the text "The reliability of the previous group announcement is over 50%!". In this way, the player can obtain information regarding the past effect by performing a predetermined operation of the control lever 98 corresponding to the past effect.
[0265] In the example of Fig. 15(A), the jackpot reliability of the group forecast is specifically notified, so the player can know the jackpot reliability of the group forecast. Also, since the text "The previous group forecast was" is displayed in the past window 76, even if the player misses the group forecast, the player can later recognize that the group forecast occurred, and the player can enjoy the game while hoping that the winning notification effect will be executed based on the past related effects.
[0266] FIG. 15(B) illustrates an example of a currently-related effect being executed during the execution of a character display effect that displays a predetermined character as a current effect. The character display effect here is configured as an effect in which a predetermined character displayed on the display screen 70 throws an item toward a reserved icon displayed in the reserved icon display area 71 (see FIG. 14(A)), and an icon change effect occurs in response to the item colliding with the reserved icon. Therefore, when the player presses the lever button without tilting the operation lever 98 in any direction, a currently-related effect that displays the text "This character will change the reserved!" occurs in the current window 77. In this way, the player can obtain information about the current effect by performing a predetermined operation of the operation lever 98 corresponding to the current effect.
[0267] When the character display effect is performed, there is a possibility that when a specific character is displayed, it is not clear what kind of effect will be performed by this character. In contrast, with the currently related effect, the player is notified of what kind of effect will be performed by the specific character before the icon change effect is performed. Therefore, the player can enjoy the current effect while understanding what kind of effect is being performed based on the currently related effect.
[0268] FIG. 15(C) shows an example of a future-related performance being performed in the future window 78 when an SPSP reach is executed as the future performance. The player can select a future-related performance by pressing the lever button while tilting the operation lever 98 forward (forward), and a performance is performed in which the text "If a reach is established here, it will develop into an SPSP reach!" is displayed as the future-related performance. Therefore, the player can easily recognize that there is a possibility that an SPSP reach will be executed later, based on the future-related performance. In this way, the player can obtain information regarding the future performance by performing a predetermined operation of the operation lever 98 corresponding to the future performance.
[0269] Even if the game eventually develops into an SPSP reach during the current pattern change, it is not clear whether the game will actually develop into an SPSP reach before the game develops into an SPSP reach. In contrast, according to the above-mentioned future-related performance, if a reach is established, it is announced that the game will develop into an SPSP reach later. Therefore, based on the future-related performance, the player can easily recognize what kind of performance will develop into an SPSP reach.
[0270] Up to this point, the past performance and the past-related performance corresponding to this past performance have been described based on Fig. 15(A), but the past performance and the past-related performance are not limited to the performance exemplified here, and may be other performances. Also, the present performance and the present-related performance corresponding to this present performance have been described based on Fig. 15(B), but the present performance and the present-related performance are not limited to the performance exemplified here, and may be other performances. Also, the future performance and the future-related performance corresponding to this future performance have been described based on Fig. 15(C), but the future performance and the future-related performance are not limited to the performance exemplified here, and may be other performances.
[0271] Fig. 16(A) is a flow chart for explaining the executable period of the past-related performance. As exemplified in Fig. 16(A), when three performances, performance A, performance B, and performance C, are executed during the variable display of the special symbol and performance symbol, the executable period of the past-related performance A related to performance A as the past performance is the period from the end of performance A to the end of performance B. During this period, the player can cause the past-related performance A to occur by pressing the lever button with the operation lever 98 tilted backward (forward).
[0272] 16(A), after the end of performance B, performance B becomes the new past performance, replacing performance A. Therefore, the executable period of past-related performance B, which is related to performance B as the past performance, is the period from the end of performance B to the end of performance C. During this period, the player can cause past-related performance B to occur by pressing the lever button with the operation lever 98 tilted backward (forward).
[0273] Then, after the end of the performance C, the performance C becomes the new past performance instead of the performance B. Therefore, the executable period of the past-related performance C related to the performance C as the past performance is the period after the end of the performance C. Note that the past-related performance is often a performance that explains the past performance, and is not a performance that directly notifies the reliability of the big win. Therefore, if the past-related performance (here, the past-related performance C) is configured to be executable even at the end of the reach performance, it may not only reduce the interest of the reach performance, but may also be an obstacle to the reach performance. Therefore, in this embodiment, the end of the last executable period of the past-related performance during one pattern change (in the example shown in FIG. 16(A), the executable period of the past-related performance C) is set to a predetermined time (for example, 15 seconds) before the pattern change currently being executed ends (see FIG. 16(A)).
[0274] FIG. 16(B) is a flow chart for explaining the executable period of the currently related performance. The currently related performance is a performance that can be executed in parallel with the currently executed performance (current performance). For this reason, as illustrated in FIG. 16(B), when three performances, performance A, performance B, and performance C, are executed during the variable display of the special pattern and performance pattern, the executable period of the currently related performance A related to the currently related performance A as the currently related performance is the period from when performance A starts to when it ends, the executable period of the currently related performance B related to the currently related performance B as the currently related performance is the period from when performance B starts to when it ends, and the executable period of the currently related performance C related to the currently related performance C as the currently related performance is the period from when performance C starts to when it ends.
[0275] For this reason, in the example of Figure 16 (B), if the lever button is pressed without tilting the operating lever 98 in either direction while performance A is being performed, currently related performance A will occur, if the lever button is pressed without tilting the operating lever 98 in either direction while performance B is being performed, currently related performance B will occur, and if the lever button is pressed without tilting the operating lever 98 in either direction while performance C is being performed, currently related performance C will occur.
[0276] FIG. 16(C) is a flow chart for explaining the executable period of the future-related performance. As illustrated in FIG. 16(C), when the three performances A, B, and C are executed during the variable display of the special pattern and the performance pattern, since performance A is executed immediately after the start of the pattern variation, there is not enough time to execute the future-related performance A as the future performance. Therefore, in such a case, the executable period of the future-related performance A is not set. In other words, the future-related performance A is not executed.
[0277] As illustrated in FIG. 16(C), the performance executed next after performance A is performance B. Therefore, the period from when performance A ends until performance B starts is set as the executable period of future-related performance B related to performance B, and during this period, it is possible to generate future-related performance B by pressing the lever button with the operation lever 98 tilted forward (forward). Also, after performance B starts, performance B is no longer an unexecuted performance, so performance B is excluded from the target of future performance, and instead, performance C becomes the target of future performance. Therefore, the period from when performance B starts until performance C starts is set as the executable period of future-related performance C related to performance C, and during this period, it is possible to generate future-related performance C by pressing the lever button with the operation lever 98 tilted forward (forward) (see FIG. 16(C)).
[0278] So far, we have explained about past-related effects related to past effects, present-related effects related to present effects, and future-related effects related to future effects, with reference to Figures 14 to 16. However, the processing executed by the sub-CPU 91 to realize these three types of related effects (past-related effects, present-related effects, and future-related effects) will be described in detail later with reference to Figures 52 and 53.
[0279] [About the Hunt Reach] Next, the defeat reach effect (hereinafter, abbreviated as "defeat reach") executed in the gaming machine 1 of this embodiment will be described with reference to Figs. 17 and 18. Here, Fig. 17 is an explanatory diagram for explaining the flow of a series of effects of the defeat reach. Fig. 18 is an explanatory diagram for explaining a lottery performed in response to an operation during the defeat reach.
[0280] In this embodiment, the subjugation reach is a special reach presentation that is executed when the result of the second special pattern determination performed during the special probability game state is a "10R special probability" in which the jackpot pattern Y1 is displayed stopped, a "3R special probability" in which the jackpot pattern Y2 is displayed stopped, or a miss, and a variation pattern dedicated to the subjugation reach is selected as the variation pattern of the second special pattern.
[0281] As illustrated in FIG. 17, the subjugation reach is composed of two types of button rapid-fire effects called the "subjugation rapid-fire effect" and the "pursuit rapid-fire effect," in which repeated button presses aim for a jackpot. As a result of the subjugation rapid-fire effect, a "10R sure hit" or a "miss" may be announced, and as a result of the follow-up rapid-fire effect that has developed from the subjugation button rapid-fire effect, a "10R sure hit," a "3R sure hit," or a "miss" may be announced.
[0282] During the variable display of the second special symbol when this subjugation reach is made, the following effects are performed. First, the variable display of the second special symbol is started, and along with this, the variable display of the effect symbol (scrolling display of three symbol rows) is started (see FIG. 17(A)). Next, when a predetermined time (e.g., 3 seconds) has elapsed from the start of this symbol variation, an enemy army encounter effect is performed in which an effect image showing the player's army encountering and confronting the enemy army is displayed on the display screen 70 (see FIG. 17(B)).
[0283] When a predetermined time has elapsed since the start of this enemy encounter effect, a defeat button rapid-hit promotion effect (an example of a first operation promotion effect) is executed (see FIG. 17(C)). This defeat button rapid-hit promotion effect is configured as an effect in which the player aims to defeat the enemy by rapid-hitting the first effect button 35, and is an effect that encourages the player to rapid-hit the first effect button 35 during the effective period (first period) of the defeat button rapid-hit promotion effect. Although not shown in the figure, during the effective period of the defeat button rapid-hit promotion effect, text explaining the effect content, "Defeat the enemy by rapid-hitting the button!", an animation showing the first effect button image imitating the first effect button 35 moving up and down, the text "Repeat!" displayed above the first effect button image, and a remaining time gauge showing the remaining time of the effective period are displayed.
[0284] When the player repeatedly taps the first effect button 35 during the valid period of such a defeat button rapid-hit promotion effect, a defeat image change effect is executed (see FIG. 17(D)). This defeat image change effect is an effect that displays an animation showing how the player's army repeatedly attacks and defends against the enemy army, gradually reducing the number of enemy soldiers, in response to the rapid tapping of the first effect button 35.
[0285] After such a defeat image change effect is executed, in response to the first effect button 35 being repeatedly pressed during the effective period of the defeat button repeated pressing promotion effect, a defeat success effect (an example of the first success effect: see FIG. 17(E)) or a defeat failure effect (an example of the first failure effect: see FIG. 17(G)) is executed. The defeat success effect is an effect that shows the state in which the player's army has succeeded in defeating the enemy army, and is an effect that can be executed only if the result of the second special pattern determination performed at the start of the variation of the second special pattern (and the effect pattern) is "10R certainty". For this reason, when the defeat success effect is executed, a 10R certainty big win notification effect is executed in which three effect patterns showing the repeat number "777" that notifies the winning of "10R certainty" are pseudo-stopped and then stopped (see FIG. 17(F)).
[0286] In addition, the effective period for the defeat button successive tap promotion effect is the effective period during which the operation of the first effect button 35 is effective, and is also the effective period during which the operation of the second effect button 36 is effective. In other words, during the effective period for the defeat button successive tap promotion effect, the operation promotion effect for encouraging the operation of the second effect button 36 is not performed, but even if the second effect button 36 is operated, there is a possibility that the defeat success effect and the 10R certainty big win notification effect will be executed, just as in the case of the first effect button 35 being pressed repeatedly. In FIG. 17, the characters "button successive taps or lever operation" and the characters "10R certainty big win route" indicate that in the case of winning the "10R certainty big win", the defeat success effect and the 10R certainty big win notification effect may be executed in response to the successive taps of the first effect button 35 or the operation of the second effect button 36.
[0287] Also, if the result of the second special pattern determination performed at the start of the change in the second special pattern (and performance pattern) is "10R sure change", the defeat success performance and the 10R sure change jackpot announcement performance will not necessarily be executed, and even if it is "10R sure change", the performance after the defeat failure performance described below may be executed.
[0288] In some cases where the result of the second special pattern determination made at the start of the change in the second special pattern (and performance pattern) is "3R sure change", "miss", or "10R sure change", the defeat image change performance is followed by a defeat failure performance and an enemy army escape performance (see Figures 17(G) and (H)). Here, the defeat failure performance is a performance that shows the player's army being disappointed after failing to defeat the enemy army, and the enemy army escape performance is a performance that shows the remaining enemy army escaping. The words "10R sure change or 3R sure change or miss route" in Figure 17 show the flow of this performance.
[0289] After such a defeat failure effect and enemy escape effect have been executed, in some cases where the result of the second special pattern determination made at the start of the change in the second special pattern (and the effect pattern) is a "miss", a miss notification effect may be executed in which three effect patterns indicating a reach miss are displayed in a pseudo-stop state and then stopped properly (see Figures 17(H) and (I)).
[0290] On the other hand, when the result of the second special symbol determination performed at the start of the variation of the second special symbol (and the performance symbol) is "3R probability change", some of the "10R probability change", and some of the "miss", the following performance is executed. That is, after the enemy army escape performance, the enemy army discovery performance is executed, which shows the player's army chasing the enemy army and discovering the fleeing enemy army (see FIG. 17(J)).
[0291] Following this enemy army discovery effect, a pursuit button rapid-hit promotion effect (an example of a second operation promotion effect) is executed (see FIG. 17(K)). This pursuit button rapid-hit promotion effect is configured as an effect in which the player aims to pursue the enemy army by rapid-hitting the first effect button 35, and is an effect that encourages the player to rapid-hit the first effect button 35 during the effective period (second period) of the pursuit button rapid-hit promotion effect. Although not shown in the figure, during the effective period of the pursuit button rapid-hit promotion effect, text explaining the effect content, "Pursue the enemy army by rapid-hitting the button!", an animation showing the first effect button image imitating the first effect button 35 moving up and down, the text "Repeat!" displayed above the first effect button image, and a remaining time gauge showing the remaining time of the effective period are displayed.
[0292] When the player repeatedly taps the first effect button 35 during the valid period of such a pursuit button rapid-hit promotion effect, a pursuit image change effect is executed (see FIG. 17(L)). This pursuit image change effect is an effect that displays an animation showing the number of enemy soldiers gradually decreasing as a result of the player's army pursuing the enemy army in response to the rapid tapping of the first effect button 35.
[0293] After such a pursuit image change effect is executed, depending on whether the first effect button 35 is pressed repeatedly during the valid period for the pursuit button repeated press promotion effect, a first pursuit success effect (an example of a second success effect: see Figure 17(M)), a second pursuit success effect (an example of a second success effect: see Figure 17(O)), or a pursuit failure effect (an example of a second failure effect: see Figure 17(Q)) is executed.
[0294] The first successful pursuit performance (see FIG. 17(M)) is a single successful pursuit performance that shows the state where the general of the player's army succeeds in pursuing (annihilating) the enemy army alone, and is a performance that can be executed only when the result of the second special symbol determination performed at the start of the variation of this second special symbol (and performance symbol) is "3R probability change". Therefore, when the first successful pursuit performance is executed, a 3R probability change big win notification performance is executed in which three performance symbols showing the repeated numbers "333" that notify the winning of "3R probability change" are displayed pseudo-stop and then stopped properly (see FIG. 17(N)).
[0295] The second successful pursuit performance (see FIG. 17(O)) is a successful joint pursuit performance that shows how the player joins forces with his teammates who rushed to the rescue of his team to succeed in pursuing (annihilating) the enemy army, and can only be executed if the result of the second special pattern determination performed at the start of the variation of this second special pattern (and performance pattern) is "10R sure change". Therefore, when the second successful pursuit performance is executed, a 10R sure change big win notification performance is executed in which three performance patterns showing the repeat number "777" that notifies the player that the "10R sure change" has been won are displayed as a pseudo stop and then stopped (see FIG. 17(P)).
[0296] As is clear from the explanation so far, if the result of the second special pattern determination performed at the start of the change in the second special pattern (and the performance pattern) is "10R sure change," then either the defeat success effect (see Figure 17(E)) and the 10R sure change jackpot announcement effect (see Figure 17(F)) will be executed, or the second pursuit success effect (see Figure 17(O)) and the 10R sure change jackpot announcement effect (see Figure 17(P)) will be executed.
[0297] The pursuit failure effect (see FIG. 17(Q)) is an effect that shows the failure of the pursuit (annihilation) of the enemy army, and is executed when the result of the second special symbol determination performed at the start of the variation of the second special symbol (and the performance symbol) is "miss." Therefore, when the pursuit failure effect is executed, a miss notification effect is executed in which three performance symbols indicating a reach miss that notifies "miss" are displayed in a pseudo-stop state and then stopped in a real state (see FIG. 17(R)).
[0298] As explained so far with reference to Figure 17, if the subjugation success display (see Figure 17(E)) is executed, the first pursuit success display (see Figure 17(M)), the second pursuit success display (see Figure 17(O)), and the pursuit failure display (see Figure 17(Q)) will not be executed, and if the subjugation failure display (see Figure 17(G)) is executed, the first pursuit success display, the second pursuit success display, or the pursuit failure display is executed.
[0299] In this embodiment, the case where two success effects (second success effects) of the first and second pursuit success effects can be executed is described as an example, but in other embodiments, a configuration in which one pursuit success effect is executed as the second success effect may be adopted. In this case, it is sufficient to execute a common pursuit success effect in both the case where the "10R probability change" is won and the case where the "3R probability change" is won.
[0300] <About the winning probability of each successful performance lottery> Next, the successful performance lottery executed in response to button operations during each effective period of the defeat reach will be described with reference to Fig. 18. Here, Fig. 18 is an explanatory diagram for explaining the lottery executed in response to operations during the defeat reach.
[0301] In the gaming machine 1 of this embodiment, when the result of the second special pattern determination executed by the main CPU 81 at the start of the display of the second special pattern change during the special pattern game state is "10R special pattern", "3R special pattern", or "miss", and a change pattern corresponding to the defeat reach is selected as the change pattern of the second special pattern, the change presentation pattern of the defeat reach is set by the sub-CPU 91.
[0302] For example, if the "10R special" is won, a change presentation pattern is set in which the presentation progresses from the defeat button rapid-hit promotion presentation (see Figure 17(C)) to the defeat success presentation (see Figure 17(E)) (hereinafter referred to as "change presentation pattern A"), or a change presentation pattern is set in which the presentation progresses from the defeat button rapid-hit promotion presentation (see Figure 17(C)) to the defeat failure presentation (see Figure 17(G)) and the pursuit button rapid-hit promotion presentation (see Figure 17(K)) via the second pursuit success presentation (see Figure 17(O)) (hereinafter referred to as "change presentation pattern B").
[0303] Also, for example, if the "3R special" is won, a change presentation pattern (hereinafter referred to as "change presentation pattern C") is set in which the presentation progresses from a promotion effect for repeatedly hitting the defeat button (see Figure 17(C)), via a failure to defeat presentation (see Figure 17(G)) and a promotion effect for repeatedly hitting the pursuit button (see Figure 17(K)), to a first successful pursuit presentation (see Figure 17(M)).
[0304] Also, for example, if the result of the second special pattern determination at the start of the change is a "miss," a change presentation pattern is set in which the presentation progresses from a promotion effect for promoting rapid hits of the defeat button (see Figure 17(C)) via a failed defeat presentation (see Figure 17(G)) to a miss notification presentation (see Figure 17(I)), or a change presentation pattern is set in which the presentation progresses from a promotion effect for promoting rapid hits of the defeat button (see Figure 17(C)) via a failed defeat presentation (see Figure 17(G)) and a promotion effect for promoting rapid hits of the pursuit button (see Figure 17(K)) to a failed pursuit presentation (see Figure 17(Q)).
[0305] Then, the sub-CPU91 sends a variable presentation start command including information indicating the variable presentation pattern of the set defeat reach to the image and sound control board 100 (and the lamp control board 120), whereby the defeat reach is executed in the presentation pattern set by the sub-CPU91.
[0306] Here, when the sub-CPU91 sets the above-mentioned variable presentation pattern A, that is, when the variable presentation pattern in which the presentation progresses from the defeat button rapid-hit promotion presentation (see FIG. 17(C)) to the defeat success presentation (see FIG. 17(E)) is set, the sub-CPU91 executes the following process. That is, the sub-CPU91 acquires an operation random number in response to the first presentation button 35 (or the second presentation button 36) being operated during the valid period related to the defeat button rapid-hit promotion presentation (see FIG. 17(C)). Then, the sub-CPU91 executes a lottery for a defeat success presentation to see whether or not the acquired operation random number matches a preset winning value, and executes a defeat success presentation (see FIG. 17(E)) on the condition that the defeat success presentation lottery is won.
[0307] Specifically, the sub-CPU 91 acquires, as an operation random number, a value at the time when an operation signal is output from the first effect button detection sensor 96 (or the second effect button detection sensor 97) during the valid period related to the defeat button successive tap promotion effect, which is appropriately updated by the random number update process in the sub-control board 90, and stores the value in a predetermined area of the sub-RAM 93. Then, a defeat success effect lottery is executed to determine whether the operation random number stored in the predetermined area matches any of the random number values stored in the sub-ROM 92.
[0308] In this embodiment, the possible values of the operation random number are set to 100 from "0" to "99", and 20 random number values (winning values) are stored for the first operation of the first effect button 35 during the valid period for the defeat button rapid-hit promotion effect, and 10 random number values (winning values) are stored for the second or subsequent operation of the first effect button 35 during the valid period for the defeat button rapid-hit promotion effect.
[0309] When the first operation of the first effect button 35 is performed during the effective period of the defeat button rapid-hit promotion effect, i.e., when the first operation signal is output from the first effect button detection sensor 96 during this effective period, the sub-CPU 91 determines whether or not to execute the defeat success effect based on whether or not the operation random number stored in a predetermined area of the sub-RAM 93 matches any of the 20 random number values. Here, if the acquired and stored operation random number matches any of the 20 random number values, the defeat success effect is executed immediately after the defeat image change effect is executed.
[0310] On the other hand, if the sub-CPU 91 determines that the successful subjugation effect will not be executed for the first operation of the first effect button 35 during the valid period for the subjugation button rapid-hit promotion effect, that is, if the acquired and stored operation random number does not match any of the above-mentioned 20 random number values, it terminates the processing related to the successful subjugation effect lottery without executing the successful subjugation effect after executing the subjugation image change effect.
[0311] Then, when the first effect button 35 is operated for the second or subsequent time during the valid period for the defeat button successive tap promotion effect, the sub-CPU 91 determines whether or not to execute the defeat success effect based on whether or not the operation random number acquired in response to the operation matches any of the above 10 random number values (winning values). Here, if the acquired and stored operation random number matches any of the 10 random number values, the defeat success effect is executed immediately after the defeat image change effect is executed.
[0312] In this embodiment, while the operation random number can take on the above 100 random number values, 20 random number values are stored for the first operation of the first effect button 35, and 10 random number values are stored for the second and subsequent operations of the first effect button 35. Therefore, the probability that the defeat success effect will be executed in response to the first operation of the first effect button 35 during the valid period related to the defeat button rapid-hit promotion effect is 20% (=20 / 100×100), and the probability that the defeat success effect will be executed in response to the second and subsequent operations of the first effect button 35 during the valid period related to the defeat button rapid-hit promotion effect is 10% (=10 / 100×100) (see FIG. 18(A)).
[0313] In this embodiment, a successful defeat effect lottery is executed every time the first effect button 35 is operated during the effective period of the defeat button successive tap promotion effect, and if the successful defeat effect lottery is lost, only the defeat image change effect is executed, and if the subsequent successful defeat effect lottery is won, the defeat image change effect and the successful defeat effect are executed. Therefore, if the player does not win the successful defeat effect lottery even if he operates the first effect button 35, only the defeat image change effect is repeatedly executed.
[0314] On the other hand, when the second effect button 36 is operated during the effective period related to the defeat button successive tap promotion effect, that is, when an operation signal is output from the second effect button detection sensor 97 during this effective period, the sub-CPU 91 acquires an operation random number and stores it in a predetermined area of the sub-RAM 93 in the same manner as when the first effect button 35 is operated. In this embodiment, when the second effect button 36 is operated, the operation random number is configured to be able to take the above-mentioned 100 random number values in the same manner as when the first effect button 35 is operated. And, in the sub-ROM 92, the same random number value as the 100 random number value that the operation random number can take is stored as a winning value with respect to the operation of the second effect button 36. Therefore, the probability that the defeat success effect is executed when the second effect button 36 is operated is 100% (=100 / 100×100), and if the second effect button 36 is operated during the effective period related to the defeat button successive tap promotion effect, the defeat success effect will always be executed (see FIG. 18(A)).
[0315] Therefore, if the player operates the first effect button 35 several times during the effective period of the defeat button successive tap promotion effect (see FIG. 17(C)) but the defeat success effect is not executed, the player can easily generate the defeat success effect by operating the second effect button 36. Also, if the player wants to know quickly whether the defeat success effect will be executed or not, the player can quickly find out whether the defeat success effect will be executed or not by operating the second effect button 36 without operating the first effect button 35 during the effective period of the defeat button successive tap promotion effect.
[0316] As is clear from the notation in Fig. 18(A), no winning value is prepared for the successful defeat effect lottery for the second or subsequent operation of the second effect button 36 during the valid period for the repeated defeat button press promotion effect. Therefore, the successful defeat effect will not be executed in response to the second or subsequent operation of the second effect button 36 during the valid period for the repeated defeat button press promotion effect.
[0317] In this embodiment, an example is given of a case where operation of the second effect button 36 is valid only once during the valid period for the defeat button rapid-hit promotion effect, regardless of whether or not the first effect button 35 is operated. However, for example, a configuration may be adopted in which operation of the second effect button 36 is valid on the condition that the number of times the first effect button 35 is operated during the valid period for the defeat button rapid-hit promotion effect has reached a predetermined number.
[0318] Here, with reference to FIG. 18(A), the successful defeat performance lottery and its winning probability that are performed when the first performance button 35 (or the second performance button 36) is operated during the valid period related to the defeat button successive tap promotion performance are described, but this successful defeat performance lottery is performed only when the above-mentioned variable performance pattern A is selected as the variable performance pattern of the defeat reach. In other words, even if the result of the second special pattern determination performed at the start of the variation of the second special pattern in which the defeat reach is executed is "10R certainty", if the variable performance pattern B in which the performance progresses from the defeat button successive tap promotion performance (see FIG. 17(C)) to the defeat failure performance (see FIG. 17(G)) and the pursuit button successive tap promotion performance (see FIG. 17(K)) to the second pursuit success performance (see FIG. 17(O)) is set as the variable performance pattern of the defeat reach, a configuration is adopted in which the successful defeat performance lottery is not performed so that the successful defeat performance is not executed. For this reason, when variable presentation pattern B is set as the variable presentation pattern for the defeat reach, no matter how many times the first presentation button 35 or the second presentation button 36 is operated during the effective period for the defeat button rapid-hit promotion presentation, the defeat success presentation will not be executed, and the defeat image change presentation will be executed each time an operation is performed.
[0319] Next, when the result of the second special pattern determination performed at the start of the change of the second special pattern that executes the subjugation reach is "10R sure change" and change presentation pattern B is set as the change presentation pattern of the subjugation reach, in which the presentation progresses from the subjugation button rapid-hit promotion presentation (see Figure 17(C)) to the subjugation failure presentation (see Figure 17(G)) and the pursuit button rapid-hit promotion presentation (see Figure 17(K)) to the second pursuit success presentation (see Figure 17(O)), the second pursuit success presentation lottery that is executed during the valid period for this pursuit button rapid-hit promotion presentation will be described.
[0320] In this embodiment, when the "10R probability change" is won and the defeat reach progresses to the pursuit button successive tapping promotion performance, the sub-CPU 91 executes a lottery for the second pursuit successful performance in response to the operation of the first performance button 35 during the effective period of the pursuit button successive tapping promotion performance. When the first performance button 35 is operated during the effective period of the pursuit button successive tapping promotion performance, the sub-CPU 91 acquires an operation random number and stores it in a predetermined area of the sub-RAM 93, just as during the effective period of the defeat button successive tapping promotion performance.
[0321] In contrast, the sub-ROM 92 stores, as random numbers (winning values) for the second pursuit success performance lottery, 10 winning values for the first operation of the first performance button 35 during the valid period for the pursuit button rapid-hit promotion performance, and 15 winning values for the second and subsequent operations of the first performance button 35 during the valid period for the pursuit button rapid-hit promotion performance. Therefore, as illustrated in FIG. 18(B), the probability that the second pursuit success performance is executed in response to the first operation of the first performance button 35 during the valid period for the pursuit button rapid-hit promotion performance is 10% (=10 / 100×100), and the probability that the second pursuit success performance is executed in response to the second and subsequent operations of the first performance button 35 during the valid period for the pursuit button rapid-hit promotion performance is 15% (=15 / 100×100).
[0322] If the second pursuit success effect lottery is not won, the pursuit image change effect is executed, and if the second pursuit success effect lottery is won in response to the next or subsequent operation of the first effect button 35, the pursuit image change effect and the second pursuit success effect are executed. In other words, the pursuit image change effect is repeatedly executed each time the first effect button 35 is operated until the second pursuit success effect lottery is won.
[0323] As is clear from the notation in Fig. 18(B), no winning value is prepared for the second successful pursuit performance lottery for the operation of the second performance button 36 during the valid period for the pursuit button rapid-hit promotion performance. In other words, even if the second performance button 36 is operated during the valid period for the pursuit button rapid-hit promotion performance, the second successful pursuit performance lottery is not executed, and the second successful pursuit performance is not executed in response to the operation of the second performance button 36 during the valid period for the pursuit button rapid-hit promotion performance.
[0324] On the other hand, when the "3R probability change" is won and the defeat reach progresses to the pursuit button successive tapping promotion performance, the sub-CPU 91 executes a lottery for the first pursuit successful performance in response to the operation of the first performance button 35 during the effective period for this pursuit button successive tapping promotion performance. When the first performance button 35 is operated during the effective period for the pursuit button successive tapping promotion performance, the sub-CPU 91 acquires an operation random number and stores it in a predetermined area of the sub-RAM 93, just as during the effective period for the defeat button successive tapping promotion performance.
[0325] In contrast, in the sub-ROM 92, five winning values are stored as random numbers (winning values) for the first pursuit success performance lottery with respect to the first operation of the first performance button 35 during the valid period of the pursuit button rapid-hit promotion performance, and 20 winning values are stored with respect to the second and subsequent operations of the first performance button 35 during the valid period of the pursuit button rapid-hit promotion performance. Therefore, as illustrated in FIG. 18(C), the probability that the first pursuit success performance is executed in response to the first operation of the first performance button 35 during the valid period of the pursuit button rapid-hit promotion performance is 5% (=5 / 100×100), and the probability that the first pursuit success performance is executed in response to the second and subsequent operations of the first performance button 35 during the valid period of the pursuit button rapid-hit promotion performance is 20% (=20 / 100×100).
[0326] If the first pursuit success effect lottery is not won, the pursuit image change effect is executed, and if the first pursuit success effect lottery is won in response to the next or subsequent operation of the first effect button 35, the pursuit image change effect and the first pursuit success effect are executed. In other words, the pursuit image change effect is repeatedly executed each time the first effect button 35 is operated until the first pursuit success effect lottery is won.
[0327] As is clear from the notation in Fig. 18(C), no winning value is prepared for the first successful pursuit effect lottery with respect to the operation of the second effect button 36 during the valid period for the pursuit button rapid-hit promotion effect. In other words, even if the second effect button 36 is operated during the valid period for the pursuit button rapid-hit promotion effect, the first successful pursuit effect lottery is not executed, and the first successful pursuit effect is not executed in response to the operation of the second effect button 36 during the valid period for the pursuit button rapid-hit promotion effect.
[0328] In this way, if the second performance button 36 is operated during the valid period for the defeat button rapid-hit promotion performance, a defeat success performance (see Figure 17 (E)) may be executed in response to that operation, whereas if the second performance button 36 is operated during the valid period for the pursuit button rapid-hit promotion performance, the first pursuit success performance or the second pursuit success performance will not be executed in response to that operation.
[0329] Up to this point, the subjugation reach has been explained based on Figures 17 and 18, but the processing executed by the sub-CPU 91 to realize this subjugation reach will be described in detail later based on Figures 49, 54, 55, etc.
[0330] [About the type of jackpot random number and advance judgment information] Next, the type of jackpot random number and the pre-determination information will be described with reference to Fig. 19. Here, Fig. 19 is an explanatory diagram for explaining the pre-determination information, Fig. 19(A) is an explanatory diagram for explaining the type of jackpot random number and the jackpot pre-determination information, and Fig. 19(B) is an explanatory diagram for explaining various pre-determination information included in the pending command transmitted from the main control board 80 to the sub control board 90.
[0331] When a game ball enters the first start hole 21 in a state where the reserved number of the first special symbol determination has not reached the upper limit, the main CPU 81 acquires a jackpot random number, a symbol random number, a reach random number, and a change pattern random number. Here, the jackpot random number is acquired information used to determine whether or not to execute a jackpot game, and the symbol random number is type information for determining the type of jackpot (such as the number of rounds of the jackpot game and the game state after the jackpot game ends). The reach random number is a random number for determining whether to perform a reach performance or a reach-less performance when it is determined that a jackpot game will not be executed, and the change pattern random number is a random number for determining the change pattern of the special symbol. These jackpot random numbers, symbol random numbers, reach random numbers, and change pattern random numbers are also acquired in the same way when a game ball enters the second start hole 22 in a state where the reserved number of the second special symbol determination has not reached the upper limit.
[0332] In addition, when a game ball enters the first start hole 21 (or the second start hole 22) in a situation where a special symbol determination cannot be performed immediately, such as during the variable display of a special symbol or during a jackpot game, the jackpot random number, the symbol random number, the reach random number, and the variable pattern random number acquired in response to this winning are stored in a predetermined area of the main RAM 83 as information reserving the right to determine the special symbol. The predetermined area of the main RAM 83 will be described in detail later with reference to FIG.
[0333] In this way, when the right to determine a special symbol is reserved, the main CPU 81 executes a pre-determination process of whether or not to execute a jackpot game before executing a special symbol determination corresponding to the right. Specifically, when a jackpot random number or the like is obtained in response to a game ball entering the first start hole 21 (or the second start hole 22), a pre-determination is made as to whether or not to execute a jackpot game based on whether or not the obtained jackpot random number matches a winning value previously stored in the main ROM 82.
[0334] (Classification of jackpot random numbers obtained in low probability states) Here, the jackpot random number obtained in response to a game ball entering the first starting hole 21 (or the second starting hole 22) during a low probability state (normal game state or time-saving game state in this embodiment) is classified into a "guaranteed win random number" (an example of the first acquired information), a "provisional lose random number" (an example of the second acquired information), and a "guaranteed lose random number," as illustrated in Figure 19 (A).
[0335] As described above based on Fig. 6(A), in this embodiment, for the low probability state, four random number values from "0" to "3" are stored in the main ROM 82 as "winning values", and 836 random number values from "4" to "839" are stored in the main ROM 82 as "losing values". For the high probability state (in this embodiment, the probability game state), 14 random number values from "0" to "13" are stored in the main ROM 82 as "winning values", and 826 random number values from "14" to "839" are stored in the main ROM 82 as "losing values".
[0336] Here, among the total of 840 random numbers from "0" to "839", the four random numbers from "0" to "3" are stored in the main ROM 82 as "winning values" for both the low probability state and the high probability state (see FIG. 6(A)). This means that if the acquired jackpot random number is any of "0" to "3", it will be determined as a "jackpot" regardless of whether the state when the special symbol determination is executed is a low probability state or a high probability state. For this reason, the jackpot random numbers "0" to "3" acquired and stored as information reserving the right to special symbol determination in a low probability state can be classified as "winning random numbers" because they match the "winning values" and are determined as a "jackpot" regardless of whether the state when the special symbol determination corresponding to that right is executed is a low probability state or a high probability state, as shown in FIG. 19(A).
[0337] On the other hand, out of the total of 840 random number values from "0" to "839", 10 random number values from "4" to "13" are stored in the main ROM 82 as "losing values" for the low probability state, and as "winning values" for the high probability state, as exemplified in Fig. 6(A). This means that when the acquired jackpot random number is any of "4" to "13", if the state when the special symbol determination is executed is in the low probability state, it is determined as a "miss", and if the state when the special symbol determination is executed is in the high probability state, it is determined as a "jackpot". For this reason, the jackpot random numbers "4" to "13" acquired and stored as information reserving the right to a special symbol determination in a low probability state are determined to be "misses" because they match the "losing value" if the state when the special symbol determination corresponding to that right is executed is a low probability state (the same as when the starting gate wins), as shown in Figure 19 (A), while they are determined to be "wins" because they match the "winning value" and are determined to be "jackpots" if the state when the special symbol determination corresponding to that right is executed has changed from a low probability state to a high probability state. For this reason, the jackpot random numbers "4" to "13" acquired and stored as information reserving the right to a special symbol determination in a low probability state are determined to be "misses" if the special symbol determination is executed while in a low probability state, and are determined to be "jackpots" if the special symbol determination is executed after transitioning to a high probability state, and can be classified as "provisional misses".
[0338] In addition, of the total 840 random numbers from "0" to "839", 826 random numbers from "14" to "839" are stored in the main ROM 82 as "losing values" for both the low probability state and the high probability state (see FIG. 6(A)). This means that if the acquired jackpot random number is one of "14" to "839", it will be determined as a "loss" regardless of whether the state when the special symbol determination is executed is a low probability state or a high probability state. For this reason, the jackpot random numbers "14" to "839" acquired and stored as information reserving the right to special symbol determination in a low probability state can be classified as "losing confirmed random numbers" because they match the "losing values" and are determined as a "loss" regardless of whether the state when the special symbol determination corresponding to that right is executed is a low probability state or a high probability state, as shown in FIG. 19(A).
[0339] (Classification of jackpot random numbers obtained in high probability states) The jackpot random number obtained in response to a game ball entering the first starting hole 21 (or the second starting hole 22) during a high probability state is classified into a "guaranteed win random number," a "provisional win random number" (an example of the second obtained information), and a "guaranteed loss random number," as illustrated in Figure 19 (A).
[0340] As described above, in the gaming machine 1 of this embodiment, four random numbers "0" to "3" are stored in the main ROM 82 as "winning values" for both the low probability state and the high probability state (see FIG. 6(A)). For this reason, the jackpot random numbers "0" to "3" acquired and stored as information reserving the right to special symbol determination in the high probability state match the "winning values" and are determined to be a "jackpot" regardless of whether the state when the special symbol determination corresponding to that right is executed is the low probability state or the high probability state, as shown in FIG. 19(A). Therefore, they can be classified as "winning confirmed random numbers" like the jackpot random numbers "0" to "3" acquired and stored as information reserving the right to special symbol determination in the low probability state.
[0341] Also, as described above, in this embodiment, the ten random numbers "4" to "13" are stored in the main ROM 82 as "winning values" for the high probability state, and as "losing values" for the low probability state. This means that when the jackpot random number obtained in the high probability state is one of "4" to "13", if the state when the special symbol determination is executed is a high probability state (the same as when one of these jackpot random numbers is obtained), it is determined to be a "jackpot", and if, for example, the state when the special symbol determination is executed changes from a high probability state to a low probability state by winning a normal jackpot, it is determined to be a "loss". For this reason, the jackpot random numbers "4" to "13" obtained and stored as information reserving the right to a special symbol determination in the high probability state are determined to be a "jackpot" if the special symbol determination is executed while remaining in the high probability state, and are determined to be a "loss" if the special symbol determination is executed after transitioning to a low probability state, and can be classified as "provisional win random numbers".
[0342] As described above, of the total of 840 random numbers from "0" to "839", 826 random numbers from "14" to "839" are stored in the main ROM 82 as "losing values" for both the low probability state and the high probability state. For this reason, the jackpot random numbers "14" to "839" acquired and stored as information reserving the right to special symbol determination in the high probability state match the "losing values" and are determined as "losing" regardless of whether the state when the special symbol determination corresponding to that right is executed is the low probability state or the high probability state, as shown in Fig. 19(A), and therefore can be classified as "losing confirmed random numbers" like the jackpot random numbers "14" to "839" acquired and stored as information reserving the right to special symbol determination in the low probability state.
[0343] In the low probability state, the main CPU81 determines that a jackpot game will be executed if the jackpot random number acquired at the time of winning the starting hole is a "definite winning random number," but determines that a jackpot game will not be executed if the jackpot random number acquired at the time of winning the starting hole is a "provisional losing random number" or a "definite losing random number." On the other hand, in the high probability state, the main CPU81 determines that a jackpot game will be executed if the jackpot random number acquired at the time of winning the starting hole is any of a "definite winning random number," a "provisional losing random number," or a "provisional winning random number," and determines that a jackpot game will not be executed if the jackpot random number acquired at the time of winning the starting hole is a "definite losing random number."
[0344] When the main CPU 81 acquires and stores various random numbers such as a jackpot random number as information reserving the right to determine the first special pattern (or the second special pattern) in response to a game ball entering the first start hole 21 (or the second start hole 22) during a low probability state, it transmits a reserve command including pre-jackpot determination information ("confirmed win information", "provisional miss information", or "confirmed miss information") to the sub-control board 90.
[0345] Here, "confirmed win information" is information notifying that a jackpot random number obtained as information reserving the right to determine a special pattern when in a low probability state is a "confirmed win random number." "Provisional loss information" is information notifying that a jackpot random number obtained as information reserving the right to determine a special pattern when in a low probability state is a "provisional loss random number." "Confirmed loss information" is information notifying that a jackpot random number obtained as information reserving the right to determine a special pattern when in a low probability state is a "confirmed loss random number."
[0346] In this way, since a hold command including jackpot pre-judgment information in a low probability state is transmitted from the main control board 80 to the sub-control board 90, the sub-CPU 91 of the sub-control board 90 can easily determine, at the time of receiving the hold command, what the judgment result will be if the reserved special pattern judgment is executed, based on the jackpot pre-judgment information contained in this hold command.
[0347] For example, when a reserved command including "winning confirmation information" is received as the jackpot advance judgment information, it is possible to easily specify that when a special symbol judgment corresponding to the reserved command is executed based on this "winning confirmation information", it will be judged as a "jackpot" regardless of whether the state at that time is a low probability state or a high probability state. Also, when a reserved command including "provisional loss information" is received as the jackpot advance judgment information, it is possible to easily specify that when a special symbol judgment corresponding to the reserved command is executed based on this "provisional loss information", it will be judged as a "loss" if the state at that time is a low probability state, and it will be judged as a "jackpot" if the state at that time is a high probability state. Also, when a reserved command including "loss confirmation information" is received as the jackpot advance judgment information, it is possible to easily specify that when a special symbol judgment corresponding to the reserved command is executed based on this "loss confirmation information", it will be judged as a "loss" regardless of whether the state at that time is a low probability state or a high probability state.
[0348] When the main CPU 81 acquires and stores various random numbers such as a jackpot random number as information reserving the right to determine the second special pattern (or the first special pattern) in response to a game ball entering the second start hole 22 (or the first start hole 21) during a high probability state, it transmits a reserve command including jackpot pre-determination information ("confirmed win information", "provisional win information", or "confirmed miss information") to the sub-control board 90.
[0349] Here, "confirmed win information" is information notifying that a jackpot random number obtained as information reserving the right to determine a special pattern when in a high probability state is a "confirmed win random number." "Provisional win information" is information notifying that a jackpot random number obtained as information reserving the right to determine a special pattern when in a high probability state is a "provisional win random number." "Confirmed loss information" is information notifying that a jackpot random number obtained as information reserving the right to determine a special pattern when in a high probability state is a "confirmed loss random number."
[0350] In this way, since a hold command including jackpot pre-judgment information in a high probability state is transmitted from the main control board 80 to the sub-control board 90, the sub-CPU 91 of the sub-control board 90 can easily determine, at the time of receiving the hold command, what the judgment result will be if the reserved special pattern judgment is executed, based on the jackpot pre-judgment information contained in this hold command.
[0351] For example, when a hold command including "provisional hit information" is received as pre-judgment information for a jackpot in a high probability state, when a special pattern judgment corresponding to the hold command is executed based on this "provisional hit information", it is possible to easily determine that if the state at that time remains in the high probability state, it will be judged as a "jackpot", and if the state at that time changes from a high probability state to a low probability state, it will be judged as a "miss".
[0352] Based on the jackpot advance judgment information contained in the hold command received from the main control board 80, the sub-CPU 91 can accurately determine the relationship between the state at the time the hold is consumed (low probability state or high probability state) and the judgment result when a special pattern judgment is executed, and based on this determination result, it can appropriately control the execution of the pre-reading performance based on the result of the advance judgment processing.
[0353] Fig. 19(B) illustrates various pre-determination information transmitted from the main control board 80 to the sub-control board 90 in the form of being included in a hold command together with the jackpot pre-determination information explained based on Fig. 19(A). The main CPU 81 executes a predetermined pre-determination process based on the jackpot random number acquired in response to the start port winning, and transmits a hold command including winning start port information, jackpot pre-determination information, jackpot type pre-determination information, variation pattern information, and game status information to the sub-control board 90 as information showing the result of this pre-determination process.
[0354] Here, the winning start port information is information that indicates whether various random numbers such as a jackpot random number were obtained as a result of the game ball entering the first start port 21, or whether they were obtained as a result of the game ball entering the second start port 22.
[0355] The jackpot advance judgment information is as described above based on Fig. 19(A), and when the right to judge the special symbol is reserved in response to the game ball entering the first start hole 21 (or the second start hole 22) in a low probability state, "winning information", "provisional losing information", or "definite losing information" is transmitted to the sub-control board 90 as the jackpot advance judgment information (see Fig. 19(B)). Also, when the right to judge the special symbol is reserved in response to the game ball entering the first start hole 21 (or the second start hole 22) in a high probability state, "winning information", "provisional winning information", or "definite losing information" is transmitted to the sub-control board 90 as the jackpot advance judgment information (see Fig. 19(B)).
[0356] The jackpot type pre-determination information is information indicating what type of jackpot it is. As described above based on FIG. 6(A), for the low probability state, four random numbers from "0" to "3" are stored in the main ROM 82 as winning values. Therefore, in the case of a conventional pachinko game machine, when a jackpot random number acquired in the low probability state matches any of the winning values from "0" to "3" and it is pre-determined that a jackpot game will be executed, the type of jackpot (special game) is specified based on the pattern random number acquired together with this jackpot random number, and information indicating the result of the pre-determination as to whether or not to execute a jackpot game and information indicating the specified type of jackpot are transmitted to the sub-control board 90 in the form of being included in a hold command.
[0357] In contrast, in this embodiment, the main CPU81 specifies the type of jackpot (special game) based on the symbol random number obtained together with the jackpot random number not only when the jackpot random number obtained in the low probability state is a "definite win random number" (in this embodiment, any of "0" to "3": see FIG. 19(A)), but also when the jackpot random number obtained in the low probability state is a "provisional loss random number" (in this embodiment, any of "4" to "13": see FIG. 19(A)). Then, the main CPU81 includes in the hold command pre-determination information (jackpot pre-determination information) indicating the result of pre-determination of whether or not to execute a jackpot game, and information (special game information) indicating the type of the specified jackpot (jackpot game) in the hold command, and transmits the hold command to the sub-control board 90.
[0358] In the gaming machine 1 of this embodiment, as is clear from Fig. 6(A), random numbers from "4" to "13" are stored in the main ROM 82 as "losing values" for the low probability state. Therefore, when a jackpot random number obtained in a low probability state is stored as information for reserving the right to a special symbol determination, that is, when a "provisional losing random number" is obtained and stored in a low probability state, if the state when a special symbol determination corresponding to the reserved right is performed is the same low probability state as when the right to this special symbol determination was reserved, this special symbol determination will determine it as a "loss."
[0359] However, the random number values from "4" to "13" are stored in the main ROM 82 as "winning values" for the high probability state (see FIG. 6(A)). For this reason, after a "tentative losing random number" is acquired and stored in a low probability state, for example, if the result of the previously reserved special symbol determination becomes a "guaranteed jackpot", changing the state from the low probability state to the high probability state, and a special symbol determination based on the above "tentative losing random number" is performed in the high probability state, the result of this special symbol determination will be a "jackpot."
[0360] In other words, the "tentative losing random number" obtained in a low probability state basically matches the "losing value," but if the state when the special pattern determination based on this "tentative losing random number" is executed has changed from a low probability state to a high probability state, it can be said to be a winning random number that has an element of uncertainty, in that it matches the "winning value" rather than the "losing value."
[0361] For this reason, in the gaming machine 1 of this embodiment, not only when the jackpot pre-determination information in the low probability state is "confirmed win information" (i.e., when the jackpot random number acquired in the low probability state is a "confirmed win random number"), but also when the jackpot pre-determination information in the low probability state is "tentative miss information" (i.e., when the jackpot random number acquired in the low probability state is a "tentative miss random number"), the type of jackpot (jackpot game) is identified based on the pattern random number acquired together with the jackpot random number, and jackpot type pre-determination information indicating this identification result is transmitted to the sub-control board 90 together with the jackpot pre-determination information (here, "confirmed win information" or "tentative miss information").
[0362] In Fig. 20(A), a state is illustrated in which three reserved icons, Special Chart 1 No. 1 Reserve, Special Chart 1 No. 2 Reserve, and Special Chart 1 No. 3 Reserve, are displayed as reserved icons indicating that the right to judge the first special symbol is reserved when the game is controlled in the normal game state (low probability state). Here, for Special Chart 1 No. 3 Reserve, a "provisional miss random number" is acquired, and "provisional miss information" is acquired as the jackpot advance judgment information. Therefore, as is clear from the notation in Fig. 19(A), if the reservation corresponding to Special Chart 1 No. 3 Reserve is consumed while the probability state is low, it will be judged as a "miss".
[0363] However, as is clear from the notation in Figure 20(A), since the result of the determination of the first special pattern determination corresponding to the first reserve of Special Chart 1 is "5R sure win," before the reserve corresponding to the third reserve of Special Chart 1 is consumed, specifically, at the time when the jackpot game corresponding to the first reserve of Special Chart 1 ends, a transition will occur from a low probability state to a high probability state, and as a result, the result of the determination of the first special pattern determination corresponding to the third reserve of Special Chart 1 will be "jackpot."
[0364] In contrast, in the gaming machine 1 of this embodiment, when a "tentative miss random number" is obtained in a low probability state and "tentative miss information" is obtained as jackpot pre-judgment information, jackpot type pre-judgment information indicating the type of jackpot (jackpot game) is transmitted from the main control board 80 to the sub-control board 90 along with the "tentative miss information" indicating this miss.
[0365] Therefore, when the first special pattern judgment corresponding to the third reservation of special pattern 1 is reserved, the sub-CPU 91 of the sub-control board 90 judges that the result is a "miss," but if the state transitions to a high probability state before the reserved period is consumed, it will become a "jackpot," and it is possible to determine what type of jackpot it is based on the provisional miss information and the jackpot type advance judgment information.
[0366] As a result, the sub-CPU 91 can execute the icon change effect as illustrated in FIG. 21 for the special chart 1 third reservation based on receiving the reservation command for the special chart 1 third reservation. FIG. 21 illustrates a state in which a red reservation icon is displayed for the special chart 1 first reservation because the result of the first special pattern determination corresponding to the special chart 1 first reservation is "5R probability change". FIG. 21 also illustrates a state in which the first special pattern determination corresponding to the special chart 1 third reservation is performed in a high probability state and the result of the determination is "big win", so that the special chart 1 third reservation is displayed as an expansion and contraction reservation icon that repeatedly expands and contracts, and a message saying "Maybe it's a win if it's a probability change!?" is displayed above the expansion and contraction reservation icon.
[0367] In this way, in this embodiment, even in cases where a "tentative miss random number" is obtained in a low probability state and the pre-jackpot judgment information becomes "tentative miss information," that is, in cases where it is basically a "miss," but would become a "jackpot" if there had been a transition from the low probability state to a high probability state before the reserved amount was consumed, it is possible to provide an opportunity for a pre-reading performance.
[0368] Note that, here, we have explained an example of executing an icon change effect using a reserved icon based on the "temporary miss information" and the "pre-judgment information on the type of jackpot," but it is also possible to execute other pre-reading effects based on this information.
[0369] Returning to the explanation of the "big win type advance judgment information" in Fig. 19, when a start winning occurs in a low probability state (when a game ball wins in the first start hole 21 or the second start hole 22), the main CPU 81 transmits the big win type advance judgment information together with the winning confirmation information or the provisional loss information to the sub-control board 90. This is as described above.
[0370] On the other hand, when the main CPU 81 obtains a "definite losing random number" in response to a start winning in a low probability state and transmits "definite losing information" indicating that this "definite losing random number" has been obtained to the sub-control board 90, it does not transmit the jackpot type advance determination information. This is because when a "definite losing random number" is obtained, the special symbol determination based on this "definite losing random number" is determined to be a "loss" regardless of whether the state is a low probability state or a high probability state, so there is no need to notify the sub-control board 90 of the jackpot type.
[0371] Next, the handling of the jackpot type pre-determination information when the game ball enters the second start hole 22 (or the first start hole 21) in a high probability state will be described. When the game ball enters the start hole in such a high probability state, the main CPU 81 performs control such that it transmits "jackpot type information" together with "winning confirmation information" or "provisional winning information" to the sub-control board 90, but does not transmit "jackpot type information" when it transmits "miss confirmed information" (see FIG. 19(B)).
[0372] When a start win occurs in a high probability state and a "winning confirmation random number" is obtained, the main CPU 81 transmits "winning confirmation information" (see FIG. 19(A)) and "jackpot type advance judgment information" to the sub-control board 90 (see FIG. 19(B)). This is because when a "winning confirmation random number" is obtained, it will be a "jackpot" regardless of whether the state when the special symbol judgment is executed based on this winning confirmation random number is a high probability state or a low probability state.
[0373] Also, when a start win occurs in a high probability state and a "provisional win random number" is obtained, the main CPU 81 transmits "preliminary win type determination information" together with "provisional win information" (see FIG. 19(A)) to the sub-control board 90 (see FIG. 19(B)). This is because when a "provisional win random number" is obtained in a high probability state, if the state remains in a high probability state when the special pattern determination based on this "provisional win random number" is executed, it will be a "jackpot", and basically it needs to be the subject of a pre-reading performance.
[0374] The variation pattern information (see FIG. 19(B)) is information that indicates the variation pattern of the special symbol. When the right to determine the first special symbol is reserved in response to the game ball winning the first starting hole 21, information that indicates the variation pattern of the first special symbol is transmitted from the main control board 80 to the sub-control board 90. On the other hand, when the right to determine the second special symbol is reserved in response to the game ball winning the second starting hole 22, information that indicates the variation pattern of the second special symbol is transmitted from the main control board 80 to the sub-control board 90. The game status information is information that indicates the game status of the gaming machine 1 at the time when a jackpot random number or the like is obtained as a result of the start winning.
[0375] In Fig. 20(B), a state is illustrated in which four reserved icons, Special Chart 2 No. 1 Reserve, Special Chart 2 No. 2 Reserve, Special Chart 2 No. 3 Reserve, and Special Chart 2 No. 4 Reserve, are displayed as reserved icons indicating that the right to judge the second special symbol is reserved when the game is controlled in a probability game state (high probability state). Here, for Special Chart 2 No. 4 Reserve, a "provisional win random number" is obtained, and "provisional win information" is obtained as the jackpot advance judgment information. Therefore, as is clear from the notation in Fig. 19(A), if the reservation corresponding to Special Chart 2 No. 4 Reserve is consumed while the probability state is high, it will be judged as a "jackpot".
[0376] However, as is clear from the notation in Figure 20(B), since the judgment result of the second special pattern judgment corresponding to the second reserve of Special Chart 2 is "3R normal," the game state before the reserve corresponding to the fourth reserve of Special Chart 2 is consumed, specifically, after the jackpot game corresponding to the second reserve of Special Chart 2 ends, becomes a time-saving game state (low probability state), and as a result, the judgment result of the second special pattern judgment corresponding to the fourth reserve of Special Chart 2 becomes "miss."
[0377] In such a case, a hold command including "provisional win information" is sent from the main control board 80 to the sub control board 90 regarding the right to determine the second special pattern related to the fourth reserve of special chart 2, and the sub CPU 91 can execute performance control such as not making the right to determine the second special pattern related to the fourth reserve of special chart 2 the subject of a pre-reading performance based on this "provisional win information" and the state when the second special pattern determination related to the fourth reserve of special chart 2 is executed (a low probability state in the example shown in Figure 20 (B)).
[0378] <Special chart 2 reserved jackpot suggestion performance> FIG. 22 is a screen diagram showing a specific example of the special reserved jackpot suggestion performance in the special reserved jackpot 2. In the gaming machine 1 of this embodiment, when the reserved second special symbol determination rights include a "probable jackpot" at the time when the third round of the jackpot game is started, the special reserved jackpot suggestion performance in the special reserved jackpot 2 may be executed during the third round of the jackpot game (see FIG. 22(A)). FIG. 22(A) illustrates the execution of the special reserved jackpot suggestion performance that displays a reserved jackpot suggestion background different from the normal round background as a background image displayed on the display screen 70 to suggest that the reserved second special symbol determination rights include a "probable jackpot".
[0379] In addition, Figure 22 (B) shows an example of a special chart 2 reserved normal jackpot suggestion effect being executed in which a reserved normal jackpot suggestion background, which is different from the background during a normal round, is displayed as the background image on the display screen 70 to suggest that the reserved second special pattern judgment rights include one that will be a "normal jackpot."
[0380] In the gaming machine 1 of this embodiment, as described above with reference to Fig. 19, when a gaming ball enters the second starting hole 22 in a high probability state and a "winning random number" or a "provisional winning random number" is obtained, that is, when "winning information" or "provisional winning information" is obtained as the jackpot advance judgment information, the jackpot type advance judgment information is transmitted from the main control board 80 to the sub-control board 90 together with the "winning information" or "provisional winning information". Therefore, it is possible to execute an accurate jackpot suggestion performance in the reserved special symbol 2 based on the jackpot type advance judgment information, taking into consideration the state at the time of reservation consumption corresponding to the reserved right of the second special symbol judgment.
[0381] Up to this point, the types of jackpot random numbers, various pre-determination information, icon change effects using reserved icons, and jackpot suggestion effects in reserved special chart 2 have been explained based on Figures 19 to 22, but the pre-determination processing executed by the main CPU81 to realize these effects will be described in detail later based on Figures 31 and 32. In addition, the processing executed by the sub-CPU91 to realize these effects will be described in detail later based on Figures 42 and 43.
[0382] [Chance production and suggestive production] Next, the chance performance and the suggestive performance executed in the gaming machine 1 of this embodiment will be described with reference to Figs. 23 and 24. Here, Fig. 23 is an explanatory diagram for explaining the flow of the chance performance and the suggestive performance. Fig. 24 is an explanatory diagram for explaining the jackpot reliability and the features of the chance performance and the suggestive performance.
[0383] In the gaming machine 1 of this embodiment, during the variable display of the first special symbol in the normal game state, a chance performance (one example of an expected performance) and a suggestive performance may be executed. The chance performance is a performance that makes the player expect that a winning notification performance will be executed. In this embodiment, the chance performance has a jackpot reliability of about 25%, so that even if the chance performance is executed alone, a jackpot can be expected (see FIG. 24). In other words, even if a suggestive performance is not executed after the chance performance, a jackpot can be expected. In this way, since the jackpot reliability of the chance performance is set to a relatively high value, the player can enjoy playing the game while expecting that a winning notification performance will be executed based on the occurrence of the chance performance.
[0384] The chance performance may be any performance that can make the player expect that a winning notification performance will be executed, but in this embodiment, the chance performance is configured as a performance in which a performance image showing a predetermined character uttering the line "Chance!" is displayed on the display screen 70 and the voice of "Chance!" is output from the speaker 38. In this embodiment, an example in which there is one type of chance performance will be described, but for example, multiple types of chance performances with different performance modes may be prepared, and when a chance performance is executed, any one of the chance performances may be selected and executed.
[0385] The suggestive effect is an effect that suggests that a winning notification effect will be executed, and in this embodiment, two types of suggestive effects are prepared: a low suggestive effect and a high suggestive effect (see FIG. 24). Here, the low suggestive effect is an effect that suggests that there is a possibility that a winning notification effect will be executed, and that the possibility is relatively low. On the other hand, the high suggestive effect is an effect that suggests that there is a possibility that a winning notification effect will be executed, and that the possibility is relatively high. In other words, when comparing the low suggestive effect and the high suggestive effect, the high suggestive effect has a higher reliability of a jackpot than the low suggestive effect.
[0386] In this embodiment, as shown in Fig. 24, three types of low suggestion effects are prepared, namely, the first low suggestion effect, the second low suggestion effect, and the third low suggestion effect, which are classified into a low suggestion effect group. When a low suggestion effect is executed, one of the three types of low suggestion effects classified into the low suggestion effect group is selected and executed. In this embodiment, the jackpot reliability of the first low suggestion effect is set to about 3%, the jackpot reliability of the second low suggestion effect is set to about 5%, and the jackpot reliability of the third low suggestion effect is set to about 7%.
[0387] In this embodiment, the first low suggestion effect, the second low suggestion effect, and the third low suggestion effect are all configured as text display effects that display the text "Stay tuned!" on the display screen 70, and the first low suggestion effect, the second low suggestion effect, and the third low suggestion effect have different text colors. Specifically, the first low suggestion effect is a text display effect that displays the text "Stay tuned!" in black, the second low suggestion effect is a text display effect that displays the text "Stay tuned!" in blue, and the third low suggestion effect is a text display effect that displays the text "Stay tuned!" in yellow.
[0388] It should be noted that the three types of low indication effects exemplified here are merely examples, and it goes without saying that the first low indication effect, the second low indication effect, and the third low indication effect may be other effects other than the text display effect as long as they can indicate that the possibility of a winning notification being executed is relatively low. In addition, the types of low indication effects are not limited to three types, and may be one, two, four or more types.
[0389] On the other hand, in this embodiment, as shown in Fig. 24, three types of high suggestion effects are prepared, namely, the first high suggestion effect, the second high suggestion effect, and the third high suggestion effect, which are classified into a high suggestion effect group, and when a high suggestion effect is executed, one of the three types of high suggestion effects classified into the high suggestion effect group is selected and executed. In this embodiment, the jackpot reliability of the first high suggestion effect is set to about 31%, the jackpot reliability of the second high suggestion effect is set to about 36%, and the jackpot reliability of the third high suggestion effect is set to about 42%.
[0390] In this embodiment, the first high suggestion effect, the second high suggestion effect, and the third high suggestion effect are all configured as cut-in effects in which a cut-in image showing the words "Big Chance!" is superimposed on the effect image being displayed on the display screen 70, and these high suggestion effects have different text colors. Specifically, the first high suggestion effect is a cut-in effect that displays the words "Big Chance!" in green, the second high suggestion effect is a cut-in effect that displays the words "Big Chance!" in orange, and the third high suggestion effect is a cut-in effect that displays the words "Big Chance!" in red.
[0391] In addition, the three types of high suggestion effects exemplified here are merely examples, and it goes without saying that the first high suggestion effect, the second high suggestion effect, and the third high suggestion effect may be other effects other than the cut-in effect as long as they can suggest that the possibility of a winning notification being executed is relatively high. In addition, the types of high suggestion effects are not limited to three types, and may be one, two, four or more types.
[0392] The chance effects and suggestion effects proceed as follows. First, when the first special symbol determination is performed in the normal game state, the symbol variation starts to vary the effect symbols in accordance with the variation of the first special symbol (see FIG. 23(A)). Then, when a predetermined time has elapsed since the symbol variation started, the chance effect described above may be executed (see FIG. 23(A) and (B)).
[0393] The low suggestion effects and high suggestion effects described above have the following characteristics. That is, each low suggestion effect classified into the low suggestion effect group has the characteristic that it may be combined with a chance effect or may not be combined with a chance effect (see FIG. 24). This means that there are times when a low suggestion effect is executed after a chance effect is executed, and times when a low suggestion effect is executed without executing a chance effect.
[0394] On the other hand, each high suggestion effect classified into the high suggestion effect group has the characteristic that it is not combined with a chance effect (see FIG. 24). In other words, if a chance effect occurs during the variable display of a certain first special symbol, a high suggestion effect will not be executed within the same variable, and there is a possibility that a high suggestion effect will be executed during the variable display of a first special symbol where a chance effect does not occur.
[0395] In this way, since the low suggestion effect and the high suggestion effect have the characteristics exemplified in Fig. 24, when the chance effect (see Fig. 23(B)) is executed, there are cases where the low suggestion effect is executed and then the hit / loss notification effect (hit notification effect or miss notification effect) is executed (see Figs. 23(B), (C), (E)), and cases where the hit / loss notification effect is executed without executing the low suggestion effect (see Figs. 23(B) and (E)). Also, there are cases where the low suggestion effect is executed without executing the chance effect (see Figs. 23(A), (C)).
[0396] In addition, when the chance effect (see FIG. 23(B)) is not executed, the high suggestion effect may be executed (see FIGS. 23(A) and (D)).
[0397] This series of effects is controlled by the sub-CPU 91, and when executing chance effects and suggestive effects, the sub-CPU 91 can execute suggestive effect control such that a low suggestive effect is executed without executing a high suggestive effect.
[0398] In the gaming machine 1 of this embodiment, as is clear from the notation in Fig. 23, there are cases where the performance proceeds in a first performance pattern in which a low suggestion performance is executed after a chance performance is executed, and cases where the performance proceeds in a second performance pattern in which a low suggestion performance is executed without executing a chance performance, and there is a characteristic that the performance proceeds in the first performance pattern is more likely to execute a winning notification performance than the performance proceeds in the second performance pattern (see Fig. 24). That is, the jackpot reliability when the first low suggestion performance is executed alone is about 3%, the jackpot reliability when the second low suggestion performance is executed alone is about 5%, and the jackpot reliability when the third low suggestion performance is executed alone is about 7%, and when any one of these low suggestion performances is executed after a chance performance, the jackpot reliability is about 27%.
[0399] In this embodiment, the jackpot reliability of each low suggestion effect classified into the low suggestion effect group is set to a value lower than the jackpot reliability of each high suggestion effect classified into the high suggestion effect group (see FIG. 24). For this reason, although the high suggestion effect can increase the player's expectation of a jackpot even if it is executed alone, the same effect cannot be expected for the low suggestion effect, and there is a concern that the execution of the low suggestion effect may instead lower the player's expectation of the execution of the winning notification effect.
[0400] In contrast, in this embodiment, a configuration is adopted in which a high suggestion effect is not combined with a chance effect within the same variation, and a low suggestion effect may be combined after a chance effect is executed. In this embodiment, the chance effect has a jackpot reliability of about 25%, so if a low suggestion effect is executed after a chance effect, it is likely that a winning notification effect will be executed after that. For this reason, when a low suggestion effect is executed alone, it is not very likely that a winning notification effect will be executed, but if it is combined with a chance effect, it is expected that a winning notification effect will be executed, so it is possible to give a good impression to the player regarding the low suggestion effect.
[0401] For this reason, as in this embodiment, by not combining a high suggestion effect with a chance effect, but instead combining a low suggestion effect with a chance effect, it is possible to make the player expect that a win notification effect will be executed, and it is possible to effectively prevent the occurrence of problems such as a significant decrease in the player's expectations for a jackpot due to the execution of a low suggestion effect.
[0402] In this embodiment, an example is given of a case where after a chance effect is executed, a low suggestion effect is executed and a low suggestion effect is not executed; however, the order in which the chance effect and the low suggestion effect are executed may be reversed. For example, when a low suggestion effect is executed while a certain first special pattern is being displayed in a varying state, it is also possible to adopt a configuration in which, within the same variation, there are times when a chance effect is executed and times when a chance effect is not executed.
[0403] So far, we have explained the chance effects and suggestive effects that can be executed in the gaming machine 1 of this embodiment, but the processing executed by the sub-CPU 91 to appropriately control the execution of these chance effects and suggestive effects will be described in detail later with reference to Figures 50 and 51.
[0404] [About the strange miss notification effect] Next, the discomfort miss notification effects executed in the gaming machine 1 of this embodiment will be described with reference to Fig. 25 to Fig. 27. Here, Fig. 25 is a screen diagram showing a specific example of discomfort miss notification effect A. Fig. 26 is a screen diagram showing a specific example of discomfort miss notification effect B. Fig. 27 is a screen diagram showing a specific example of discomfort miss notification effect C.
[0405] In the gaming machine 1 of this embodiment, it is possible to execute a change effect including an effect of changing and displaying a special pattern in accordance with the change of the special pattern, and a stop effect of stopping and displaying a special pattern indicating the result of the special pattern determination performed at the start of the change of the special pattern in accordance with the stop of the special pattern. The stop effect includes a win notification effect (an example of a first stop effect) that notifies that a big win game will be played, and a loss notification effect (an example of a second stop effect) that notifies that a big win game will not be played.
[0406] Incidentally, when the game is controlled in a sure-win game state (or a time-limited game state), if the reserved second special pattern determination rights include one that will result in the execution of a "win notification effect," it is possible to execute an icon change effect in which the reserved icon corresponding to that second special pattern determination right is displayed in a different display mode from normal.
[0407] However, when such an icon change effect is executed, the reserved icon corresponding to the right to determine the second special pattern, which has a high possibility of being a "jackpot" or a judgment result, is emphasized more than the other reserved icons, so that the player is less likely to pay attention to the change effects and stop effects corresponding to the other reserved icons, and as a result, there is a concern that the interest of the change effects and stop effects will decrease.
[0408] In addition, when comparing the probability variable game state and time-limited game state with the normal game state, in the probability variable game state and time-limited game state, since it is easy for the game ball to enter the second starting hole 22, a special symbol variation pattern with a short variation time is likely to be selected compared to the normal game state. Therefore, in the probability variable game state and time-limited game state, the execution time of the variation presentation is likely to be shorter compared to the normal game state, which causes the problem that the presentation is likely to become monotonous.
[0409] Therefore, in order to prevent these problems from occurring, in the gaming machine 1 of this embodiment, three performance symbols indicating a miss are pseudo-stopped at the end of the changing display of the second special symbol, and a miss notification effect in which these performance symbols are stopped in association with the stopped display of the second special symbol provides a notice that a "win notification effect" will be executed if any of the pending second special pattern determinations is executed.
[0410] The miss notification effect that notifies the player that the "win notification effect" will be executed has a different presentation mode from the normal miss notification effect, which makes the player feel uneasy, so in the following description, the miss notification effect that notifies the player that the "win notification effect" will be executed will be called the "uncomfortable miss notification effect." In this embodiment, three types of uncomfortable miss notification effects are prepared: uncomfortable miss notification effect A (see FIG. 25), uncomfortable miss notification effect B (see FIG. 26), and uncomfortable miss notification effect C (see FIG. 27).
[0411] In addition, in the normal game state, in most cases the presentation pattern is composed of numbers and characters, whereas in the special game state or the time-saving game state, the presentation pattern does not have characters and is composed of numbers only. The following explanation will be given using this as an example.
[0412] (Uncomfortable Miss Notification Performance A) 25 shows an example of how the strange miss notification performance A is executed when the game is controlled in the probability game state (or time-saving game state). When the strange miss notification performance A is executed, the performance proceeds as follows.
[0413] FIG. 25(A) illustrates a state in which three performance symbols showing a "126" scatter pattern are stopped on the display screen 70 in association with the stop display of the second special symbol showing a "miss". In this way, when a predetermined determination time (e.g., 0.5 seconds) has elapsed since the second special symbol showing a "miss" is stopped and the three performance symbols showing the "126" scatter pattern are stopped, the pending second special symbol determination is executed, and the variable display of the second special symbol and the performance symbol is started (see FIG. 25(B)). FIG. 25(B) illustrates a state in which the left row of symbols, the middle row of symbols, and the right row of symbols are all scrolled downward.
[0414] Here, if the result of the second special symbol determination performed at the start of the symbol variation shown in Fig. 25(B) is "miss", just before the second special symbol variation display ends, for example, three performance symbols showing the "835" variation stop pseudo-stop, and immediately after that, as the miss symbol is displayed as the second special symbol, these performance symbols stop permanently (see Fig. 25(C)). This is the normal miss notification effect performed in the probability variation game state or the time-limited game state.
[0415] Here, at the time when the miss notification effect of FIG. 25(C) is being executed, for example, three rights, namely Special Chart 2 1st Reserve, Special Chart 2 2nd Reserve, and Special Chart 2 3rd Reserve, are reserved as the right to judge the second special pattern, and if advance judgment information is obtained indicating that the judgment results of Special Chart 2 1st Reserve and Special Chart 2 2nd Reserve are "miss" and the judgment result of Special Chart 2 3rd Reserve is "guaranteed jackpot", then the pattern change corresponding to Special Chart 2 1st Reserve and the pattern change corresponding to Special Chart 2 2nd Reserve are used to execute the strange miss notification effect A in the following manner.
[0416] That is, when a predetermined time (for example, 0.5 seconds) has elapsed since the three performance symbols showing the "835" pattern stopped with the stop display of the second special symbol showing "miss", the second special symbol determination corresponding to the first reserved symbol of the special symbol 2 is executed, and the display of the performance symbol changes with the display of the second special symbol starts (see FIG. 25(D)). The display of the performance symbol changes here starts in the same way as described above based on FIG. 25(B).
[0417] Next, just before the variable display of the second special pattern corresponding to the first reserved pattern of the special pattern 2 ends, for example, the left 4 pattern, the middle character pattern, and the right 9 pattern pseudo-stop at the same time, and immediately after that, a losing pattern is displayed as the second special pattern, and the first strange feeling losing notification performance A is executed in which these three performance patterns stop as they are (see Figure 25 (E)). Here, the left 4 pattern is a number pattern consisting of the number "4", the right 9 pattern is a number pattern consisting of the number "9", and only the middle character pattern is a character pattern consisting of a specific character rather than a number.
[0418] In a normal miss notification performance, the three performance symbols, the left symbol, the middle symbol, and the right symbol, are all number symbols, whereas in the strange miss notification performance A, a character symbol is displayed instead of a number symbol as one of the three performance symbols (the middle symbol in the example shown in FIG. 25(E)). In this way, by executing the strange miss notification performance A, which causes the three performance symbols including the character symbol to stop pseudo-stop and then to stop properly, it is expected that the player will feel strange and will focus on the variable and stop performances.
[0419] When a losing pattern is displayed as the second special pattern corresponding to the first reserved special pattern 2, and a predetermined fixed time (for example, 0.5 seconds) has elapsed since the three performance patterns exemplified in Fig. 25(E) have stopped, a second special pattern determination corresponding to the second reserved special pattern 2 is executed, and the display of the performance pattern associated with the display of the second special pattern begins (see Fig. 25(F)). The display of the performance pattern begins in the same manner as described above based on Fig. 25(B).
[0420] Next, just before the variable display of the second special pattern corresponding to the second reserved special pattern 2 ends, for example, the left character pattern, the middle 6 pattern, and the right 1 pattern pseudo-stop at the same time, and immediately after that, a losing pattern is displayed as the second special pattern, and these three performance patterns stop as they are, and a second strange feeling losing notification performance A is executed (see Figure 25(G)). Here, the middle 6 pattern is a number pattern consisting of the number "6", the right 1 pattern is a number pattern consisting of the number "1", and only the left character pattern is a character pattern consisting of a specific character rather than a number.
[0421] In this second incongruity miss notification performance A (see Figure 25(G)), three performance patterns including a character pattern are displayed, similar to the first incongruity miss notification performance A (see Figure 25(E)), so a similar effect to the first incongruity miss notification performance A can be expected.
[0422] When a losing pattern is displayed as the second special pattern corresponding to the second reserved pattern of the special pattern 2 and a predetermined fixed time (for example, 0.5 seconds) has elapsed since the three performance patterns exemplified in Fig. 25(G) have stopped, the second special pattern determination corresponding to the third reserved pattern of the special pattern 2 is executed, and the display of the change of the performance pattern associated with the change of the second special pattern is started (see Fig. 25(H)). The display of the change of the performance pattern here is started in the same manner as described above based on Fig. 25(B).
[0423] Here, since the result of the determination of the second special pattern corresponding to the third reservation of Special Chart 2 is a "guaranteed jackpot," just before the variable display of the second special pattern corresponding to the third reservation of Special Chart 2 ends, for example, three performance patterns showing the repeated numbers "777" are pseudo-stopped simultaneously, and immediately thereafter, a jackpot pattern (guaranteed jackpot pattern) is displayed as the second special pattern, and a win notification effect is executed in which these three performance patterns actually stop (see Figure 25 (I)).
[0424] In the example shown in Fig. 25, the stopping position of the character pattern is different between the first discomfort failure notification performance A and the second discomfort failure notification performance A, but the display position of the character pattern may be fixed, for example, by displaying only the center pattern as the character pattern. Also, for example, the number of character patterns may be increased each time the discomfort failure notification performance A is executed, for example, by displaying three performance patterns including one character pattern in the first discomfort failure notification performance A and displaying three performance patterns including two character patterns in the second discomfort failure notification performance A.
[0425] Up to this point, the case where the strange feeling miss notification performance A is executed twice has been described as an example with reference to Fig. 25, but the number of times the strange feeling miss notification performance A is executed is variable, and it is also possible to execute the strange feeling miss notification performance A once or three times using the pattern change that is executed before the pattern change that executes the winning notification performance (here, the change corresponding to the third reserved special chart 2). When the strange feeling miss notification performance A is executed only once, for example, a configuration is conceivable in which a normal miss notification performance is executed in the scene where the performance in Fig. 25(E) is executed, and only the strange feeling miss notification performance A in Fig. 25(G) is executed.
[0426] In this way, by executing one or more strange miss notification effects A to warn that the reserved second special pattern determination rights include one that will be determined to be a "jackpot," it is possible to make the player feel strange while drawing his or her attention to the variable effects and the stop effects, thereby effectively increasing the player's expectations for a jackpot.
[0427] (Uncomfortable Miss Notification Performance B) 26 shows an example of how the strange miss notification performance B is executed when the game is controlled in the probability game state (or time-saving game state). When the strange miss notification performance B is executed, the performance proceeds as follows.
[0428] In Fig. 26(A), the state immediately after the display of the effect patterns (scrolling display of three pattern rows) starts as the display of the second special pattern starts is illustrated. Here, if the result of the second special pattern determination performed at the start of the pattern change illustrated in Fig. 26(A) is "miss", three effect patterns showing, for example, a "152" scatter pattern are pseudo-stopped just before the display of the second special pattern ends, and immediately after that, as the miss pattern is stopped and displayed as the second special pattern, a normal miss notification effect is executed in which these effect patterns are stopped as they are (see Fig. 26(B)).
[0429] Here, at the time when the miss notification effect of Figure 26 (B) is being executed, for example, if two rights, Special Chart 2 1st Reserve and Special Chart 2 2nd Reserve, are reserved as the right to judge the second special pattern, and advance judgment information is obtained indicating that the judgment result of Special Chart 2 1st Reserve is "miss" and the judgment result of Special Chart 2 2nd Reserve is "normal jackpot", then the strange miss notification effect B is executed in the following manner using the pattern change corresponding to Special Chart 2 1st Reserve.
[0430] That is, when a predetermined time (for example, 0.5 seconds) has elapsed since the three performance symbols showing the "152" scatter pattern stopped with the stop display of the second special symbol showing "miss", the second special symbol determination corresponding to the first reserved symbol of the special symbol 2 is executed, and the display of the performance symbol changes with the display of the second special symbol starts (see FIG. 26(C)). The display of the performance symbol changes here starts in the same way as described above based on FIG. 25(B).
[0431] Next, just before the variable display of the second special pattern corresponding to the first reserved special pattern 2 ends, for example, the left 9 pattern, the middle 7 pattern, and the right 6 pattern pseudo-stop at the same time, and immediately after that, a losing pattern is stopped and displayed as the second special pattern, and the three performance patterns stop as they are, and a strange losing notification performance B is executed (see FIG. 26(D)). Here, the left 9 pattern is a number pattern consisting of the number "9", the middle 7 pattern is a number pattern consisting of the number "7", and the right 6 pattern is a number pattern consisting of the number "9". In this way, all of these three performance patterns are number patterns, but the middle 7 pattern is a pseudo consecutive pattern that notifies the execution of the pseudo consecutive performance, as described above based on FIG. 9. As shown in Figures 9(D)-(E) and Figures 9(G)-(H), when the middle 7 symbol is pseudo-stopped, a pseudo consecutive performance occurs and the scrolling display of the three symbol rows resumes, so basically, the middle 7 symbol will not actually stop.
[0432] In contrast to this, in the strange miss notification effect B, three performance symbols, including the middle 7 symbol, which basically never stops, are pseudo-stopped and then stopped as a miss notification effect. This makes it possible for the player to feel the strange sensation that the middle 7 symbol, which should never stop, has actually stopped, and to focus on the variable effect and the stop effect.
[0433] When a losing pattern is displayed as the second special pattern corresponding to the first reserved special pattern 2, and a predetermined fixed time (for example, 0.5 seconds) has elapsed since the three performance patterns exemplified in Fig. 26(D) have stopped, the second special pattern determination corresponding to the second reserved special pattern 2 is executed, and the display of the change of the performance pattern associated with the change of the second special pattern is started (see Fig. 26(E)). The display of the change of the performance pattern here is started in the same manner as described above based on Fig. 25(B).
[0434] Next, just before the varying display of the second special pattern corresponding to the second reserve of special chart 2 ends, for example, three performance patterns showing the repeated numbers "444" simultaneously pseudo-stop, and immediately after that, a jackpot pattern (normal pattern) is displayed as the second special pattern, and a winning notification effect is executed in which these three performance patterns actually stop (see Figure 26 (F)).
[0435] Note that, here, an example has been described in which the strange miss notification display B is executed only once before the winning notification display is executed, but it is also possible to execute the strange miss notification display B multiple times (for example, two or three times) before the winning notification display is executed.
[0436] In this way, by executing one or more strange miss notification effects B to warn that the reserved second special pattern determination rights include one that will be determined to be a "jackpot," it is possible to make the player feel a strange sensation while drawing his or her attention to the variable and stop effects, thereby effectively increasing the player's expectations for a jackpot.
[0437] (Unnatural Miss Notification Performance C) 27 shows an example of how the strange miss notification effect C is executed when the game is controlled in the probability game state (or time-saving game state). When the strange miss notification effect C is executed, the effect proceeds as follows.
[0438] FIG. 27(A) illustrates a state in which three performance symbols showing the "462" variation are stopped on the display screen 70 in association with the stop display of the second special symbol showing "miss". Here, at a point in time when the miss notification performance of FIG. 27(A) is being executed, for example, four rights of the special symbol 2 first reservation, the special symbol 2 second reservation, the special symbol 2 third reservation, and the special symbol 2 fourth reservation are reserved as the right of the second special symbol judgment, and when the judgment results of the three reservations from the special symbol 2 first reservation to the special symbol 2 third reservation are "miss" and the judgment result of the special symbol 2 fourth reservation is "probable big win", the discomfort miss notification performance C is executed in the following flow using the pattern variation corresponding to the special symbol 2 first reservation, the pattern variation corresponding to the special symbol 2 second reservation, and the pattern variation corresponding to the special symbol 2 third reservation.
[0439] That is, when a predetermined time (for example, 0.5 seconds) has elapsed since the three performance symbols showing the "462" pattern stopped with the stop display of the second special symbol showing "miss", the second special symbol determination corresponding to the first reserved symbol of the special symbol 2 is executed, and the display of the performance symbol changes with the display of the second special symbol starts (see FIG. 27(B)). The display of the performance symbol changes here starts in the same manner as described above based on FIG. 25(B).
[0440] Next, just before the varying display of the second special pattern corresponding to the first reserved special pattern 2 ends, for example, the left 1 pattern, the middle 3 pattern, and the right 9 pattern simultaneously pseudo-stop, and immediately after that, a missing pattern is displayed as the second special pattern, and these three performance patterns stop as they are, thereby executing the first strange miss notification performance C (see Figure 27(C)).
[0441] Here, the left 1, middle 3, and right 9 are all number symbols, but as is clear from a comparison of Fig. 27(A) and (C), in a normal miss notification effect, the three effect symbols are displayed in a straight line on the winning line, whereas in the strange miss notification effect C, at least one of the three effect symbols is displayed at a position different from the winning line (see Fig. 27(C)). Fig. 27(C) illustrates a state in which only the right 9 symbol is displayed on the winning line, and the left 1 and middle 3 symbols are displayed at a position different from the winning line (here, a position below the winning line).
[0442] In this way, in the strange miss notification effect C, at least one of the three effect patterns is displayed stopped at a position other than on the winning line, making the player feel a sense of strangeness and making him or her pay attention to the changing effect and the stopping effect.
[0443] A losing pattern is displayed as the second special pattern corresponding to the first reserved special pattern 2, and when a predetermined determination time (e.g., 0.5 seconds) has elapsed since the three performance patterns exemplified in Figure 27(C) have stopped, a determination of the second special pattern corresponding to the second reserved special pattern 2 is executed, and the display of the performance patterns changes in conjunction with the display of the second special pattern (see Figure 27(D)).
[0444] Next, just before the variable display of the second special symbol corresponding to the second reserved special symbol 2 ends, for example, the left 5 symbol, the center 5 symbol, and the right 4 symbol simultaneously pseudo-stop, and immediately after that, a losing symbol is stopped and displayed as the second special symbol, and the second strange feeling losing notification performance C in which these three performance symbols stop as they are is executed (see FIG. 27(E)). In the second strange feeling losing notification performance C, as in the first strange feeling losing notification performance C, the stopped display positions of the left symbol and the right symbol are shifted from the effective line, making it possible to make the player feel strange.
[0445] A losing pattern is displayed as the second special pattern corresponding to the second reserve of Special Chart 2, and when a predetermined determination time (e.g., 0.5 seconds) has elapsed since the three performance patterns exemplified in Figure 27(E) have stopped, a determination of the second special pattern corresponding to the third reserve of Special Chart 2 is executed, and the display of the performance patterns changes in conjunction with the display of the second special pattern starts (see Figure 27(F)). 【044...
Claims
[Claim 1] a determination means for determining whether or not to execute a special game advantageous to a player; a special game execution means for executing the special game when the determination means determines that the special game is to be executed; a performance control means for controlling the performance, The performance control means It is possible to execute a winning notification effect that notifies the player that the determination means has determined that the special game will be executed, a first expectation effect that makes the player expect that the winning notification effect will be executed, and a second expectation effect that makes the player expect that the winning notification effect will be executed, A gaming machine characterized in that, during execution of the first expected performance, there are a first time when the performance content of the first expected performance does not change from the first performance content, a second time when the performance content of the first expected performance changes from the first performance content to the second performance content and then does not change to the third performance content, and a third time when the performance content of the first expected performance changes from the first performance content to the second performance content and then changes to the third performance content.